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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shadow Goblin Scribe \n'b' Family: Goblin \n'b' Small humanoid (goblinoid), any non-chaotic \n'b' Armor Class 14 (leather) Hit Points 21 (6d6) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 11 (+0) INT: 17 (+3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, History +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Goblin, Umbral Challenge 1 (200 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' Quill . 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' Notarize (1/Day) . The shadow goblin chooses one creature they can see within 60 feet and mystically marks it for 24 hours. While a creature is marked in this way, it rolls with disadvantage against any saving throws made to resist the shadow goblin\xe2\x80\x99s spells. \n'b' Spellcasting . The shadow goblin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : acid splash , mage hand \n'b' 2/day each : command , hold person , illusory script \n'b' 1/day : suggestion \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 scribe, it must succeed on a DC 11 Charisma saving throw or have disadvantage on the next ability check, attack roll, or saving throw it makes before the start of the scribe\xe2\x80\x99s next turn \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The shadow goblin takes the Disengage or Hide action. \n'b'\n'b' REACTIONS \n'b'\n'b' Vengeful Jinx . When the shadow goblin is hit by an attack from a creature they can see, they can curse the attacker. The target has disadvantage on attack rolls until the end of its next turn. \n'b'\n'b' ABOUT \n'b' The boney, purple-skinned goblin with bright-yellow eyes pushes a pair of gold spectacles farther up on her long nose. \n'b' She wears a flowy grey shirt stained with black blotches of ink. And she looks annoyed by the sudden interruption. \n'b' Shadow goblin scribes are the notaries and executors of deals brokered between shadow fey and mortals. \n'b' Contracts, Oaths & Consequences . Shadow fey nobility possess notoriously short attention spans and have come to rely on shadow goblin scribes to record and enforce the day-to-day drudgeries associated with complex contracts. After a fey accepts a bargain, they call upon the scribe to work out the exact terms, catalog them, and occasionally deal with those desperate enough to attempt to break a contract (see shadow goblin chieftain above for the consequences of goblins breaking some such contracts and oaths). \n'b' Limited Spellcasting . Shadow fey are careful not to teach their goblin servitors too much magic, but scribes learn a small selection of practical spells that allow them to deal with testy mortals. Scribes are often the messengers of bad news, and their magic allows them to subdue aggressive individuals long enough to accomplish their business.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Elite \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 16 (studded leather, shield) \n'b' Hit Points 7 (2d6) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) 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' Nimble Escape . The 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' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Plague-Host \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d6 + 48) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 19 (+4) INT: 2 (-4) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cadaverous Appearance . While the plague-host is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Horde Instincts . The plague-host has advantage on a melee attack roll against a creature if at least two of the plague-host\xc2\x92s allies are within 5 feet of the creature, and the allies are not incapacitated. \n'b' Tenacious Clinger . If the plague-host hits the same creature with at least two attacks on the same turn, it latches onto the target. The plague-host is considered grappled by the target with the following exceptions: The target cannot end the grapple at will, instead it must use its action to attempt a DC 14 Strength ( Athletics ) or Dexterity ( Acrobatics ) check, shaking the plague-host off and ending the grapple on a success. The plague-host can end the grapple at will. Until the grapple ends, attack rolls against the target have advantage, and the target has disadvantage on attack rolls and Strength and Dexterity checks that are not made to attempt to shake the plague-host off. Additionally, if two or more creatures with this ability are latched on to the same Large or smaller creature, the target is also grappled . If three or more creatures are latched on to the same Large or smaller creature, the target is also restrained and incapacitated. \n'b' Lesser Undead Fortitude . If damage reduces the plague-host to 0 hit points , it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-host drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The plague-host makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. Additionally, living creatures must succeed on a DC 15 Constitution saving throw, or take 13 (3d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b'\n'b' Legendary Actions \n'b' The plague-host can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The plaguehost regains spent legendary actions at the start of its turn. \n'b'\n'b' Scuttle . The plague-host moves up to 10 feet, without provoking opportunity attacks. \n'b' Bite (Costs 2 Actions) . The plague-host makes one bite attack . \n'b'\n'b' ABOUT \n'b' Though not much of a threat individually, goblin zombies become much more of a menace when allowed to coalesce into a swarm of gnashing teeth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin Savage \n'b' Small humanoid (goblin), any evil \n'b' Armor Class 13 \n'b' Hit Points 21 (6d6) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Goblin \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . A goblin savage has advantage on attack rolls against a creature if at least one of her allies is within 5 feet of her and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sneak Attack (1/Turn) . A goblin savage deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of her allies that isn\xe2\x80\x99t incapacitated and she doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A goblin savage makes two melee attacks . \n'b' Daggers +1 . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . A goblin savage can take the Disengage or Hide action as a bonus action on each of her turns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goblin, Hill Beastmaster \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 (hide armor) Hit Points 22 (5d6 + 5) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) 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 Animal Handling +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Animal Trainer . The hill goblin beast master has one of the following beasts or groups of beasts at its command (roll a d4): \n'b' 4 worg pups \n'b' 3 worg runts \n'b' 2 worg mothers \n'b' 1 worg alpha \n'b'\n'b' Nimble Escape . The hill goblin beast master can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Command . As a bonus action, the hill goblin beast master can order one of its beasts to perform a movement and attack action. \n'b' Goad . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if wielded with two hands. \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 beast master misses, it moves 5 feet away without provoking an opportunity attack . \n'b' About \n'b' Beastmasters are tasked with training and keeping the troop\xe2\x80\x99s wolf pack, as well as taking charge of other captured beasts as and when the need arises. Old beastmasters are rare, and those that do last have lost their fair share of bits and pieces to their unruly charges.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goldbug (Legendary Games) \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d4 + 8) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 20 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (25 XP) \n'b' Special Traits \n'b' False Appearance . While the goldbug remains motionless, it is indistinguishable from a gold coin. \n'b' Scent Gold . The goldbug can pinpoint, by scent, the location of gold within 60 feet of it. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 1 piercing and 1 poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. \n'b' About \n'b' The goldbug is a strange sort of insect, a creature whose round, flat body resembles a gold coin. This \xe2\x80\x9cdisguise\xe2\x80\x9d helps goldbugs get close to their prized food source: gold. When placed in a pouch or chest along with the gold coins it resembles, a goldbug will happily devour the coins at the rate of one per day. Goldbugs live underground near veins of gold and are common in areas where gold is used as coinage and in art objects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goldbug (Open Design) \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 18 (4d4 + 8) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 20 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' Special Traits \n'b' False Appearance . While the goldbug remains motionless, it is indistinguishable from a gold coin. \n'b' Scent Gold . The goldbug can pinpoint, by scent, the location of gold within 60 feet of it. \n'b' ACTIONS \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing and 1 poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. \n'b' ABOUT \n'b' The goldbug is a strange sort of insect, a creature whose round, flat body resembles a gold coin. This \xe2\x80\x9cdisguise\xe2\x80\x9d helps goldbugs get close to their prized food source: gold. \n'b' When placed in a pouch or chest along with the gold coins it resembles, a goldbug will happily devour the coins at the rate of one per day. \n'b' Goldbugs live underground near veins of gold and are common in areas where gold is used as coinage and in art objects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golden Goat \n'b' Medium beast (fey), unaligned \n'b' Armor Class 13 Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 13 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throw Dex +2 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge \xc2\xbc (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Radiant Stubbornness . The golden goat has advantage on saving throws made against effects that would force it prone . When it succeeds on this saving throw, the attacker takes 1d4 points of radiant damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The Summer Court uses golden goats for their wool, and eagerly seek out the creatures. They are born where sunlight reflects off morning dew. Capturing and raising golden goats is a serious occupation of the Summer Court. Members of the court will often compare the size of their herds, and the quality of the wool that their goats produce. Great conflicts have been fought over a golden goat\xe2\x80\x99s shining fleece. In Greek mythology, the ram that produced the Golden Fleece was said to be the offspring of the sea god Poseidon and Themisto.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Small \n'b' Family: Animated Objects \n'b' Small construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 44 (8d6 + 16) \n'b' Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) 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 1 (200 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 : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amadan \n'b' Small fey , neutral evil \n'b' Armor Class 16 (natural) Hit Points 114 (12d6 + 72) Speed 20 ft.; swim 30 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 17 (+3) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +9, Cha +11 Skills Deception +16, Intimidate +11, Insight +16, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Common, Aklo, Sylvan, Aquan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The amadan may cast the following spells without components. Its spell casting ability is Charisma , spell attack bonus +11, spell DC 19.\n'b'\n'b'\n'b' At will : blight , blindness/deafness , control water , ray of enfeeblement \n'b' 3/day each : bestow curse , symbol \n'b' 1/day : imprisonment \n'b'\n'b' Accursed Veil . The amadan is under the effects of greater invisibility at all times. Creatures under the effects of a curse can see the creature normally. \n'b' Amphibious . The amadan can breathe both air and water. \n'b' Illuck . As a bonus action each round, the amadan may choose any number of creatures within 30 feet. Those creatures reduce their attack rolls and ability checks by 1d4 until the amadan dies or the creatures leave the aura. \n'b' Tainted Tears . Any creature that successfully attacks the amadan with a melee weapon or natural attack , or who is hit by the amadan\xe2\x80\x99s bite or claw attack , must succeed on a DC 19 Wisdom save or become cursed. Roll 1d6 to determine which ability score is affected (1 = Strength , 2 = Dexterity , etc). The target has disadvantage on ability checks and saving throws made with that ability score for 1 minute, or until the curse is removed by a remove curse , dispel evil and good , or similar magic. The target may repeat the save at the end of each of their rounds. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amadan may make two attacks, one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 10 (1d6 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' An amadan is vaguely humanoid, but alternately shrunken and swollen like a half-melted wax figure. Its skin is pallid and near- translucent, and on close examination every fold and flap bears the impression of an anguished face, the lingering legacy of some accursed ancestor whose residual tragic destiny the amadan has absorbed. Beneath the amadan\xe2\x80\x99s skin there is no flesh, no bone, no organs of any kind; its skin is but a membrane holding the turgid distillate of a thousand curses within it. \n'b' Living Curse . An amadan is a living curse, a being of cruel chance and malformed destiny. The first amadans were created by the Eldest fey lords, the spiritual embodiment of misfortune given breath and life, the vengeful emissaries of the Eldest upon those who impugned their honor. An amadan is a living weapon of terror, and few dare speak ill of the fey or their Eldest masters where an amadan might hear, lest they fall under a curse of withering and death, or be spirited off to the fey realms never to be seen again. Since the time of their original creation , however, some have come into being spontaneously, congealing into life from the emotional and magical effluent precipitated along the fringes of the fey realms, especially along borderlands and boundaries that have seen an eternity of feuding, enmity, and generational strife. \n'b' Darkest Fey . Amadans are everything other fey are not, hideous rather than beautiful, bringing sorrow where other fey bring laughter and misery in place of delight, replacing happiness with torment and despair. Amadans are often blamed for all manner of disasters and even small misfortunes. Outsiders and those yet untouched by their power often scoff at the superstitious signs made to avert the attention of an amadan, but those who have felt their bitter affections have learned it does not pay to tempt fate where an amadan is concerned. \n'b' Liars and Betrayers . Amadans are drawn to settled areas, though they prefer small towns and rural communities to bustling cities. They walk freely though villages they claim, posing at first as kindly water spirits. When misfortune inevitably strikes (usually brought on by the amadan itself ), the amadan offers to intercede with the spirit world to protect the mortal community, for a price. Its price always seems small at first, but it increases slowly but surely as the amadan points out a litany of supposed slights and transgressions against the fey world. Each new demand it makes to atone for the offense is one small step further toward corruption, but those who object or refuse its demands find themselves suffering mysterious accidents or terrible fates. Whispering doom into the ears of the low and high alike, amadans build cults of misery, tribute, and eventually living sacrifice. \n'b' Through imprecation and insinuation, amadans drive their unwitting subjects to mounting acts of depravity until their community collapses into madness, savagery, and a bloody orgy of violence, before the amadan moves on in search of new victims, leaving carnage-strewn anarchy in their wake.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golden Ox \n'b' Large beast (ozbeast), lawful good \n'b' Armor Class 10 \n'b' Hit Points 75 (10d10 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +5, History +4, Insight +5, Intimidation +5, Perception +5, Persuasion +5 \n'b' Senses passive Perception 15 \n'b' Languages Common \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity. \n'b' Bonding . The golden ox can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the golden ox bonds with a different creature or until the bonded creature dies. While bonded, each time the bonded creature takes damage, the golden ox takes the same amount of damage, and vice versa. \n'b' Horn of Plenty . A golden ox can grant one to three wishes to a creature that isn\xe2\x80\x99t a golden ox. Once a golden ox has granted its limit of wishes, it can\xe2\x80\x99t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same golden ox can expend its limit of wishes on a specific creature only once in that creature\xe2\x80\x99s existence. To be granted a wish , a creature within 60 feet of the golden ox states a desired effect to it and twists the ox\xe2\x80\x99s right horn. The golden ox can then cast the wish spell on the creature\xe2\x80\x99s behalf to bring about the effect. The wish can only create things and does not transport or transform anything. \n'b' Innate Spellcasting . The ox\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : create or destroy water \n'b' 3/day each : create food and water \n'b' 1/day each : creation \n'b'\n'b' Charge . If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' This great white ox has gold horns. \n'b' Golden oxen are rare creatures intimately tied to the ruling dynasty. They are raised in the Blue Forest and then brought to the new King upon his coronation. From then on, their fates are intertwined: \xe2\x80\x9cSo long as the Royal Ox of Keretaria is in good health and spirits, so long and no longer shall the present King rule over the Land.\xe2\x80\x9d \n'b' Golden oxen are feted and pampered at every turn, showing up for ceremonial purposes. Their longevity is what matters, but there is more to them than meets the eye. \n'b' For one, each of their horns are detachable. The left horn can conceal objects, the right is a horn of plenty that can bestow wishes. \n'b' Golden oxen are cautious by nature but are faithful allies and staunch opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Carrion \n'b'\n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understands Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Fire . If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Disease Carrier . If the golem deals damage with its bite or its claws, it exposes its victims to a horrific version of filth fever. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Lightning Absorption . Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carrion golem makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) piercing damage plus disease carrier. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage plus disease carrier. \n'b'\n'b' ABOUT \n'b' A lurching mash-up of rotting flesh, jagged bone, and coarse hair, this monstrosity reeks of death and decay. \n'b' Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn\xe2\x80\x99t a \xe2\x80\x9ctrue golem,\xe2\x80\x9d but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don\xe2\x80\x99t do so out of true interest in the technique of golem crafting, but for the golem\xe2\x80\x99s ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Glass \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 180 (19d10 + 76) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Understands the language of its creator but cannot speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Reflective Body . The glass golem has resistance to radiant damage. \n'b' Dazzling Brightness (3/Day) . When the glass golem is in an area of bright light, it can use its action to dazzle all creatures within 30 feet of it. Each creature in that area must make a DC 15 Constitution saving throw or be blinded until the end of its next turn. \n'b' Legendary Resistance (3/Day) . If the glass golem fails a saving throw, it can choose to succeed instead. \n'b' Immunity to Magic . The glass golem has damage resistance to most spells. In addition, certain spells and effects function differently against a glass golem, as noted below: \n'b' Stained glass variety . In certain divine circles, practitioners of the sacred arts employ their talents to fashion Stained Glass Golems, intricate beings that mirror the vivid hues and motifs found within temple windowpanes. These slender and nimble entities serve a dual purpose as guardians and spies. Their agile frames grant them maneuverability, allowing them to move with the grace of a gentle breeze, unlike their larger counterparts. Their ability to blend seamlessly into their surroundings, aided by their vibrant coloration and divine energy, grants them a +8 bonus on Stealth checks.\n'b'\n'b'\n'b' A shatter spell causes double damage. \n'b' A magical attack that deals cold damage causes the glass golem to move at half speed for 3 rounds (no saving throw). In addition to this, it only makes one slam attack. \n'b' A magical attack that deals fire damage ends any slow effect on the golem and heals 1 hit point for every 3 points of fire damage it would have taken. If this healing would cause the golem to exceed its hit point maximum, it gains any excess as temporary hit points . In addition to this, it reverts to its usual two slam attacks per round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glass golem make Two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. \n'b' Reflect Spells (Recharge 5-6) . As a reaction . the glass golem aligns its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells as if it were under the effect of a spell turning spell. \n'b'\n'b' ABOUT \n'b' Glass sentinels, formidable guardians sculpted by the hands of powerful enchanters, assume the form of armored humanoid figures. Not simply practical, they are also works of art, with their exact forms changing from one to another based on the desires of the artisans who created them. Although they can reasonably be found anywhere, they are more common in both desert realms and urban centers where sand is in abundance. Large in size and weighing over a ton, glass golems are an imposing presence whose simple presence is enough to deter a great many would-be attackers from harrying their creators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Lead \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 20 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine 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 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Reaction . Whenever the lead golem would be subject to acid damage, it takes no damage and instead regains a number of hit points equal to one-half the acid damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Interference Aura . A lead golem projects a 60-foot aura that blocks divination magic, as nondetection . \n'b' Intractable Density . Any Strength ( Athletics ) checks to Shove a lead golem has disadvantage, and the golem has advantage on its check to resist being Shoved. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Particulate Cloud (Recharge 5-6) . The lead golem can use its reaction to exude a fine cloud of lead particles that persist until the start of its next turn. A creature that enters the cloud for the first time or that starts its turn in it must make a DC 16 Constitution saving throw or become poisoned for one minute and gains a level of exhaustion . This cloud can be dissipated by a strong wind such as that created by the gust of wind spell. \n'b'\n'b' ABOUT \n'b' Resembling an unearthed vein of dull gray minerals, this crude, hunchbacked humanoid figure uses its arms to support itself. Lead golems move with a lurching, heavy tread and often crack floors as they walk due to their immense weight. A lead golem stands 11 feet tall when upright and weighs 10,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Rope \n'b' Large construct , unaligned \n'b' Armor Class 14 Hit Points 76 (8d10+24) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities slashing Damage Immunities thunder; poison; psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Swing . If the environment has a sufficient place for its ropes to grab hold, the golem can jump up to its entire movement. \n'b' Spider Climb . The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Rope . One creature within 20 feet of the golem must make a DC 14 Strength saving throw. If the creature fails, the golem may either knock the target prone or pull it up to 10 feet closer to the golem. Rope golems gain even further advantage by repositioning their foes, and those who control rope golems are wise to include dangerous terrain in the areas they guard. \n'b' Construct Nature . Rope golems do not need to eat, drink, breathe, or sleep. \n'b'\n'b' ABOUT \n'b' A dense core of twisted and knotted ropes act like the torso of this creation. A dozen rope ends spring forth from it, forming the rough shape of limbs. \n'b' These ropes twist together and untwist, constantly combining to make larger limbs or splitting apart to make more. Rope golems are sometimes considered among the \xe2\x80\x9cminor\xe2\x80\x9d golems. They are easier and cheaper to craft than their cousins of iron and stone but are also less powerful. Of course, they are only relatively less powerful, and can easily tear through a company of typical soldiers. \n'b' Mobile Fighters . Though mostly mindless, rope golems are constructed with a tactical awareness. They can climb and swing throughout a battlefield to get a superior position to attack weaker foes, and because they care not for their own safety, they\xe2\x80\x99ll risk counterattacks if it gets them an advantage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Salt \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 115 (11d10 + 55) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (\xe2\x80\x930) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons 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 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blinding Salt Spray . When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem\xe2\x80\x99s body, and each creature within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn. \n'b' Construct Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Dehydrating Fists . The salt golem\xe2\x80\x99s Slam attacks are magical. When the golem hits with a Slam attack , the attack deals an extra 4d8 necrotic damage (included in the attack ). \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion . \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' A crudely sculpted, roughly humanoid crystalline form shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step. \n'b' Coastal Druids . These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard. \n'b' Crystalline and Silent . A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak\xe2\x80\x94the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator. \n'b' Valuable Remains . A salt golem stands about eight feet tall and weighs around 1,000 pounds. A salt golem\xe2\x80\x99s body is formed from a composite of 1,000 pounds of rare salts and minerals worth at least 2,500 gp.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Barnyard Golem \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 9 \n'b' Hit Points 75 (10d8 + 30) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (\xe2\x80\x931) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Damage Immunities lightning, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages of its creator 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 barnyard golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Easily Distracted . The barnyard golem has disadvantage on Wisdom ( Perception ) checks. In addition, a creature that the barnyard golem can see or hear and that is within 30 feet of it can attempt to distract the golem as a bonus action. The golem must succeed on a DC 10 Wisdom saving throw or spend its next turn moving up to its speed toward the creature, using its available actions on that creature. \n'b' Immutable Form . The barnyard golem is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption . Whenever the barnyard golem is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt. \n'b' Magic Resistance . The barnyard golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The barnyard golem makes one Bite attack and one Wing Slap attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Wing Slap . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Chymus Expulsion (Recharge 5\xe2\x80\x936) . The barnyard golem exhales semi-digested, decayed meat and vegetation in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The flesh of a dozen birds has been sewn together into an unsightly amalgam bird with several sections plucked of feathers. \n'b' A barnyard golem is a foul amalgamation of domesticated and farmland birds. Wings, legs, breasts and thighs of chickens, turkeys, ducks, ravens, geese, and even vultures are knit together into a warped form. \n'b' Flesh-Eating Fowl . Unlike its component parts, the barnyard golem is carnivorous, though it doesn\xe2\x80\x99t eat to sustain itself. The creatures it consumes are stored in a hollow organ within the golem and ground into a ghastly paste that it later ejects in a blast of decayed, poisonous goop. \n'b' Poor Man\xe2\x80\x99s Flesh Golem . Barnyard golems are relatively inexpensive for wizards to create, as poultry is much easier to obtain than humanoid flesh. Hardier than lesser golems, barnyard golems don\xe2\x80\x99t fall apart within days of their creation, but the use of birds instead of humanoids leaves them more unpredictable. A barnyard golem might complete its creator\xe2\x80\x99s assigned task, or it might peck at the ground, hunting worms as if it was still a living bird. Similarly, the golems can become easily distracted. Still, for wizards on a budget or who live in remote areas where a few missing people would be noticed much faster than missing birds, the barnyard golem is the most favorable option. \n'b' Harbingers of Starvation . Barnyard golems cause of local food shortages as their creators collect and use a significant portion of the local poultry population. Fortunately, fresh barnyard golems can often be cooked and consumed after being defeated, solving the same hunger problems their creation causes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chain Golem \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 119 (14d10 + 42) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 5 (\xe2\x80\x933) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands Infernal but can\xe2\x80\x99t speak \n'b' Challenge 8 (3,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The chain golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The chain golem is immune to any spell or effect that would alter its form. \n'b' Infernal Tetanus . A creature infected with this disease manifests symptoms 2d4 days after infection, which include fever, headache, sore throat, and muscle aches. This disease affects the nervous system, causing painful, debilitating muscle spasms that eventually inhibit mobility, speech, and breathing. Until the disease is cured, at the end of each long rest, the infected creature must make a DC 16 Constitution saving throw. On a failure, the creature\xe2\x80\x99s Dexterity score is reduced by 1d4 and it is paralyzed for 24 hours. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces the creature\xe2\x80\x99s Dexterity to 0, the creature dies. On a successful save, the infected creature instead suffers one level of exhaustion , and, until the disease is cured or the exhaustion is removed, it must succeed on a DC 16 Constitution saving throw to cast a spell with a verbal component. A creature that succeeds on three saving throws recovers from the disease. \n'b' Magic Resistance . The chain golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The chain golem\xe2\x80\x99s attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chain golem makes two Chain attacks. \n'b' Chain . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 18 (4d6 + 4) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or contract the infernal tetanus disease (see the Infernal Tetanus trait). The target is grappled (escape DC 14) if it is a Large or smaller creature and the golem doesn\xe2\x80\x99t have another creature grappled . \n'b' Imprison . The chain golem creates a prison of chains around a Medium or smaller creature grappled by it. While imprisoned, the creature is restrained and takes 14 (4d6) piercing damage at the start of each of its turns. The imprisoned creature or a creature within 5 feet of the golem can take an action to free the imprisoned creature. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 7 (2d6) piercing damage. \n'b'\n'b' ABOUT \n'b' A mass of tangled, rusty chains rattles its barbed links. As it rises and moves, it takes on a vaguely humanoid form, like a figure draped in a hooded cloak made of chains. \n'b' Chain golems are native to infernal regions and created by chain devils. The creation process involves several chain devils participating in a ritual, each devil shedding one or more chains from its body and giving a sliver of its life force. The mass of chains can then be commanded by any chain devil involved in its creation. \n'b' Infernal Hunters . Chain golems are created by chain devils to hunt down particular quarry and returning the creature to its infernal creators. The quarry may be an escaped soul, a creature that betrayed the devils, or an enemy in retreat. Once set on the trail, a chain golem pursues relentlessly until it catches the creature or is destroyed. \n'b' Servile . If the chain devils that created the golem die, the golem attempts to seek out others. If one or more chain devils reenact the ritual that initially created the golem, adding a chain from their own bodies to the golem, it becomes theirs to command .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cybernetic Golem Crusher \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (skymetal body) Hit Points 210 (20d10 + 100) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 7 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not skymetal (adamantine) Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Berserk . Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack , the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points . If the golem\xe2\x80\x99s creator is within 60 feet of the berserk golem (or via the Comm trait), the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. \n'b' Comm . A golem can receive wireless communications (and thus commands from its creator) at planetary range. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Magic Immunity . A cybernetic or nanotech golem is immune to any spell or spell-like ability that allows a saving throw unless the spell specifically targets constructs. In addition, certain spells and effects function differently against the golem as follows.\n'b'\n'b'\n'b' The golem can be affected by discharge spell but has a unique reaction to the spells. If the golem fails a saving throw against the spell, it becomes confused for 1d4 rounds instead of suffering the spell\xe2\x80\x99s normal effect. \n'b' The golem can attempt a Constitution saving throw at the end of each of its turns, ending the condition on a success. \n'b' Magical effects that deal cold damage slow (as the spell) the golem for 3 rounds automatically (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect. \n'b' The golem automatically fails saving throws against weapons and magical effects that deal lightning damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem\xe2\x80\x99s maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored. This stored damage can be added to its next Pulse Gauntlet attack or, if completely consumed, used to recharge its Corona Artillery Laser. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two Pulse Gauntlet attacks. \n'b' Pulse Gauntlets . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) bludgeoning damage. On a critical hit the target is knocked prone and stunned until the end of its next turn. \n'b' Corona Artillery Laser (Recharges 5-6) . The golem fires an artillery-sized laser in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. This attack deals double damage to objects and structures. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Haste Circuit . The golem can use a swift action to gain the benefit of the haste spell. This effect lasts for 1 round, and then the circuit shuts down and must recharge for 1 round before being activated again. The golem can use its circuit up to 10 rounds per day. \n'b' X-Ray Vision . The golem can grant itself X-ray vision. While active the golem you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To the golem, solid objects within that radius appear transparent and don\xe2\x80\x99t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. \n'b'\n'b' ABOUT \n'b' These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cybernetic Golem Grunt \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 121 (9d10 + 72) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 26 (+8) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Berserk . When the cybernetic golem takes damage from a single source that reduces its hit point total by 50% or more, it must succeed a DC 15 Wisdom saving throw or become unable to process friend from foe and attacks the closest creature within range. It will continue to do so until calmed by its creator with a DC 10 Charisma ( Persuasion ) ability check or when there are no creatures left that it can detect. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The cybernetic golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cybernetic golem makes two artillery laser or two pulse gauntlet attacks. \n'b' Artillery Laser . Ranged Weapon Attack : +8 to hit, range 120/360 ft., one target. Hit : 19 (5d6 + 2) fire damage. \n'b' Pulse Gauntlet . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 17 (2d8 + 8) thunder damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Haste Circuit (3/day) . The cybernetic golem can give itself the benefits of the haste spell until the end of its next turn. \n'b' X-Ray Sensors . The cybernetic golem can give itself the ability to see through walls and objects up to 15 feet thick. One inch of lead blocks this effect. \n'b'\n'b' ABOUT \n'b' These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Priest \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 123 (19d8+38) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 22 (+6) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 22 (+6) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances radiant Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages of its creator but cannot speak Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The clockwork priest\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : sacred flame \n'b' 3/day : cure wounds \n'b' 1/day : stone shape \n'b'\n'b' Winding . A clockwork priest 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 priest, 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 priest makes 4 radiant blast attacks. \n'b' Radiant Blast . Ranged Weapon Attack : +9 to hit, range 50/200 ft., one target. Hit : 10 (1d8 + 6) radiant damage. \n'b' Radiant Explosion (Recharges 5-6) . The clockwork priest releases an explosion of holy radiance that forces all creatures within a 20-foot radius to attempt a DC 16 Constitution saving throw. A creature that fails its saving throw takes 44 (8d10) radiant damage, or half as much on a successful save A clockwork priest combines raw divine energy with clockwork engineering through an integrated divine and specially sanctified parts, these creations act as vessels of divinities, granting them a reservoir of divine energy they can use to generate spell effects. They often serve as healers, offering aid to the afflicted and to those ravaged in battle. Because of their unwavering loyalty to their deities, clockwork priests are willing to sacrifice \n'b'\n'b' ABOUT \n'b' A clockwork priest combines raw divine energy with clockwork engineering through an integrated divine focus nestled in its chest. Through divine conduits and specially sanctified parts, these creations act as vessels of divinities, granting them a reservoir of divine energy they can use to generate spell effects. They often serve as healers, offering aid to the afflicted and to those ravaged in battle. Because of their unwavering loyalty to their deities, clockwork priests are willing to sacrifice themselves for their missions. \n'b' Faithful Functionaries . Within a church, clockwork priests serve as assistants and aides, carrying out commands with unquestioned loyalty. While rare, churches staffed entirely by clockwork priests do exist.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Object, Tiny \n'b' Family: Animated Objects \n'b' Tiny construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 28 (8d4 + 8) \n'b' Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) 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 1/2 (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 : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Various mundane and magical items take on a life of their own after long exposure to latent magical energies or through purposeful experimentation by powerful sorcerers. Rules for creating animated objects are listed below. Though not a comprehensive list of every possible object that could become animate, it should provide enough information to create unique objects to throw at your unsuspecting players.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem Idol of Rahotep \n'b' Family: Golems \n'b' Huge construct , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 7 (-1) CON: 10 (+5) INT: 56 (+3) WIS: 36 (+3) CHA: 3 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands the language of its creator but cannot speak Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blunt Blade . Whenever the golem idol of Rahotep is subjected to slashing damage from a magical weapon, the creature that dealt the damage must make a DC 14 Wisdom saving throw. On a failure, the magical weapon\xe2\x80\x99s properties and powers are suppressed. For example, a +1 longsword functions as a nonmagical longsword, or a monk \xe2\x80\x98s ki-empowered strikes function as nonmagical strikes. An affected creature or an affected magical weapon\xe2\x80\x99s wielder can repeat the saving throw at the end of each of its turns, ending the effect on itself or the magical weapon on a success. Artifacts and deities are immune to this trait. \n'b' Immutable Form . The golem idol of Rahotep is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem idol of Rahotep has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem idol of Rahotep\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem idol of Rahotep makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Necrotic Glare (Recharge 5-6) . The golem idol of Rahotep targets one or more creatures it can see within 15 feet of it. Each target must make a DC19 Constitution saving throw against this magic, taking 28 (8d6) necrotic damage on a failed saving throw, or half as much on a successful one. In addition, a target that fails its saving throw is frightened of the golem idol of Rahotep for one minute. A target can repeat the saving throw at the end of each of its turns, ending its frightened condition on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The golem idol of Rahotep can take three 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 golem idol of Rahotep regains spent legendary actions at the start of its turn. \n'b'\n'b' Necrotic Glare (costs 2 Actions) . The golem idol of Rahotep targets one or more creatures it can see with its Necrotic Glare attack . \n'b' Slam . The golem idol of Rahotep makes a Slam attack . \n'b'\n'b' ABOUT \n'b' The golem idol of Rahotep is possessed by a spiritual portion of Rahotep. It is a 14-foot-tall statue constructed of stone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Alchemical \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 147 (14d10 + 70) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 21 (+5) INT: 7 (-2) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Alchemical Infusion . Syringes on the golem\xe2\x80\x99s back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can\xe2\x80\x99t use multiple infusions at once.\n'b'\n'b'\n'b' Brimstone : The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. \n'b' Quicksilver : The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem\xe2\x80\x99s silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. \n'b' Salt : The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem\xe2\x80\x99s silver hide is covered with salt crystals, increasing its AC by 3. The golem\xe2\x80\x99s slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem\xe2\x80\x99s body with a successful DC 25 Strength check while grappling the golem , nullifying its current infusion and dealing 35 (10d6) piercing damage to it. \n'b'\n'b' Elemental Expulsion . Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Poison Breath (Brimstone Infusion Only; Recharge 5-6) . The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' A man of solid silver plods steadily forward. Three massive tanks are embedded in its back, each sporting an adamantine needle pointing towards its metal neck. \n'b' Enhanced by Alchemy . Alchemical golems are powered not by traditional magic, but by a viscous fluid that flows through their silver bodies like blood. This alchemical slurry is potent enough on its own to power the twelve-foot-tall golem but burns with incredible power when infused with one of the three prime alchemical substances: brimstone, quicksilver, or salt. If multiple infusions are injected into the golem\xe2\x80\x99s vital stream at once, the mixture may become volatile. \n'b' Pierced by Adamantine . An alchemical golem\xe2\x80\x99s exterior can only be pierced by magical or adamantine implements. To infuse the golem with alchemical admixtures, the golem\xe2\x80\x99s creator has equipped its alchemical tanks with adamantine syringes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Altar Flame \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Aversion to Water . If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Death Burst . When the altar flame golem is reduced to 0 hp , it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem\xe2\x80\x99s death burst and doesn\xe2\x80\x99t absorb it. \n'b' False Appearance . While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame. \n'b' Fire Absorption . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The altar flame golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage. \n'b' Flame Breath (Recharge 5-6) . The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The large creature\xe2\x80\x99s rough, humanoid form is made of durable brick or stone, and its demonic face is shaped from flame. \n'b' Guardian of Fire . Certain fire cultists protect their sanctums in a surprising way. Those who seek to defile the holy altar of such cults find that it\xe2\x80\x99s capable of defending itself. The altar quickly takes a humanoid shape and destroys or drives out all who fail to show proper obeisance to the sacred flame , searing them with a holy inferno or crushing them with scorching fists of brick. These golems are found in larger, more important fire temples and seldom appear anywhere else.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Armory \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Armory Exploit . The objects that make up the golem\xe2\x80\x99s body can be removed or destroyed. With the exception of the slam attack , an attacker can choose to disable one of the armory golem\xe2\x80\x99s attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem\xe2\x80\x99s focus instead of disabling one of its attacks. \n'b' Focus Weakness . A creature grappling the armory golem can take its action to remove the golem\xe2\x80\x99s focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The armory golem makes any two weapon attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) bludgeoning damage. \n'b' Polearm Strike . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) piercing damage. \n'b' Crossbow Barrage . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 11 (2d8 + 2) piercing damage. \n'b' Shield Wall (Recharge 4-6) . The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp , and its AC increases by 2 until the end of its next turn. \n'b'\n'b' About \n'b' A hulking construct of living weaponry shambles across the battlefield, punching a hole through the vanguard like a torrent of steel. \n'b' These animated piles of weapons and armor can shore up the defenses of a beleaguered line of troops or serve as the point of attack against entrenched enemies. \n'b' Wartime Wizard Ingenuity . Conjuration magic capable of raising the contents of an unattended weapons armory was born out of necessity during long sieges. War arcanists would find themselves defending locations that had exhausted their troops, leaving the arcanists with plenty of armaments and no one to wield them. Thus was born the armory golem . \n'b' Walking Weapons . Armory golems resemble a pile of discarded swords, shields, and spears in a vaguely-humanoid shape. Because they are literal moving armories, these golems have many weapons at their disposal. Soldiers have been known to resupply from an armory golem during battle. \n'b' Focus Weapon . The armory golem\xe2\x80\x99s creation spell requires one weapon or piece of armor as the target of the magic. This item powers the rest of the golem and is located in the center of its body. Casters have conjured more powerful golems using enchanted weapons as the focus, and some have even created sentient armory golems by employing sentient magic items, though how the items feel about such employment varies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Bearing \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 18 (+4) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised. \n'b' False Appearance . While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Reform . If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack . If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action. \n'b' Scatter . As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem\xe2\x80\x99s ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone . A creature moving through the area at half speed doesn\xe2\x80\x99t need to make the save. While scattered, the bearing golem can\xe2\x80\x99t attack or move, except to reform, and it can\xe2\x80\x99t be targeted by attacks or spells. It can still take damage from spells that deal damage in an area. \n'b' Actions \n'b' Multiattack . The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Steel Shot . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Scattershot (Recharge 5-6) . The golem\xe2\x80\x99s body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . The golem immediately scatters. \n'b' About \n'b' A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape. \n'b' Made up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets. \n'b' Thievish Inspiration . The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. \n'b' Natural Ambushers . Bearing golems regularly lie in wait for hours, days, even weeks, hiding as an innocuous, scattered pile of bearings. When travelers move through the bearings, the golem springs back together and attacks. \n'b' Construct Nature . The bearing golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Variant: Caltrop Golem \n'b' Some particularly devious wizards create bearing golems out of caltrops instead of ball bearings. These caltrop golems deal piercing damage instead of bludgeoning damage, and, when the golem uses its Scatter trait, the area is covered with caltrops instead of ball bearings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Blasphemous \n'b' Family: Golems \n'b' Medium construct , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 260 (40d8+80) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 21 (+5) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Int +12, Wis +9, Cha +11 Skills Deception +11, Insight +9, Investigation +12, Nature +12, Perception +9, Persuasion +11, Religion +12 Damage Resistances cold, fire, psychic, necrotic; bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , petrified , poisoned , stunned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Abyssal, Common, Deep Speech, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Artificial Response . When the golem is paralyzed or stunned , it can use a bonus action to repeat a saving throw, ending the condition on itself on a success. \n'b' Evasion . When the golem makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success it takes no damage and on a failure it takes half damage. \n'b' Legendary Resistance (3/Day) . If the golem fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The golem has advantage on saving throws made against spells and other magical effects. \n'b' Targeting Relays . The golem does not have disadvantage from making ranged attacks while within reach of an enemy. \n'b' Technological Spellcasting . The golem is a 20th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 20; +12 to hit with spell attacks). It casts spells using technological devices it crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 40 hp each) and its spells ignore the effects of counterspell, dispel magic , and antimagic fields. The golem has the following spells prepared:\n'b'\n'b'\n'b' Cantrips : acid splash , eldritch blast, minor illusion , produce flame , shocking grasp \n'b' 1st (4 slots) : detect magic , guiding bolt , shield , thunderwave \n'b' 2nd (4 slots) : acid arrow , invisibility , misty step , scorching ray \n'b' 3rd (3 slots) : fireball , lightning bolt , vampiric touch \n'b' 4th (3 slots) : locate creature , stone shape , wall of fire \n'b' 5th (3 slots) : cone of cold , flame strike , hold monster \n'b' 6th (2 slots) : chain lightning , disintegrate \n'b' 7th (2 slots) : finger of death , prismatic spray \n'b' 8th (1 slot) : antimagic field \n'b' 9th (1 slot) : weird \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes any combination of four unarmed strikes and necroblasts. \n'b' Unarmed Strike . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 15 (2d8+6) bludgeoning damage plus 10 (3d6) necrotic damage. \n'b' Necroblast . Ranged Weapon Attack : +10 to hit, range 100/500 ft., one target. Hit : 25 (5d8+3) necrotic damage. \n'b' Necrobeam (Recharge 5-6) . The golem unleashes the weapon in its chestplate, blasting a potent beam of foul energy in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 104 (16d12) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw cannot magically heal damage from the necrobeam. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. It regains spent legendary actions at the start of her turn. \n'b'\n'b' Reinforce Armor . The golem regains 19 (4d6+5) hit points as it releases small insectile cherubs that flit about doing repairs. \n'b' Sensory Sweep . The golem makes a Wisdom ( Perception ) check. This check is made as if it had cast detect magic , though it does not require an action to see magical auras. \n'b' Trigger Device (Costs 2 Actions) . The golem activates one technological spellcasting device of 4th-level or lower. \n'b'\n'b' ABOUT \n'b' Golems created with unholy power or untested arcane techniques eventually gain sentience, especially when a master dies or abandons their creation. Once it thinks for itself a golem\xe2\x80\x99s intellect rapidly grows and it quickly realizes the corruption that plagues mortals who utilize unholy power-something that is no concern for an automaton, presenting instead a source of energy ripe for exploitation. Through decades and centuries of reconstruction, these constructs gradually ascend in form to become blasphemous golems. \n'b' A blasphemous golem relentlessly pursues evil artifacts and vile rituals to increase its power completely unconcerned with the consequences such pursuits inflict on mortals or the lands in which they live. Isolated in the wilderness far from prying civilization, these constructs build and maintain lairs filled with cursed items and unholy blasphemies that are constantly expanding in number as they travel across dimensions in search of others once a world has been scoured of all they might use. \n'b' These need not be only objects either-the sacrilegious automatons are not above keeping mortals they think might be useful for rituals or to unlock magic protected from unliving hands. \n'b' Without a soul to speak of it is no surprise that a blasphemous golem willingly contends with the gods themselves without fear, seeking out lesser deities that are waning in power that might be stolen away. The automatons execute these divine entities and capture the potent essence that leaks out inside of heretical technology, using what they\xe2\x80\x99ve gathered to build devices that have effects which ripple across entire planes of existence. In worlds afar the faithful experience relentless night terrors, the mortal servants of gods are wracked by phantom pains, and the night sky becomes just a little bit darker all so that one of these constructs can eke out just a little bit more power for its dark pursuits. \n'b' Blasphemous golems are painfully patient and devilishly dubious in their doings, though their precise and logical plans tend to lack flavor and flair. They lair in places no living creature could hope to survive- within lava caverns, surrounded by corrosive acid spouts scattered across the ocean floor, inside of passages deep below ground where breathable air is a scarcity-and are willing to wait for time to kill their enemies while pursuing other endeavors. Although it is not impossible to predict what a blasphemous golem will do, it is no simple feat to proscribe to the same demanding logic they employ and few are able to do so. In combat a blasphemous golem dives straight into the fray, forcing spellcasting foes to target allies while it unleashes necrotic energies and powerful technology. As an unholy creation however, it harbors great hatred for the faithful and those blessed by the gods, preferring to target these individuals before any others. \n'b' When overwhelmed by great magics the construct casts antimagic field and relies on its superior strength to defeat its enemies, pummeling into them and only fleeing when reduced to 80 hit points or less.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Blood \n'b' Family: Golems \n'b' Large aberration , neutral \n'b' Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 16 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Amorphous . The blood golem can move through a space as narrow as 1 inch wide without squeezing. \n'b' Berserk . When the blood golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the blood golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem\xe2\x80\x99s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. \n'b' Blood Ooze . The blood golem takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the blood golem\xe2\x80\x99s Engulf and has disadvantage on the saving throw. Creatures inside the blood golem can\xe2\x80\x99t be seen and have total cover . A creature within 5 feet of the blood golem can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) necrotic damage. The blood golem can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. \n'b' Blood Sense . The blood golem can magically sense the presence of blood in living creatures up to 1 mile away. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Blood Splatter . Any time the golem is hit in combat, a gout of blood erupts from its body. All creatures within 10 feet of the golem must succeed on a DC 15 Dexterity saving throw or be blinded until the end of the creature\xe2\x80\x99s next turn. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Split . When a blood golem reaches its maximum hit points for its Hit Dice, it splits into two identical golems. Each golem has hit points equal to half the maximum hit points of the original golem. New golems are one size smaller than the original golem. \n'b' Actions \n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 22 (4d8 + 4) bludgeoning damage plus 14 (3d6 + 4) necrotic damage; its hit point maximum is reduced by the amount equal to the necrotic damage, and the blood golem regains hit points equal to that amount. The reduction in the target\xe2\x80\x99s hit point maximum lasts until the target finishes a long rest . The Golems target dies if this reduces its hit point maximum to 0. \n'b' Engulf . The blood golem moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the blood golem enters a creature\xe2\x80\x99s space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the blood golem. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the blood golem enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) necrotic damage at the start of each of the blood golem\xe2\x80\x99s turns. When the blood golem moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the blood golem. \n'b' About \n'b' This creature looks like a hideous, bloated slug, blood red in color. \n'b' Two long spindly arms protrude from its upper body. It has no other discernible features. \n'b' Blood golems, contrary to their name, are not constructs: they are slug-shaped clots of living blood, animated by some ancient ritual by a now unknown and unremembered spellcaster. \n'b' A typical blood golem is 10 feet long and weighs 700 pounds. \n'b' When living prey is detected, the blood golem rises up and appears as a slug-like headless humanoid. It attacks with its arms.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Bone \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Berserk . Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack , the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp . The golem\xe2\x80\x99s creator, if within 60 feet of the berserk golem , can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again. \n'b' False Appearance . While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton . \n'b' Immutable Form . The bone golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The bone golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The bone golem\xe2\x80\x99s weapon attacks are magical. \n'b' Necrotic Absorption . Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The bone golem makes two attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage. \n'b' Bone Shard . Ranged Weapon Attack : +6 to hit, range 60/240 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. \n'b' About \n'b' The creature moves with a strange grace despite the motley collection of bones that comprise its form. \n'b' A Lesser Golem . Upon seeing the gangly form of a bone golem, even experienced adventurers assume the terrible creature is the work of a necromancer. In reality, however, the creature is a construct , a golem in the same vein as a flesh or clay golem . \n'b' Ghoul Servant . The art of crafting a golem from the bones of the fallen has been mastered by advanced clans or even nations of ghouls. After noticing the fragility of their animated skeletons, they undertook the study of construct magic to create the hardier and more resilient bone golems. These constructs are often sent on patrols with ghoul rangers to provide martial support. \n'b' Construct in Undead Clothing . The ghoul arcanists who create bone golems do their best to disguise their creations as typical skeletons, hoping to fool wielders of divine might into wasting resources often used against real undead. In battle, a DC 20 Intelligence ( Arcana ) check is needed to determine the creature is a construct and not an undead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Book \n'b' Family: Golems \n'b' Medium construct , chaotic neutral \n'b' Armor Class 14 Hit Points 93 (17d8 + 17) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 12 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 1 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapon Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Creature makes three attacks with its bookbindings. \n'b' Bookbindings . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. \n'b' Flurry of Pages . The book golem causes pages to tear from the many tomes that comprise its body and send them in a fluttery flurry towards any target within 60 feet. The target must make a DC 14 Dexterity saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one. The flurry of pages also obscures the targets vision causing them to make melee or ranged attacks with disadvantage). A book golem can have only one active flurry at a time but may move the effect to another target within 30 feet of the first affected target as a bonus action. \n'b'\n'b' About \n'b' Comprised of various tomes stacked into the shape of a humanoid, constructing a book golem requires no less than four tomes per limb along with mystical unguents and bindings. Any book can be used, although several wizards have found that crafting tomes of knowledge and learning seems to grant the golem a sense of cunning and personality (and just as many have discredited that as wishful thinking). Several attempts to create a book golem with access to the spells contained within tomes bound into its body have thus far proved unsuccessful. A book golem stands 8 feet tall and weighs 500 pounds. \n'b' Learned Freedom. A book golem is a construct with no free will of its own and only a dim intellect, designed and made for a specific purpose and bound to follow the orders given to it at the time of its creation along with simple commands from the person it has been bonded to obey. It has no possessions and no weapons. Book golems cannot speak, although they can emit an unsettling whisper with their pages; they move stiffly, as if not in complete control of their bodies. There are persistent rumors of some that gain the collected knowledge printed upon the many pages comprising their body, but such more intelligent book golems are a barely explored concept, treated as fanciful stories from old wizards.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Pugilist \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (\xe2\x80\x932) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4 Skills Athletics +5, Perception +3, Performance +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . A clockwork pugilist doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork pugilist is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork pugilist has advantage on saving throws against spells or other magical effects. \n'b'\n'b' ABOUT \n'b' Clockwork pugilists are bodyguards and prize fighters deployed by some human and dwarf nobles. They are designed as a complete weapon system, capable of fighting at full capacity with no external armament. Most clockwork pugilists are made of decorated brass, precision gears, and tightly wound enchanted springs. \n'b' Icons of Style . Clockwork pugilists aren\xe2\x80\x99t merely combat automatons but a chance for creators to flaunt their wealth and taste. Elaborate filigree, decorated faceplates, and molded eyepieces, hats, and faux fashion accessories are extremely common. Most are made to emulate a rich socialite, though some social circles have more specialized aesthetic expectations. \n'b' Military families sometimes style their pugilists after ancient knights, royalty might model theirs on prominent historical figures, and wizards often design theirs after schoolmates they particularly disliked. \n'b' Pit Fighters . Tournaments, legal or otherwise, for the rich and powerful to exhibit their clockwork pugilists are common.\xc2\xa0At their most basic, these are glorified boxing rings. Each participant pits their pugilist against the others, demonstrating the durability and skill of each pugilist and artisan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Brass \n'b' Family: Golems \n'b' Huge construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 297 (22d12 + 154) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 25 (+7) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine 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 16 (15,000 XP) \n'b' Special Traits \n'b' Death Throes . When the brass golem dies, it explodes, and each creature within 30 feet of it 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. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The golem makes two melee attacks . \n'b' Brass Greatsword . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 26 (3d10 + 10) slashing damage plus 10 (3d6) fire damage. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage plus 10 (3d6) fire damage. \n'b' Cinder Cloud (Recharge 5-6) . The golem exhales a swirling cloud of smoke and white-hot embers in a 20-foot radius cloud in front of it. The cloud spreads around corners and everything within it is heavily obscured . The cloud persists for 1 minute or until wind of 10 miles per hour or greater disperses it. When the cloud appears, each creature in that area must make a DC 15 Dexterity saving throw. A creature takes 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud\xe2\x80\x99s area for the first time or ends its turn there. A creature can only take damage from the cloud once on each of its turns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Puzzle Door \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 230 (20d10 + 120) Speed 0 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-2) CON: 22 (+6) INT: 18 (+4) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities poison, psychic Condition Immunities blinded , charmed , exhaustion , frightened , incapacitated , paralyzed , petrified , poisoned , prone , stunned , unconscious Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The door is immune to any spell or effect that would alter its form. \n'b' Regeneration . The door regains 10 hit points at the start of its turn as long as it has at least 1 hit point. If it takes damage of a type it is vulnerable to, this trait doesn\xe2\x80\x99t function at the start of its next turn. If the door is destroyed, it reforms and regains all its hit points in 1 hour unless a 7th-level dispel magic spell is cast upon its remains. \n'b' Riddle of Vulnerability . At the start of each of its turns in combat, the door presents a riddle that has a specific type of damage as its answer. Until the start of its next turn, the door has vulnerability to that type of damage. Determine the type of damage and accompanying riddle by rolling a d8: \n'b'\n'b' Acid . My bane carves without tools and brands without heat, often thought the counter to sweet. \n'b' Cold . My bane turns streams to roads and breath to steam, makes crystals that fly and shards that gleam. \n'b' Fire . My bane has no lungs but needs to breathe, hasn\xe2\x80\x99t a mouth but needs to eat. \n'b' Force . My bane won\xe2\x80\x99t cut, slash, or smash, but fly from mages fingers, leaving naught but ash. \n'b' Lightning . My bane comes from darkness and skies that roil, yet is clear and bright as it strikes the soil. \n'b' Necrotic . My bane withers flesh and snuffs out life, often wielded by agents of strife. \n'b' Radiant . My bane pierces the dark, vivid and bright, banishes night and cleanses blight . \n'b' Thunder . My bane cannot break but will often crack, has no hands but the loudest clap. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The door makes two Stasis Beam attacks. \n'b' Stasis Beam . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 15 (2d10 + 4) force damage and the target must succeed on a DC 15 Constitution saving throw or be restrained until the start of the door\xe2\x80\x99s next turn. \n'b' Gravity Wave (Recharge 5-6) . Each creature within 20 feet of the door must make a DC 15 Strength saving throw. On a failed save, a creature takes 28 (8d6) force damage and is pushed up to 20 feet away from the door and knocked prone . On a successful save, a creature takes half as much damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Confounding Word . The door utters a confounding word aimed at a creature it can see within 30 feet of it that can hear it. The target must succeed on a DC 15 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned until the start of the door\xe2\x80\x99s next turn. \n'b' Repelling Glyph . A glyph forms on the door\xe2\x80\x99s surface until the start of its next turn. When a creature that can see the door starts its turn within 30 feet of the door or moves within 30 feet of the door for the first time on a turn, it must make a DC 15 Wisdom saving throw. On a failed save, the creature can\xe2\x80\x99t move closer to the door until the start of the door\xe2\x80\x99s next turn. A creature can avert its eyes to avoid the saving throw. If the creature does so, it can\xe2\x80\x99t see the door until the start of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Reflective Retribution . When a creature within 30 feet of the door hits it with an attack that only deals damage of a type (or types) that the door isn\xe2\x80\x99t vulnerable to, the door reflects the strike back at the attacker. The door takes no damage and the attacker must instead make a new attack roll against its own AC, as its attack targets itself. \n'b'\n'b' An animated puzzle door is as much puzzle as creature. Unable to move doing so would leave whatever it protects unprotected the puzzle door fights off intruders with gravity-bending magic and arcane glyphs. \n'b' Creatures with a penchant for riddles and a sharp mind will find the door easier to fight, as it continuously rhymes about what types of damage are most harmful to it. An animated puzzle door may be created on purpose, or be the result of an ordinary door with a puzzle on it that has been animated by proximity to wild and unstable magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Bronze \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 57 (6d10 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 6 (-2) CON: 18 (+4) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Boiling Body . The golem\xe2\x80\x99s body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time. \n'b' Brazen Bull . The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem\xe2\x80\x99s boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained , it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength ( Athletics ) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem . A bronze golem can only have one creature in its boiler at a time. \n'b' About \n'b' Steam hisses from openings along the chest and jawline of a shining bronze man with enormous fists. \n'b' Refurbished Statues . Early bronze golems were crafted on a budget and had to use existing statues as a base. The interiors of these statues were hollowed out to fit the golem\xe2\x80\x99s internal steam boiler, and the leftover bronze was recast into an intimidating, stern-visaged head. Early bronze golems were used as arcane prison guards and guardians of secret temples. \n'b' Magic over Mechanics . Bronze golems were first developed as early prototypes of the steam golems. These prototypes used arcane magic to smooth over inconsistencies in early steam technology, but rapid advancements in steam and clockwork mechanical engineering has made mass-producing mechanical golems much faster and cheaper than creating magical ones. \n'b' Valuable Bodies . A bronze golem weighs approximately 3,500 pounds and requires 3,000 gp worth of bronze and a steam engine worth 500 gp to construct. It also requires the replacement of magical reagents worth 1,500 gp every year to maintain the golem . Unlike a normal steam golem that requires coal and water to power it, these golems are powered by magical reagents, which perpetually generate burning steam within the bronze golem\xe2\x80\x99s internal boiler.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Butler \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 26 (4d8 + 8) \n'b' Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +3, Persuasion +5 \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 13 \n'b' Languages Common, plus all the languages of its creator \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Residence Bond . The golem is bonded to a residence, and has advantage on all ability checks while within its bonded residence. It cannot willingly leave the residence; it can only be directed to leave by the residence\xe2\x80\x99s master, and only to accomplish specific tasks. Once the task is complete, or if the golem believes the task to be impossible to complete, it returns to the residence. \n'b'\n'b' ACTIONS \n'b'\n'b' Disarming Charms . The golem chooses one creature within 30 feet that it can see, using magic-infused words to beseech it to calm down. The target must attempt a DC 13 Wisdom saving throw, becoming charmed for 1 minute on a failure. While charmed , the creature is incapable of attacking or harming any person or object within the golem\xe2\x80\x99s residence, and believes the golem is a dear friend. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect also ends if the target takes damage from the butler golem . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Cannon \n'b' Family: Golems \n'b'\n'b' Large construct , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) 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; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine 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 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Fire Absorption . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. However, if it fails its saving throw against a fire spell that deals at least 20 points of damage, it must make a Constitution saving throw against the same DC. If this save fails, its cannon immediately backfires, dealing 6d6 bludgeoning damage to the golem (this bypasses its damage immunity). \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A cannon golem has a magical cannon built into one arm rather than wielding a sword. It makes two melee fist attacks or one fist attack and one cannon attack . \n'b' Fist . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 20 (3d8+7 bludgeoning damage). \n'b' Cannon . Ranged Weapon Attack : +13 to hit, range 80/320 ft., one target. Hit : 33 (4d12 + 7) bludgeoning damage. When a cannon golem hits a target with its cannon, it can make a Strength ( Athletics ) check as a bonus action to shove that target, pushing it away and forcing it prone on a successful check. It has advantage on this check if the target is Medium or smaller. \n'b' Cannonade (Recharge 6) . The golem shoots a cannon blast that fills a 60-foot line or a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much on a successful one. \n'b'\n'b' Reactions \n'b'\n'b' Cannon Punch (1/Turn) . When a cannon golem scores a critical hit with its slam attack, as a bonus action it can make a cannon attack against the same target. It cannot use this ability if it already has made a ranged cannon attack or cannonade on the same turn. \n'b'\n'b' About \n'b' A cannon golem is a technomagical construct enchanted into a massive heap of jagged metal in a humanoid form, its enormous cannon tracking movement with mechanical precision. A cannon golem\xe2\x80\x99s internal workings are a mechanical labyrinth; its extradimensional pockets constantly process new black powder to fire its arcane weapon. A cannon golem stands 12 feet tall and weighs around 8,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Cast-Iron \n'b' Family: Golems \n'b' Gargantuan construct , unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 297 (17d20 + 119) \n'b' Speed 60 ft.\n'b' STATS STR: 28 (+9) DEX: 8 (-1) CON: 25 (+7) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Con +14 \n'b' Damage Vulnerabilities piercing \n'b' Damage Immunities fire, poison, psychic; bludgeoning and slashing from nonmagical attacks \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned , stunned , unconscious \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Siege Monster . The cast-iron golem deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the cast-iron golem that starts its turn within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this cast-iron golem\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Unsteady . When the cast-iron golem has disadvantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cast-iron golem makes one attack its slam and then uses Stomp. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 28 (3d12 + 9) bludgeoning damage, and the cast-iron golem can push the target up to 20 feet away from it. \n'b' Stomp . The cast-iron golem stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 14 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the cast iron golem uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 24 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the cast-iron golem and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b' Flaming Eyes (Recharge 6) . Magical flames issue from the cast-iron golem toward up to two creatures the cast-iron golem can see within 90 feet of it. Each target must make a DC 14 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one. \n'b'\n'b' ABOUT \n'b' Cast-iron golems are as tall as a church and as heavy as iron, and each of their feet are as big as a barn. \n'b' Terror of the Valley . King Scowleyow put all his tinkers to work and built a great man out of cast-iron, with machinery inside of him. Cast-iron golems, when sufficiently wound, can roar, blast flames from their eyes, and gnash their teeth as march. One was sent to great effect to devastate Mo Valley, crushing trees and houses to the earth as it went. \n'b' Winding Road . Cast-iron golems require winding; the original took a hundred men a whole week to wind it. It is believed the Scowleyow golem was built based off the plans by the original Tinker & Smith, who created a similar cast-iron giant that guards the entrance to the Nome Kingdom. \n'b' Tripped up . Cast-iron golems are armed with massive hammers, but they have significant weaknesses. They are prone to being tripped due to their unsteady gait. Additionally, if prodded with a pointed weapon, it causes the cast-iron golem to change paths. In this fashion, cast iron golems have been turned on their creators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Chain \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 189 (18d10+90) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Chain . Melee Weapon Attack : +12 to hit, reach 30 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage and the target is grappled (escape DC 17). While grappled this way the target is also restrained . \n'b' Bind . One target grappled by the golem must make a DC 20 Strength saving throw or be pulled into the chain golem\xe2\x80\x99s space. While inside the golem\xe2\x80\x99s space, the creature has disadvantage on ability checks to escape the grapple and takes 23 (3d10+7) bludgeoning damage at the start of each of the chain golem\xe2\x80\x99s turns. The chain golem can move at full speed while moving a grappled creature in its space. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect . The golem adds 5 to its AC against one ranged attack that would hit it. To do so, the golem must see the attacker. \n'b'\n'b' ABOUT \n'b' This mass of chains rattles as it forms into a roughly humanoid shape, standing fifteen feet tall. Two red eyes burn like embers from an otherwise featureless face. \n'b' Chain golems are among the rarest and most powerful of golems. Their bodies are made from dozens of heavy chains all linked together. Though their chain bodies are flexible, when in combat, they normally take on a humanoid shape. A single blow from their heavy fists can slay weaker foes, and when faced with stronger enemies, they use their chains to ensnare foes and pull them into their bodies where they constrict them to death. \n'b' Forged from the Chains of Hell . Though there are many rumors about the origin of the chain golem , one of the most popular is that they were first forged from chains taken from Tartarus, which the gods used to imprison those who had wronged them. Though most chain golems are made of more earthly chains, some say that this hellish taint remains. They say the golems enjoy ensnaring their victims and interpret their commands in the most violent way possible. \n'b' Construct Nature . Chain golems do not need to eat, drink, breathe, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Clay \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Acid Absorption : Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. \n'b' Berserk : Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. \n'b' Immutable Form : The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack : The golem makes two slam attacks. \n'b' Slam : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. \n'b' Haste (Recharge 5-6) : Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action . \n'b'\n'b' About \n'b' This lumbering figure is sculpted from soft clay. It wears filthy rags and crude jewelry, and its face is only vaguely humanoid .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Clay (Lesser) \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 4 (-1) CON: 18 (+4) INT: 4 (-4) WIS: 4 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the language of its creator but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The lesser clay golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The lesser clay golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The lesser clay golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser clay golem makes one weapon attack and one Slam attack . \n'b' Greatclub . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Spear . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Lesser clay golems are sculpted from clay and fired to a hardness similar to stone. Most often depicted as warriors and having human proportions, they often serve as guardians in temples or similar settings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Clockwork \n'b' Family: Golems \n'b' Large construct (clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine 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' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Grappled targets immediately take an additional 21 (2d8+12) points of slashing damage as razor-sharp gears and blades emerge from its body to grind and slice its foe. \n'b' Wall of Gears . A clockwork golem can fold into a whirling wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 49 (14d6) points of slashing damage. If the wall appears in a creature\xe2\x80\x99s space, that creature can attempt a DC 18 Dexterity saving throw. If it succeeds, it leaps to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a bonus action. A clockwork golem\xe2\x80\x99s AC and immunities remain the same while it is in this form. \n'b'\n'b' REACTIONS \n'b'\n'b' Death Burst . When a clockwork golem is reduced to 0 or fewer hit points , it explodes in a shower of razor-sharp gears and debris. All creatures within a 10-foot sphere take 42 (12d6) points of slashing damage \xe2\x80\x94 a successful DC 18 Dexterity save results in half damage. \n'b' Wall of Gears . A wall of grinding gears measuring 10 feet by 10 feet or 5 feet by 20 feet. Anyone passing through the wall takes 49 (14d6) points of slashing damage. If the wall appears in a creature\xe2\x80\x99s space, that creature can attempt a DC 18 Dexterity saving throw. If it succeeds, it leaps to one side and avoid the damage entirely. The clockwork golem can take no actions while in this form except to resume its normal form as a bonus action. A clockwork golem\xe2\x80\x99s AC and immunities remain the same while it is in this form. \n'b'\n'b' ABOUT \n'b' Forged from thousands of gears, the clockwork golem is a precision creation. In combat, a clockwork golem is ruthlessly efficient, moving with swift conviction to grind and slice its foes to ribbons. While clockwork golems can be made in virtually any shape, they are most commonly built as towering, vaguely humanoid metal constructs that lurch to life with the grinding whir and frantic ticking of hundreds of gears.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Allip \n'b' Medium undead , chaotic evil \n'b' Armor Class 11 Hit Points 33 (6d8 + 6) Speed fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 13 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Babble . The allip incoherently mutters to itself, creating a hypnotic effect. All creatures within 30 ft. that aren\xe2\x80\x99t incapacitated must succeed on a DC 11 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. \n'b' Madness . Anyone targeting an allip with a spell or effect that would make direct contact with its tortured mind must succeed on a DC 11 Wisdom saving throw or take 7 (2d6) psychic damage. \n'b'\n'b' Actions \n'b'\n'b' Touch of Insanity . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) psychic damage. \n'b'\n'b' About \n'b' This shadowy, incorporeal undead mutters and speaks with the voice of madness from beyond the grave. \n'b' These creatures are the discontent souls of failed entertainers, mostly minstrels and bards. So great was their lust for fame and respect (never received) that they are unable to find peace, even in death. Merriment nearby their graves, by revelers leaving a festival or tavern, for example, will stir their emotions and call them forth to the barrier that separates the living from the dead. Their entertainment skills have not improved in death, and though they try to regale, they present as babbling incoherent apparitions. Fear on the faces of the revelers, rather than admiration, will enrage the allip, and it will seek to snuff the life out of its victims, erroneously believing the listeners must cross into the world of the dead to truly appreciate musical talent.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Scorpion \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 19 (+4) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork scorpion doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork scorpion is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork scorpion has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork scorpion makes one Sting attack and two Claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 16). The clockwork scorpion has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 9 (1d10 + 4) piercing damage plus 22 (4d10) poison damage. The scorpion then chooses one of the following alchemical solutions, and the target must make a DC 16 Constitution saving throw. The effect is determined by the chosen solution.\n'b'\n'b'\n'b' Hallucinatory Elixir . On a failed save, the target sees enemies everywhere for 1 minute. On its turn, the target uses its action to make a melee attack against the nearest creature that is not the clockwork scorpion, moving up to its speed toward the creature, if necessary. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is charmed until the end of its next turn. \n'b' Sleep Solution . On a failed save, the target falls unconscious for 1 minute. This effect ends for the target if it takes damage or if another creature takes an action to wake it. On a successful save, the target is incapacitated until the end of its next turn. \n'b' Vocal Paralytic . On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target is unable to speak or cast spells that require verbal components. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is poisoned in this way until the end of its next turn. \n'b'\n'b' Acid Spray (Recharge 5\xe2\x80\x936) . The clockwork scorpion spews acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Gas Nozzles . When the clockwork scorpion takes damage, each creature within 5 feet of it takes 5 (1d10) poison damage. If the damage it took was fire, the gas ignites and deals an extra 5 (1d10) fire damage. \n'b'\n'b' ABOUT \n'b' A massive, mechanical scorpion rears its stinger, the tail\xe2\x80\x99s segments sloshing with colorful alchemical solutions inside them. Puffs of noxious gas discharge from nozzles poking through the gaps in its armor.\xc2\xa0Constructing and maintaining a clockwork scorpion requires mastery of both engineering and alchemy. Because of this, they are usually built with the cooperative work of multiple artisans.\xc2\xa0Being the sole creator of a clockwork scorpion is considered a mark of prestige. \n'b' Valued Guardians . Nobles that enjoy supporting scientific pursuits might commission a master crafter that they\xe2\x80\x99re sponsoring to create a clockwork scorpion for them. This allows the noble to show off their prot\xc3\xa9g\xc3\xa9\xe2\x80\x99s skills while improving their home\xe2\x80\x99s protection.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Conveyance \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 157 (15d12 + 60) Speed 40 ft., fly 60 ft\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Damage Resistences acid, cold, fire; bludgedoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Languages understands commands given in any language but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Restraining Tentacles . A conveyance golem possesses 8 restraining tentacles in its interior. These tentacles have total cover against attacks and other effects outside the golem . The tentacles each have 19 hp but otherwise have the same statistics as the golem . Damaging the tentacles deals no damage to the golem . \n'b' Sentient Transport . A creature can spend 5 feet of movement to embark or disembark from the golem . While alive the golem can choose to prevent this movement, this does not require an action. While embarked a creature is considered swallowed (see bite). \n'b' Transformation . A conveyance golem can adapt to its environment as a transport device. As an action, it can reconfigure itself as an air \xe2\x80\x93 or space \xe2\x80\x93 borne vehicle, a ground-based vehicle, or a seaborne vehicle. Its base configuration is as an airborne vehicle. When it switches to a ground-based vehicle, it loses its fly speed, but its base speed increases to 80 ft. As a seaborne vehicle, it loses its fly speed and instead gains a swim speed of 60 feet. In all cases, the creatures contained within the golem (either willingly or not) do not suffer from a change in environment. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The conveyance golem makes one bite attack and as many tentacle slam attacks as i t has restraining tentacles. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) piercing damage and the target is swallowed. A swallowed creature has total cover against attacks and other effects outside the golem . As a bonus action, the golem can deal 5 (2d4) bludgeoning damage to all swallowed creatures that are not grappled . The golem can have up to four Medium or smaller (or two Large) creatures swallowed at a time. If the golem is destroyed, swallowed creatures can escape from the wreckage using 5 feet of movement, exiting prone . \n'b' Tentacle Slam . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). \n'b' Subduing Gas (Recharge 5-6) . A conveyance golem can release an aerosol that induces unconsciousness in its internal space affecting all creatures it is carrying or swallowed whole. The target must succeed on a DC 15 Constitution saving throw or gain the unconscious condition for 1 minute. Any damage to the target will remove this condition. The unconscious creature may also make another saving throw at the end of each of its turns to remove the condition. \n'b'\n'b' ABOUT \n'b' Conveyance golems provide comfortable travel for creatures negotiating their service from their owners. Their interiors are climate-controlled to the specifications of their inhabitants. They have rudimentary intelligence, allowing them to follow a programmed set of instructions, usually getting clients to their destinations as quickly and safely as possible. Since they are immune to the rigors of space, they provide short-distance transportation among asteroids or other closely clustered objects. Conveyance golems are capable of passing through multiple environments and change their forms to suit the conditions. For those within, a few seconds of freefall or seemingly uncontrolled driving proves unsettling as the golems change form, but they take precautions to ensure their passengers remain otherwise unbothered by the transformation. \n'b' Snatching Vehicle . Unscrupulous owners can also employ conveyance golems in kidnappings. The golems can quickly transform themselves to create openings with which to snag creatures. The interior restraints used to keep passengers safe also work to pin unwilling captives. The climate control can instead pump anesthetizing gas to incapacitate victims. When all else fails, the golems make the transportation highly turbulent to throw victims around the interior. \n'b' Construction Materials . A conveyance golem\xe2\x80\x99s body is constructed from 6,000 pounds of iron infused with adamantine and smelted in a furnace with rare tinctures worth 4,500 gp.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Copper \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 21 (natural armor) Hit Points 39 (6d8+12) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, bludgeoning, piercing, and slashing damage from non-magical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages Understands the language of its owner Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Absorption . Any time the copper golem is affected by a magic effect with a damage type of Acid, Cold, fire, Force, Lightning, Psychic, Radiant, or Thunder it immediately absorbs that spell, nullifying all effects of the spell. For every spell level absorbed, the golem adds one point to its absorption pool. If the golem absorbs a magic effect that does not have a level, roll damage normally and add one point to the absorption pool for every 10 points of damage absorbed. \n'b' Regeneration . At the beginning of its turn, the golem will automatically spend points from its absorption pool to heal the damage it has suffered. It restores 10 hit points of damage for each point spent from the absorption pool and automatically spends enough points until fully healed unless it runs out of points in the absorption pool. Further, any time the golem absorbs magic, it automatically uses its regeneration ability immediately up to the points absorbed. \n'b' Overload . If the golems absorption pool ever exceeds 15 points, the creature overloads and explodes. The explosion does (52)15d6 lightning damage to all creatures within 50 feet. Any creature affected can make a Dexterity save (DC 16) for half damage. The golem is completely destroyed by this. \n'b' Magic Immunity . The golem is immune to all magical damage that it does not absorb. \n'b' Indestructible . If the golem is reduced to 0hp and has no points in its absorption pool, it is not destroyed. It simply crumbles to the ground, completely inert. The only ways to permanently destroy a copper golem is to dispel the magic that animates it after rendering it inert (treat as a 9th level spell), melt the creature in a non-magical fire, or overload it. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10+4) bludgeoning damage \n'b' Lightning Burst . Using its absorption pool, the golem can hurl a bolt of lightning. The bolt is 100 feet long and 5 feet wide and does 1d6 damage for each point in the absorption pool. Targets can make a Dexterity save (DC 15) for half damage. After using this ability, the absorption pool is reduced by 1d6 points. \n'b'\n'b' ABOUT \n'b' The copper golem is generally squat and powerful, and most of the time, very much resembling a metallic statue of a dwarf, though other forms have been known to exist, in accordance to the whims of the creator. \n'b' Magical Battery . These unusual creations typically serve as a battery focus for magical energy. Created as vessels for the natural forces a wizard manipulates, these constructs have the ability to absorb a variety of energy and reprocess it into electrical power. \n'b' Simple Servants . Copper golems are semi-intelligent, able to understand simple commands, and have a limited ability to reason on their own. While even more uncommon than the copper golem itself, even small animal shapes are known to exist. Copper golems remain passive to their set duties unless a party is foolish enough to disrupt a set task. Then the relentless nature of this energy conduit. Their ability to absorb energy and transfer it into both a deadly energy burst and greater physical power makes these creations a fearsome guardian indeed. \n'b' Difficult Creation . The process to build a Copper golem is expensive (30,000gp at least) and requires the following: Sufficient copper to construct the basic shape, a complex mixture of m-state elements to enable high conductivity, an infusion of the creators own life force (for the semi-awareness) and a variation on the animate object spell. Copper golems are, as a matter of course, immune to a large array of energy effects, but they are still vulnerable to the attacks of the adventurer\xe2\x80\x99s bane \xe2\x80\x93 the rust monster , and any effect that does not have an energy base.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Quartet \n'b' Family: Animated Objects \n'b' Large construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 4 (\xe2\x80\x934) WIS: 5 (\xe2\x80\x933) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +8 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The quartet is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the quartet must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Construct Nature . The quartet doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the quartet remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a group of musical instruments. \n'b' Four-Part Harmony . An animated quartet is always composed of four instruments that sit or hover close together, acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious , causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The quartet uses Musical Arrangement. It then makes two Trouble Clef or Orchestra Hit attacks. \n'b' Trouble Clef . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (4d4 + 3) bludgeoning damage. \n'b' Orchestra Hit . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 18 (4d6 + 4) thunder damage. \n'b' Musical Arrangement . The quartet plays one of the following songs:\n'b'\n'b'\n'b' Dreadful Dirge . The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Oppressive Overture . The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Seditious Sonata . The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Charisma saving throw or be charmed by the quartet for 1 minute. While charmed , a creature refuses to attack other creatures or target other creatures with harmful abilities or magical effects, and it refuses to aid its allies. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a charmed creature takes damage, the effect ends for it. \n'b'\n'b' Alternate Critical (Source: Monster Crits for 5e) . When the animated instrument scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is deafened until the end of the animated instrument\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup. \n'b' Favored by bards, nobles, and virtuoso liches these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall , confuse, and even terrify listeners. \n'b' Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. \n'b' Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. \n'b' Compelling Melodies . Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste , the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. \n'b' Menacing Harmonies . An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter\xe2\x80\x99s instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments\xe2\x80\x99 capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. \n'b' Mighty Symphonies . Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Coral \n'b' Family: Golems \n'b'\n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10+42) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine 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 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Aquatic Reconstruction . The golem regains 10 hit points at the start of its turn if it has at least 1 hit point and it is touching a body of saltwater of a size equal to or greater than its own body. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the golem scores a critical hit, it rolls damage dice three times, instead of twice. \n'b'\n'b' About \n'b' Coral golems are constructs made entirely of colonies of living coral drawn from the ocean. While their sharpened appendages are capable of performing tasks that require meticulous precision, they are equally useful in martial combat. Wizards and sorcerers employ coral golems to collect delicate specimens of plant life from local beaches, spear and retrieve fish from the ocean for meals, and protect valuable locations such as their masters\xe2\x80\x99 homes or veins of minerals and other potent resources. A coral golem is 9 feet tall and weighs 1,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Coral \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Berserk . Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move and attack , the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points . The golem\xe2\x80\x99s creator, if within 60 feet of the berserk golem , can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes three slam attacks. \n'b' Acid Spray . The coral golem projects a liquid spray of acid towards a single target. The targeted creature must make a DC 16 Dexterity saving throw or take 27 (6d8) acid damage. \n'b' Poison Cloud (underwater only) . A toxic cloud emanates in all directions, filling a 10 ft.-radius from the golem\xe2\x80\x99s position. The cloud spreads around corners, and its area is heavily obscured . The cloud follows the golem and disappears after 1 minute. Creatures that begin their turn in the area must make a DC 16 Constitution saving throw or take 18 (4d8) poison damage. Only coral golems can see through the cloud. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and 3 (1d6) poison damage. \n'b'\n'b' About \n'b' Golems are nearly unstoppable constructs with no ambition beyond following a simple set of orders from their creator. \n'b' Undersea wizards have been known to create coral golems as guardians to protect their domains. As the name indicates, coral golems are made from living material found in the coral forests that countless sea creatures call home. Coral golems can walk on land but are designed for underwater movement. The golem\xe2\x80\x99s poison clouds are quite effective at killing unwanted visitors, or at least keeping attackers at bay.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Crystal \n'b' Family: Golems \n'b' Small construct , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 76 (8d10 + 32) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder \n'b' Damage Resistances radiant \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages understands the languages of its creator but cannot speak \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magical Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Refractive Core . When a beneficial spell is cast on the crystal golem , all other crystal golems within 30 feet of it receive the benefits of that same spell. The spell can\xe2\x80\x99t be dispelled or removed from the other crystal golems, but if it is dispelled or otherwise removed from this crystal golem , all other crystal golems lose the benefits of that spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem can make two Slam attacks or two Focused Beam attacks. \n'b' Focused Beam . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 13 (3d8) radiant damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) radiant damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Death Shroud \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 12 Hit Points 95 (10d10 + 40) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Fabric Form . The golem can move through any opening large enough for a Tiny creature without squeezing. \n'b' False Appearance . While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Smothering Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one Medium or smaller creature. Hit : 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained , blinded , and unable to breathe, and the golem can automatically hit the target with its smothering slam but can\xe2\x80\x99t use its smothering slam on another target. \n'b' Direct Victim . The death shroud golem forces a creature it is grappling to move up to the creature\xe2\x80\x99s speed and make one attack with a melee weapon the creature is holding. If the creature isn\xe2\x80\x99t holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack . The grappled creature can use its reaction and isn\xe2\x80\x99t considered blinded or restrained when moving and attacking in this way. \n'b' About \n'b' A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it. \n'b' Suffocating Automatons . A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim. \n'b' Funerary Constructs . Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn\xe2\x80\x99t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies. \n'b' Construct Nature . A death shroud golem doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Doll \n'b' Family: Golems \n'b' Medium swarm of Small constructs , chaotic neutral \n'b' Armor Class 12 \n'b' Hit Points 36 (8d8) \n'b' Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 5 (-3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities psychic \n'b' Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks \n'b' Damage Immunities poison \n'b' Damage Immunities grappled , paralyzed , petrified , poisoned , restrained \n'b' Senses passive Perception 7 \n'b' Languages Common \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The doll is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the doll must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \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 doll. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Pots . Ranged Weapon Attack : +4 to hit, reach 30/100 ft., one target. Hit : 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' These animated dolls come in a variety of types: bisque, porcelain, corncob, papier-m\xc3\xa2ch\xc3\xa9, rag, rubber, wax, and wood. \n'b' Doll golems are most prevalent in Merryland, ruled by Queen Dolly. \n'b' Queen Dolly is nearly as big as a small child and is exquisitely dressed in a gown of soft, fluffy white material, with many pink ribbons upon her shoulders and sleeves, and a broad sash around her waist. Her silken hair is long and of a golden color, while her eyes are blue, and have in their depths a sweet and gentle expression. As for her complexion, it is a dainty pink-and-white, delicately blended. Upon her head she wears a golden crown with seven points upon it, and each point is tipped with a gleaming jewel. Queen Dolly is more cognizant than the rest, no doubt due in part to the Thinking Machine. She resides with her doll citizens in the Valley of the Dolls. \n'b' The dolls are stuffed with sawdust and that\xe2\x80\x99s what they eat. \n'b' The dolls are capable of being animated, but only at the Queen\xe2\x80\x99s behest. When not entertained, the dolls become restless; like petulant children, and are prone to rebel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Doll Citizen \n'b' Family: Golems \n'b' Small construct , chaotic neutral \n'b' Armor Class 12 \n'b' Hit Points 3 (1d6) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 5 (-3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +3, Stealth +4 \n'b' Damage Immunities poison \n'b' Damage Vulnerabilities psychic \n'b' Damage Immunities paralyzed , petrified , poisoned \n'b' Senses passive Perception 7 \n'b' Languages Common \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The doll is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the doll must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the doll remains motionless, it is indistinguishable from a normal doll. \n'b' Pack Tactics . The doll has advantage on an attack roll against a creature if at least one of the doll\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' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. \n'b' Pot . Ranged Weapon Attack : +4 to hit, range 30 ft., one target. Hit : 6 (1d6+3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These animated dolls come in a variety of types: bisque, porcelain, corncob, papier-m\xc3\xa2ch\xc3\xa9, rag, rubber, wax, and wood. \n'b' Doll golems are most prevalent in Merryland, ruled by Queen Dolly. \n'b' Queen Dolly is nearly as big as a small child and is exquisitely dressed in a gown of soft, fluffy white material, with many pink ribbons upon her shoulders and sleeves, and a broad sash around her waist. Her silken hair is long and of a golden color, while her eyes are blue, and have in their depths a sweet and gentle expression. As for her complexion, it is a dainty pink-and-white, delicately blended. Upon her head she wears a golden crown with seven points upon it, and each point is tipped with a gleaming jewel. Queen Dolly is more cognizant than the rest, no doubt due in part to the Thinking Machine. She resides with her doll citizens in the Valley of the Dolls. \n'b' The dolls are stuffed with sawdust and that\xe2\x80\x99s what they eat. \n'b' The dolls are capable of being animated, but only at the Queen\xe2\x80\x99s behest. When not entertained, the dolls become restless; like petulant children, and are prone to rebel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Doll Queen \n'b' Family: Golems \n'b' Small construct , lawful good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 28 (8d6) \n'b' Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 9 (-1) CON: 10 (+0) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, History +4, Nature +4, Insight +6, Persuasion +6 \n'b' Damage Immunities poison \n'b' Damage Vulnerabilities fire, thunder \n'b' Damage Immunities paralyzed , petrified , poisoned \n'b' Senses passive Perception 14 \n'b' Languages Common \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Mollify . The Doll Queen can force a humanoid within 30 feet to make a DC 10 Constitution saving throw if the Doll Queen isn\xe2\x80\x99t incapacitated and can see the humanoid. If the saving throw fails by 5 or more, the humanoid is petrified (turned into an inanimate doll). Otherwise, a humanoid that fails the save begins to turn into a doll and is restrained . The restrained humanoid must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the humanoid is freed by the greater restoration spell or other magic. \n'b' False Appearance . While the doll remains motionless, it is indistinguishable from a normal doll. \n'b' Innate Spellcasting . The Doll Queen\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring only her wand as a component: \n'b'\n'b' At will : prestidigitation \n'b' 1/day each : animate objects , control water , create food and water , fly , sleep \n'b'\n'b' Magic Resistance . The Doll Queen has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the Doll Queen can utter a special command or warning whenever a non-hostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Doll Queen. A creature can benefit from only one Leadership die at a time. This effect ends if the Doll Queen is incapacitated . \n'b' Wand . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 (1d4-1) bludgeoning damage plus 14 (4d6) radiant damage. \n'b' Thistle (Recharges after a Short or Long Rest) . When the Doll Queen waves her wand three times and blows her whistle, all dolls within 300 feet magically come to life. It takes three actions for the Doll Queen to de-animate these dolls by waving the wand overhead, which causes them to stop what they\xe2\x80\x99re doing on the first round, return to their dwellings and their beds on the second round (or alternately, lay down on the ground), and on the third round de-animate. \n'b'\n'b' ABOUT \n'b' These animated dolls come in a variety of types: bisque, porcelain, corncob, papier-m\xc3\xa2ch\xc3\xa9, rag, rubber, wax, and wood. \n'b' Doll golems are most prevalent in Merryland, ruled by Queen Dolly. \n'b' Queen Dolly is nearly as big as a small child and is exquisitely dressed in a gown of soft, fluffy white material, with many pink ribbons upon her shoulders and sleeves, and a broad sash around her waist. Her silken hair is long and of a golden color, while her eyes are blue, and have in their depths a sweet and gentle expression. As for her complexion, it is a dainty pink-and-white, delicately blended. Upon her head she wears a golden crown with seven points upon it, and each point is tipped with a gleaming jewel. Queen Dolly is more cognizant than the rest, no doubt due in part to the Thinking Machine. She resides with her doll citizens in the Valley of the Dolls. \n'b' The dolls are stuffed with sawdust and that\xe2\x80\x99s what they eat. \n'b' The dolls are capable of being animated, but only at the Queen\xe2\x80\x99s behest. When not entertained, the dolls become restless; like petulant children, and are prone to rebel.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Servant \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 11 Hit Points 22 (4d8 + 4) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Investigation +3, Perception +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Domestic Retainer . The servant can cast the mending and prestidigitation cantrips at will without requiring spell components. \n'b' Immutable Form . The servant is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The servant has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' About \n'b' The mechanical servant offers drinks and conversation, though it is prone to uncoordinated jerks and occasional graceless, lurching movements. \n'b' Advanced Social Skills . Clockwork servants have few defensive capabilities, though they boast enhanced minds compared to other clockwork automata. Particularly expensive clockwork servants can even carry on full conversations, though their memory gears must be routinely replaced or they develop something quite close to emotion and free will. They understand the basic language, etiquette, and protocol of their country of creation. \n'b' Creating or employing a clockwork assassin is a capital crime. The gearforged oppose the creation of clockwork assassins not only because making an assassin requires the corruption of a soul gem, but also because the public might easily confuse honest gearforged with the look-alike assassins. The temple of Rava and the gearforged both make efforts to uncover and destroy these constructs and those who make or employ them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Doom \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 153 (18d10 + 54) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine 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 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Fear Aura . Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the doom golem\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b' Luminous Skeleton . The doom golem sheds dim light in a 10-foot radius. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The doom golem makes one bite attack and one doom claw attack. \n'b' Doom Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (3d10 + 7) slashing damage. \n'b' Wind of Boreas (Recharge 5-6) . The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b'\n'b' Doom Upon You . When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage. \n'b'\n'b' About \n'b' One hears a doom golem long before one sees it; a wailing of despair, a whisper of fate, like a lesser incarnation of death itself. \n'b' Winter Bound . Made of antlers, bone, and steel infused with winter spirits of death and destruction, doom golems are the creations of evil wizards and doomsday cults. They invariably include a hangman\xe2\x80\x99s rope, bones of an animal sacrificed to a dark god, and the captured final breath of a man sent to die in exile. A doom golem is animated by a trapped spirit of the arctic, which flees with a howl when the golem is destroyed. \n'b' Glowing Bones . The golem\xe2\x80\x99s inner core glows blue, making it easy to see a doom golem after nightfall. Their bone frameworks are sometimes built with polar bear skulls or white dragon bones, and many have a pronounced hunch in their posture. \n'b' Chorus of Fear . A doom golem\xe2\x80\x99s clattering bones make noise to terrify foes. Animals find the sound disquieting, but demons, goblins, and other creatures of evil are delighted by the ominous tones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Dragonflesh \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 115 (11d10 + 55) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 7 (-2) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, poison Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons 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 10 (5,900 XP) \n'b' Special Traits \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b' Terror Stare . The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the golem\xe2\x80\x99s Terror Stare for the next 24 hours. \n'b' Elemental Breath (Recharge 5-6) . The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison. \n'b' About \n'b' A hulking being with a dragon\xe2\x80\x99s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air. \n'b' Dragonflesh golems are rare constructs created from the remains of dead chromatic dragons. \n'b' Built from Dragon Corpses . Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older.\xc2\xa0Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need. \n'b' Powered by Dragon Blood . Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice. \n'b' Construct Nature . The dragonflesh golem doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Eye \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 157 (15d10 + 75) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Immunities poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 18 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blinding Demise . When the golem reduces a creature to 0 hp , it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead. \n'b' Construct Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Light-Infused Fists . The golem\xe2\x80\x99s Slam attacks are magical. When the golem hits with a Slam attack , the attack deals an extra 4d8 radiant damage (included in the attack ). \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage. \n'b' Gaze of Ancient Light (Recharge 5\xe2\x80\x936) . The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Primal Voice of Doom . The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Eye-like sigils dot the smooth, marble skin of this statue. One of the eye sigils opens, and a beam of brilliant light shines out. \n'b' Covered in Arcana . Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes. \n'b' Blinds Victims . An eye golem rarely kills its victims, choosing to steal its victims\xe2\x80\x99 eyes instead. The victims are left blinded, wandering, and tormented, seeing only visions of the eye golem flashing through their memories. This drives some mad, while others instead choose to serve the golem, becoming devoted to the one who still holds sight. \n'b' All Eyes Open . When killed, an eye golem does not simply fall down dead. All of its eyes open at once, and a blinding burst of light shines from the body. When the light stops, hundreds of perfectly preserved eyeballs remain where its body fell, still warm, fresh, and without scars or damage. Detectable only by those trained in the arcane arts, each eye emits a barely perceptible beam of light, connecting it to its owner. The creature that holds the golem\xe2\x80\x99s central eye after it is slain can use the eye to restore stolen eyes to their victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Spiked Armor \n'b' Family: Animated Objects \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The armor is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the armor must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' False Appearance . While the armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b' Spiked Form . If the armor is grappling, or grappled by, a creature, it can deal 5 (1d6 + 2) piercing damage to that creature as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Flagstone \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . While lying flat on the ground, a flagstone golem can\xe2\x80\x99t be distinguished from normal floor. \n'b' Energy Absorption . If a flagstone golem is hit by an attack that causes damage of a type to which it is immune, it takes no damage but instead heals 1 hit point per 3 points of damage the attack would have inflicted. Excess hit points are gained as temporary hit points . \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . A flagstone golem has advantage on saving throws versus spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., 1 target. Hit : 15 (2d10 + 4) bludgeoning and piercing damage. If both attacks hit the same target, the target must make a successful DC 15 Constitution saving throw or be forced prone and stunned until the start of the flagstone golem\xe2\x80\x99s next turn. \n'b' Flatten A flagstone golem flattens itself onto the ground and becomes indistinguishable from normal flagstone flooring or any other flat, stone surface. While flattened, the golem becomes immune to all the damage types it is normally resistant to. Resuming humanoid shape takes another action. \n'b' Energy Burst . A flagstone golem releases its temporary hit points as a blast of energy. All creatures within 20 feet of the flagstone golem must make a DC 14 Dexterity saving throw. Those failing take force damage equal to the number of temporary hit points being released, while those succeeding take half this amount. This attack expends all of the flagstone golem\xe2\x80\x99s temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The eye of the deep makes one Bite attack and two with its Pincers. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) piercing damage. \n'b' Pincers . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 15 (3d8 + 2) bludgeoning damage. The target is grappled (escape DC 13) if the eye of the deep isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. \n'b' Eye Rays Each of the creature\xe2\x80\x99s eyes stalks can produce a magical ray once per round. The creature can aim its eye rays in any direction and they have a range of 150 feet. \n'b' Paralytic Ray . Using its left eye, the eye of the deep unleashes a powerful paralytic beam. The target must make a DC 15 Wisdom saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Enfeeblement Ray . Using its right eye, the eye of the deep unleashes a powerful ray of enfeeblement . The target must make a DC 15 Wisdom saving throw or deal half damage with all attacks that use Strength for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Major Image The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep\xe2\x80\x99s line of sight. Seeing through the illusion requires a successful DC 15 Intelligence ( Investigation ) check.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Flesh \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 9 Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Berserk : On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem\xe2\x80\x99s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. \n'b' Aversion of Fire : If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Immutable Form : The golem is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption : Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. \n'b' Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack : The golem makes two slam attacks. \n'b' Slam : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' A hideous monstrosity crafted from body parts stitched together with thick string, wire, and metal staples lurches to horrific life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Flesh (Umbral) \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 9 Hit Points 76 (9d8 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Immunities lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion of Light . The golem has disadvantage on attack rolls, ability checks, and saving throws made while in sunlight. Additionally, if the golem takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption . Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Shadow Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 5 (2d4) 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 1d4 hours later.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Fractal \n'b' Family: Golems \n'b' A twelve-foot-tall granite carving of a great warrior lunges to attack . \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 8 (1d10 + 3) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 6 (-2) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4, Survival +5 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Fractalize . When the golem is reduced to 0 hp , it explodes. Each creature within 5 feet of it, except for other fractal golems, must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) force damage and be pushed back 5 feet. Two duplicate fractal golems appear in the golem\xe2\x80\x99s space and the nearest unoccupied space, each with the same statistics as the original fractal golem, except one size smaller. When a Tiny duplicate of the golem is reduced to 0 hp , it explodes and doesn\xe2\x80\x99t duplicate. All duplicates act on the same initiative . \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' Fractal golems are usually composed of granite. They are thin, long of limbs, and intricately carved. While looking like menacing hulks, these constructs are able trackers and lurkers. \n'b' Programmed Hunters . Fractal golems are often used as bodyguards or arcane bounty hunters, knocking their quarry unconscious and bringing it back to their masters. A fractal golem\xe2\x80\x99s creator can imprint the golem with a specified individual the creator wants the construct to capture. \n'b' Exploding Duplicates . Like other golems, fractal golems are nearly impervious to spells and ordinary weapons. However, when they would ordinarily be destroyed, they explode and split into smaller parts. Travelers fighting what they might have mistaken for an ordinary stone construct could end up fighting eight tiny golems, each with the power of the original. Once split, a fractal golem can\xe2\x80\x99t be healed or returned to its previous form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Gallows \n'b' Family: Golems \n'b' Large construct , neutral evil\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 9 Hit Points 210 (20d10 + 100) Speed 30 ft. Saving Throws Constitution +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 10 Languages understands all languages but does not speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s attacks are magical. \n'b' Persistent . The gallows golem is always aware of the location of its prey, as long as they are on the same plane, and it is unaffected by magical attempts to block scrying . \n'b' Actions \n'b' Multiattack . The gallows golem makes two slam attacks and then one attack with its noose. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. \n'b' Noose . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : the target is grappled (escape DC 16), unable to speak and suffocating. On subsequent rounds the golem can use its action to deal 12 (1d12 + 6) bludgeoning damage to a creature caught in the noose. It regains the same amount of hit points . \n'b' Tactics \n'b' Unless it is attempting to kill the specific victim to whom it\xe2\x80\x99s been drawn, the gallows golem fights only to defend itself, or to destroy anyone who attempts to keep it from its chosen victim. It uses its noose attack only against its intended victim. \n'b' Description \n'b' This golem (also called a Wooden Hangman by those few who know of its existence) exists to kill. But it is fueled by the overwhelming hatred that mobs feel when seeking a scapegoat. \n'b' It cares nothing for justice, only to fulfill the mob\xe2\x80\x99s need to see someone die in punishment for some outrage, real or imagined. The gallows golem is humanoid only in the roughest sense. \n'b' Constructed of wooden planks, rusted nails, and old rope, it appears almost like some great marionette. It stands roughly 12 feet high and weighs well over 500 pounds. Its arms are far longer than its legs, nearly reaching the ground even when it stands upright, and it often moves on all fours when traveling great distances. Its most hideous feature, though, is what passes as its head. A thick wooden beam the length of a man\xe2\x80\x99s arm juts forth from atop the golem. At the end of that bar hangs an old, frayed noose, which swings like a pendulum when it turns its \xe2\x80\x9cneck\xe2\x80\x9d side to side. It almost appears as though the golem is looking about through the eyes of the last person to die in that noose, though the rope is empty. \n'b' Endless Hunter . Although most of its movements are abrupt and somewhat rough, the gallows golem walks with a smooth gait, and is capable of running tirelessly when seeking its next victim. It smells of old, musty wood, tainted faintly with the coppery tang of spilled blood. \n'b' Spontaneous Golems \n'b' Most golems are created with powerful magics and intense rituals. But spontaneous golems arise by other means \xe2\x80\x93 great passion and intense feelings invest a spontaneous golem with an animus, a driving force, instead of the arcane weavings that provide the same for traditional golems.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Gingerbread \n'b' Family: Golems \n'b' Medium construct , neutral good \n'b' Armor Class 14 (natural armor) Hit Points 119 (14d8 + 56) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 12 (+1) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +4, Nature +4 Damage Resistances bludgeoning, piercing and slashing from non-magical attacks Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 17 Languages telepathy 60 ft. \n'b' Challenge 9 (5000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Elixir of Life . Any creature who bites a gingerbread golem (at least 1 point of piercing damage) permanently gains a +1 increase in Strength and removes all curses, diseases, and poisons affecting it. The creature also regains 2d4+2 hit points . \n'b' Harmed by Running Water . A gingerbread golem takes 20 acid damage if it ends its turn in running water. \n'b' Immutable Form . Gingerbread golems are immune to any spell or effect that would alter its form. \n'b' Magic Resistance . Gingerbread golems have advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The gingerbread golem\xe2\x80\x99s weapon attacks are magical. \n'b' Water Susceptibility . For every 5 feet the gingerbread golem moves in water, or for every gallon of water splashed on it, it takes 1 acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gingerbread golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Fling . One Medium or smaller object held or creature grappled by the gingerbread golem is thrown up to 60 feet in a random direction and forced prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be forced prone . \n'b'\n'b' ABOUT \n'b' This golem is as large as that of a well-grown fourteenyear-old boy, carved in the shape of a typical gentleman, dressed in a collar and shirt-front of white bread dough, which looks very beautiful in contrast to the gingerbread-dough of his clothes. His appearance is completed with a man\xe2\x80\x99s necktie, fashionable waistcoat, white lozenges for buttons, and polished black shoes made of licorice. \n'b' The most famous of the gingerbread golems is John Dough, who was created through a series of unlikely events that involved a baker making a gingerbread man with the Elixir of Life as its ingredients. No detail was spared for John Dough; his fingernails are made of transparent celluloid, with flesh-colored dough for skin, wavy brown hair, and two rows of white candies for teeth. Of all of John Dough, the one piece that is inedible are his eyes, which are a pair of glass eyes. \n'b' The Elixir of Life . The Elixir of Life gives John several advantages, not the least of which being his surprising strength and considerable knowledge of mankind. \n'b' Sensitive Dough . John Dough considers the consumption of gingerbread to be highly offensive, and as a baked good he has empathy for other living, sentient beings. The Elixir of Life gives him unparalleled strength, vitality, and wisdom \xe2\x80\x93 although his wisdom is limited to the moment when the Elixir was created. This means that John Dough\xe2\x80\x99s information is roughly on par with a medieval scholar, which limits the scope of his knowledge to pretechnological advancements.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Soldier \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation -3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Immutable Form . The soldier is immune to any spell or effect that would alter its form. \n'b' Intimidating Legions . A single clockwork soldier\xe2\x80\x99s rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma ( Intimidation ) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear. \n'b' Magic Resistance . The soldier has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Halberd . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Overdrive Flurry (Recharge 6) . The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn. \n'b' About \n'b' The halberd-wielding soldier is made of brass and iron and stands head-and-shoulders taller than any human soldier. Steam hisses from valves at its joints, and its face is an iron mask of sharp angles and intimidating steel teeth. \n'b' Mighty but Linear . Clockwork soldiers are shock troops deployed by some human and dwarven societies. These soldiers can strike hard and quickly but are poorly armored and susceptible to burning out their internal furnace. Their rudimentary mechanical minds are sufficient for front-line fodder but wholly unsuited for more fluid situations-in these cases they require orders from living officers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Glass Cat \n'b' Family: Golems \n'b' Small construct , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 14 (4d6) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 18 (+4) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 \n'b' Damage Resistances piercing, slashing \n'b' Damage Immunities poison, radiant \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 11 \n'b' Languages Cat, Common \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the glass golem remains motionless, it is indistinguishable from an ordinary glass sculpture. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Keen Smell . The cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Transparent . Even when a glass cat is in plain sight, it takes a DC 12 Wisdom ( Perception ) check to spot a glass cat that has neither moved nor attacked. A creature that tries to enter the glass cat\xe2\x80\x99s space while unaware of it is surprised by the glass cat. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Scathing Insight . The glass cat targets one creature it can see within 30 feet of it. The target must contest its Charisma ( Deception ) check against the glass cat\xe2\x80\x99s Wisdom ( Insight ) check. If the glass cat wins, it deduces one embarrassing fact or secret about the target. \n'b'\n'b' ABOUT \n'b' Glass golems are constructs made out of pure glass. Their creation varies, from transparent cats to pink dogs. \n'b' Glass cats are made of transparent glass. In the top of its head is a mass of delicate pink balls which look like jewels, and it has a heart made of a blood-red ruby. The eyes are two large emeralds, but aside from these colors all the rest of the animal is clear glass, and it has a beautiful spun-glass tail. \n'b' Glass dogs are made of a beautiful pink color, with a fine coat of spun glass, and about its neck is twisted a blue glass ribbon. Its eyes are specks of black glass and sparkle intelligently, like many of the glass eyes worn by men. \n'b' Tireless Guardians . Glass dogs are created to protect wizards\xe2\x80\x99 privacy. They don\xe2\x80\x99t need to be fed, have no fleas, are neat in their habits, obey their masters, and bark at intruders and if need be, drive them away. In short, they are good dogs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Glass Dog \n'b' Family: Golems \n'b' Small construct , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 27 (6d6 + 6) \n'b' Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Vulnerabilities bludgeoning \n'b' Damage Immunities poison, radiant \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the glass golem remains motionless, it is indistinguishable from an ordinary glass sculpture. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Keen Hearing and Smell . The glass dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Bark . When glass dog detects a creature, it barks, audible within 300 feet of it. The glass dog continues to shriek until it can no longer sense the creature and for 1d4 of the glass dog\xe2\x80\x99s turns afterward. \n'b'\n'b' ABOUT \n'b' Glass golems are constructs made out of pure glass. Their creation varies, from transparent cats to pink dogs. \n'b' Glass cats are made of transparent glass. In the top of its head is a mass of delicate pink balls which look like jewels, and it has a heart made of a blood-red ruby. The eyes are two large emeralds, but aside from these colors all the rest of the animal is clear glass, and it has a beautiful spun-glass tail. \n'b' Glass dogs are made of a beautiful pink color, with a fine coat of spun glass, and about its neck is twisted a blue glass ribbon. Its eyes are specks of black glass and sparkle intelligently, like many of the glass eyes worn by men. \n'b' Tireless Guardians . Glass dogs are created to protect wizards\xe2\x80\x99 privacy. They don\xe2\x80\x99t need to be fed, have no fleas, are neat in their habits, obey their masters, and bark at intruders and if need be, drive them away. In short, they are good dogs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Gold \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 252 (24d10 + 120) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; 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 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Death Throes . A gold golem melts into worthless slag when destroyed, releasing a 10-foot radius cloud of fumes around itself. All creatures in the area must make a DC 18 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two attacks with its slam. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 38 (5d12 +6) bludgeoning damage. \n'b' Prismatic Surge . As a bonus action when it successfully hits a target with its slam the golem unleashes a ray of prismatic energy from its bejeweled scepter, on either the target or another target within 30 feet. Roll 1d6 to determine the effect: \n'b'\n'b' d6 \n'b' Beam Color \n'b' Effect \n'b'\n'b' 1 \n'b' Red \n'b' The target must make a DC 18 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 2 \n'b' Orange \n'b' The target must make a DC 18 Constitution saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 3 \n'b' Yellow \n'b' The target must make a DC 18 Constitution saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 4 \n'b' Green \n'b' The target must make a DC 18 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 5 \n'b' Blue \n'b' The target must succeed on a DC 18 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'\n'b' 6 \n'b' Indigo \n'b' The target must succeed on a DC 18 Constitution saving throw or be stunned 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' About \n'b' Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They\xe2\x80\x99re most often used to guard palaces and family vaults but are rarely placed in areas that are hidden away from casual observation. Many of those who expend the funds to create a gold golem aren\xe2\x80\x99t the type to hide the conspicuous display of their wealth from their visitors. Gold golems are often humanoid shape, but many are also crafted in the form of animals or other beasts. They generally stand around 10 feet tall and in excess of 5,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Hair \n'b' Family: Golems \n'b' Small construct , unaligned \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities slashing Damage Resistances bludgeoning and piercing from nonmagical attacks not made with adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Lash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. The target must succeed on a DC 11 Dexterity saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' Some golems are made by the concentrated work of dozens or hundreds of priests, wizards, or other enchanters, focusing all their efforts on a suitably impressive display of their god\xe2\x80\x99s power or their arcane mastery. Others are thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. \n'b' Mundane Materials . The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. \n'b' Temple and Workshop Helpers . In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Symphony \n'b' Family: Animated Objects \n'b' Gargantuan swarm of Small constructs , neutral \n'b' Armor Class 15 (natural armor) Hit Points 201 (13d20 + 65) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 20 (+5) INT: 10 (+0) WIS: 8 (\xe2\x80\x931) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +4, Cha +11 Skills Performance +16 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 9 Languages understands Common but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The symphony becomes incapacitated if it ends its turn in the area of an antimagic field . If targeted by dispel magic , the symphony must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. The symphony has advantage on this saving throw. \n'b' Construct Nature . The symphony doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the symphony remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a large collection of musical instruments and performance paraphernalia. \n'b' Grand Composition . While the symphony occupies another creature\xe2\x80\x99s space, that creature has disadvantage on Constitution saving throws to maintain concentration, and the creature can\xe2\x80\x99t cast spells with verbal components. \n'b' Legendary Resistance (3/Day) . If the symphony fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The symphony has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The symphony can occupy another creature\xe2\x80\x99s space and vice versa, and the symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action, the symphony can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The symphony uses Musical Arrangement. It then makes two Hammer Note or Pulsating Cacophony attacks. \n'b' Hammer Note . Melee Weapon Attack : +9 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : 36 (8d8) bludgeoning damage, or 18 (4d8) bludgeoning damage if the symphony has half its hit points or fewer. \n'b' Pulsating Cacophony . Ranged Spell Attack : +11 to hit, range 60 ft., one target. Hit : 22 (4d10) thunder damage plus 13 (2d12) psychic damage, or 11 (2d10) thunder damage plus 6 (1d12) psychic damage if the symphony has half its hit points or fewer. \n'b' Musical Arrangement . The symphony plays one of the following:\n'b'\n'b'\n'b' Ballet of Quickening Steps . The symphony plays a lilting ballet that picks up pace in startling fashion, increasing its movement speed by 10 feet and allowing it to take the Dodge action as a bonus action on each of its turns. This song lasts 1 minute or until the symphony plays a different song. \n'b' Harrowing Hymn . The symphony plays a foreboding verse. Each creature within 30 feet of the symphony that can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the symphony\xe2\x80\x99s Harrowing Hymn for the next 24 hours. \n'b' Concerto for the Luckless . The symphony plays a compelling piece, pitting nearby listeners against their own misfortunes. Each creature within 60 feet of the symphony that can hear it must succeed on a DC 19 Charisma saving throw or be cursed for 1 minute. While cursed, a creature can\xe2\x80\x99t add its proficiency bonus to attack rolls or ability checks. If the cursed creature rolls a 20 on an attack roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a remove curse spell or similar magic. \n'b' Four Winds Canon . The symphony trumpets gale force winds in a 90-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature is pushed up to 30 feet away from the symphony and forced prone . On a success, a creature is forced prone , but it isn\xe2\x80\x99t pushed. The winds also disperse gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. \n'b'\n'b' Alternate Critical (Source: Monster Crits for 5e) . When the animated instrument scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is deafened until the end of the animated instrument\xe2\x80\x99s next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The symphony can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The symphony regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The symphony moves up to its speed without provoking opportunity attacks. \n'b' Harmonize (Costs 2 Actions) . The symphony tunes its worn-out instruments back to working harmony, regaining 20 hp and ending one condition affecting it. \n'b' Orchestral Flourish (Costs 2 Actions) . The symphony plays a short, fierce melody. Each creature within 10 feet of the symphony, including creatures in its space, must make a DC 19 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Syncopated Melody (Costs 3 Actions) . The symphony mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster\xe2\x80\x99s DC + the level of the spell the symphony is trying to mimic. If successful, the symphony casts the spell, using the original caster\xe2\x80\x99s DC and spell attack bonus. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the animated symphony\xe2\x80\x99s lair is warped by its presence, which creates one or more of the following effects: \n'b'\n'b' Life-Giving Music . Periodically, an inanimate object within 1 mile of the symphony\xe2\x80\x99s lair temporarily comes to life to sing and dance and realize the dreams it could never achieve while it was inanimate. \n'b' Pervasive Stings . Within 5 miles of the symphony\xe2\x80\x99s lair, situation-appropriate music audibly, though not loudly, punctuates decisive actions , potentially providing advantage in moments of brilliance or disadvantage in inopportune circumstances, usually in accordance with the symphony\xe2\x80\x99s long-term goals. If the animated symphony dies, these effects fade in 1d10 days. \n'b'\n'b' LAIR \n'b' An animated symphony\xe2\x80\x99s lair is typically an unoccupied music hall, defunct bardic college, great cathedral, or the grand ballroom of an abandoned palace. The magical influence of the animated symphony alters its lair, stretching out the space to increase spectator capacity, adding balconies and private viewing boxes, and insulating walls to maximize the acoustics. When encountered in its lair, the symphony has a challenge rating of 16 (15,000 XP). \n'b' On initiative count 20 (losing initiative ties), the animated symphony takes a lair action to cause one of the following effects; the symphony can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Backup Music . The symphony calls for backup instruments to assist in the performance, summoning 2d4 animated instruments or 1 animated quartet in unoccupied spaces it can see within 120 feet of it. The creatures act immediately and on initiative count 20 each round. The creatures act as allies of the symphony and remain for 1 hour, until the symphony dies, or until the symphony uses this lair action again. \n'b' Horn Blast . The symphony\xe2\x80\x99s horn section blasts a harsh note at a point the symphony can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 19 Constitution saving throw, taking 21 (6d6) thunder damage on a failed saving throw, or half as much damage on a successful saving throw. \n'b' Timekeeper . The symphony\xe2\x80\x99s percussion section attempts to magically alter the tempo of one creature it can see within 120 feet of it. A friendly target gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can make one attack as a bonus action on its turn. A hostile target must succeed on a DC 19 Wisdom saving throw or reduce its AC by 2, have disadvantage on Dexterity saving throws, and can use either an action or bonus action, but not both, on its turn. The effect lasts until initiative count 20 on the next round. The piano began to play a tune on its own, and the tavern patrons turned to look. The piano then floated upward, clipping a startled waiter, and everyone in the tavern turned to flee. \n'b'\n'b' ABOUT \n'b' Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup.\xc2\xa0Favored by bards, nobles, and virtuoso liches these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall, confuse, and even terrify listeners.\xc2\xa0Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. \n'b' Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. \n'b' Compelling Melodies . Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste, the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. \n'b' Menacing Harmonies . An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter\xe2\x80\x99s instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments\xe2\x80\x99 capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. \n'b' Mighty Symphonies . Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world. \n'b' The statistics presented here describe a Tiny instrument, such as a flute, shawm, or tambourine, but instruments of any size can be animated. To create an animated instrument of a different size , use the statistics presented here except as described below. \n'b'\n'b' Small . A Small instrument, such as a lute, sitar, tabor, or violin, is portable and often requires two hands to play. A Small animated instrument has 17 (5d6) hit points , and its Trouble Clef and Orchestra Hit each increase by one die type. It has a challenge rating of 1/4 (50 XP). \n'b' Medium . A Medium instrument, such as a cello, kettledrum, or marimba, is nearly the size of a human and often requires the musician to remain stationary to play it. A Medium animated instrument has 27 (6d8) hit points , and its Trouble Clef and Orchestra Hit each increase by two die types. It has a challenge rating of 1/2 (100 XP). \n'b' Large . A Large instrument, such as an alphorn, harp, or piano, is larger than a human , often requires multiple people or magic to reposition it, and, in some cases, can be played by more than one person. A Large animated instrument has a walking speed of 30 feet in addition to its flying speed and 27 (5d10) hit points , and its Trouble Clef and Orchestra Hit each increase by three die types. It has a challenge rating of 1/2 (100 XP).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, High Horse \n'b' Family: Golems \n'b' Large construct , neutral good \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 30 (4d10 + 8) \n'b' Speed 60 ft., 80 ft. when enlarged\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities poison \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Saddle . The high horse wears a saddle on its back. One Medium or two Small creatures can sit on the saddle without squeezing. To make a melee attack against a target within 5 feet of the high horse, they must use spears or weapons with reach. If the high horse dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the high horse\xe2\x80\x99s position on the ground. \n'b' Sure-Footed . The high horse has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Stilt Legs . The high horse\xe2\x80\x99s movement rate is unaffected by difficult terrain . \n'b' Umbrella Defense . The high horse can use a bonus action to open or close its umbrella tail. While open, any rider on its back gains a +4 bonus to AC and resistance to acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage or 17 (4d6 + 3) bludgeoning damage if enlarged. \n'b' Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the high horse magically increases in size , along with anything it is wearing or carrying. While enlarged, the high horse is Huge, doubles its damage dice on Strength -based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Huge, it attains the maximum size possible in the space available. For the duration, the high horse can use a bonus action to increase its height by 10 feet, to a maximum of 100 feet. \n'b'\n'b' ABOUT \n'b' This towering horse is made of metal, with stilt-like legs and an umbrella for a tail. \n'b' Crafted by wizards who are unhappy with the general lack of horses willing to be mounts in Faerie, these magical constructs are good-natured alternatives. Their legs extend several stories high and they have a tail for an umbrella that can be used to ward off acid attacks, as well as keep their riders cool and dry.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Hippokabeiro \n'b' Family: Golems \n'b'\n'b' Large construct , neutral \n'b' Armor Class 18 (natural armor) Hit Points 33 (6d10) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 10 (+0) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Understands Common but cannot speak Challenge 4 (700 XP) \n'b' Special Traits \n'b' Maintainable . Repairing 1 hit point of damage to the hippokabeiro takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the hippokabeiro drops to 0 hit points , it is destroyed and unrepairable. \n'b' Trampling Charge . If the hippokabeiro moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the hippokabeiro can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Multiattack . The hippokabeiro makes two attacks, one with its hooves and one with its bite. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The hippokabeiro exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' What at first appeared to be a golden warhorse is actually a clockwork horse made of gold. Its eyes are made of glittering gems, steam puffs from its nostrils, and flames flicker from its jaws. \n'b' A hippokabeiro is a golem that is about the size of a warhorse. \n'b' Sacred to Hephaestus . Hephaestus crafted the original pair of hippokabeiro for his sons, the two gods known as Kabeiroi. Hephaestus crafts these golems for his faithful followers and heroes who please him.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Hive \n'b' Family: Golems \n'b' Large construct , unaligned\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft. Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine 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 10 (5,900 XP) \n'b' Special Traits \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hive golem\xe2\x80\x99s weapon attacks are magical. \n'b' Berserk . When a hive golem is reduced to 51 or fewer hit points , is immersed in water, or receives a critical hit, it goes permanently berserk, breaking free of its creator\xe2\x80\x99s control. While berserk it attacks random targets, its slam attacks do additional damage (see below), and its Swarm ability affects all creatures. \n'b' Self-Repair . The hive golem regenerates 10 hit points at the start of its turn. If the golem is immersed in water this trait doesn\xe2\x80\x99t function at the start of next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Swarm . The golem is surrounded by an angry, stinging swarm. Any creature that attacks it and ends its turn within 10 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, the creature takes 5 (2d4) piercing damage and until the end of its next turn can\xe2\x80\x99t take reactions and has disadvantage on attack rolls. A strong wind will prevent this ability from functioning on the golem\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The hive golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 17 (3d8 + 4) bludgeoning damage if the golem is berserk. \n'b' Tactics \n'b' Unless directed otherwise by their creator, hive golems lumber into combat and use their slam attacks against any foes that come within reach. They will often head into the largest concentration of opponents, where their swarm of stinging insects can do the most damage. Hive golems are usually used to support and protect gnolls, and are rarely encountered alone. \n'b' Description \n'b' This creature is only vaguely humanoid in shape, with a rough skin formed of several materials. Its thick, malformed limbs end in heavy hands and feet. From a distance it seems to be surrounded by a cloud of wispy vapor or smoke, but closer this can be seen for what it is: a flying swarm of busy, angry insects. \n'b' Home on the Move . Hive golems are a nasty surprise for anyone who intrudes into gnoll territories. They are insect hives formed into large humanoid shapes and animated by an elemental spirit. Each one carries within it swarms of insects that defend the golem and repair damage to the hive. Gnoll druids create these golems to defend their sacred sites and villages and as engines of destruction when they make war on neighboring tribes. Hive golems differ depending on the species of insect that inhabits the golem. \n'b' Fear of Water . Immersion in water suppresses the hive golem\xe2\x80\x99s ability to repair itself, and the golems are consequently wary of going anywhere near bodies of water. They will not willingly cross any water deeper than a few inches. \n'b' Variant: Beehive Golem \n'b' Beehive golems are a composite of beeswax honeycombs and wood. \n'b' Cold Hating . If the beehive golem takes cold damage its Self-Repair and Swarm abilities do not function until the end of its next turn. \n'b' Sticky . When the beehive golem is struck with a melee weapon the attacker must make a DC 15 Dexterity saving throw; on a failure the weapon sticks to the golem. The attacker may use an action to attempt to pull the weapon free, requiring a successful DC 15 Strength ability check. \n'b' Variant: Termite Mound Golem \n'b' Termite mound golems are large constructs of hardened brown clay. They are bulky figures without necks, faces, or fingers, having the least humanoid shape. The gnolls that inhabit the Centaur Plains are particularly noted for sending termite mound golems against their neighbors. \n'b' Packed Earth . The termite mound golem has an Armor Class of 18. \n'b' Earthen . Any spell that affects earth or stone will suppress the golem\xe2\x80\x99s Self-Repair until the end of its next turn. \n'b' Variant: Wasp Nest Golem \n'b' Wasp nest golems are paper and mud constructs. The constant drone of wasps surrounds them, making them easy to notice at a distance. \n'b' Poison . A creature that fails it saving throw against the golem\xe2\x80\x99s Swarm ability must also make a DC 14 Constitution saving throw. On a failure the creature is poisoned for one minute; on a success the creature is immune to this effect for 24 hours. \n'b' Vulnerable to Fire . The wasp nest golem is vulnerable to fire damage, and fire damage prevents its Self-Repair from functioning until the end of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Hoard \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 161 (14d12 + 70) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Skills Athletics +10, Perception +4 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 120 ft., passive Perception 14 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Enchanted Weapons . The golem\xe2\x80\x99s weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack ). \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Strike with Awe . A creature that enters a space within 120 feet of the hoard golem or starts its turn there must succeed on a DC 17 Wisdom saving throw or have disadvantage on Wisdom ( Perception ) checks while it remains within 120 feet of the golem. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hoard golem makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage plus 18 (4d8) force damage. \n'b' Thieving Whirlwind (Recharge 5\xe2\x80\x936) . The hoard golem partially disperses into a whirlwind of coins, gemstones, and other valuables then recoalesces. Each creature within 20 feet of the golem must make a DC 17 Dexterity saving throw. On a failure, a creature takes 44 (8d10) bludgeoning damage and loses one object it is wearing or carrying. On a success, a creature takes half the damage and doesn\xe2\x80\x99t lose an object. Each object the golem steals must weigh no more than 20 pounds and not be wrapped around or firmly attached to a creature. For example, the golem could steal a belt pouch full of coins or a creature\xe2\x80\x99s jewel-encrusted dagger, but it can\xe2\x80\x99t steal a creature\xe2\x80\x99s shirt or armor. The hoard golem steals objects of high value over those of minimal value. The stolen object becomes part of the golem\xe2\x80\x99s body and can\xe2\x80\x99t be retrieved until the golem dies. \n'b'\n'b' ABOUT \n'b' A pile of gold, jewelry, and weapons rises on its own like a tidal wave of riches, with a cold and determined face. \n'b' Dragon Fears Made Real . Hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. \n'b' Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves. \n'b' Patient Homebodies . As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner\xe2\x80\x99s den. \n'b' Silent and Wealthy . Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 pounds. A hoard golem\xe2\x80\x99s body is composed of items\xe2\x80\x94copper, silver, gold, works of art, armor, weapons, and magical items\xe2\x80\x94worth at least 5,000 gp.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Ice \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Icy Destruction . When the golem dies, it shatters in an explosion of jagged ice shards, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The golem can make two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Cold Breath (Recharge 5-6) . The golem exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs. \n'b' The ice golem is a humanoid formed of roughly chiseled ice, standing 10 feet tall and weighing around 800 pounds. Ice golems at rest appear to be normal ice sculptures and are often mistaken as such, but a DC 15 Wisdom ( Perception ) check will notice that the creature is alive. \n'b' An ice golem usually opens combat with its breath weapon. An ice golem never uses weapons or wears armor, preferring to attack with its powerful fists. Fire is an effective means of combating these creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Songbird \n'b' Family: Clockwork \n'b' Tiny construct (clockwork), unaligned \n'b'\n'b' Armor Class 13 (natural armor) \n'b' Hit Points 25 (10d4) \n'b' Speed 10 ft., fly 40 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 14 (+2) CON: 10 (+0) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic \n'b' Damage Vulnerabilities lightning \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Skills Performance +4 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but cannot speak \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Performance . A clockwork songbird makes Wisdom ( Performance ) ability checks any time it would make a Charisma ( Performance ) ability check. \n'b' Winding . A clockwork songbird can function for 1 hour every time it is wound. A creature of can use an action to wind the clockwork songbird, restoring it to 1 hours of operating time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork songbird makes two razor wing attacks. \n'b' Razor Wing . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit: 4 (1d4 + 2) slashing damage. \n'b' Airy Aria . Each allied creature within 60 feet that can hear the clockwork songbird gains a +10-foot bonus to its movement speed or advantage of Dexterity saving throws until the beginning of the clockwork songbird\xe2\x80\x99s next turn. The effects of multiple clockwork songbirds\xe2\x80\x99 Airy Arias do not stack with one another. \n'b' Gentle Lullaby . Each hostile creature within 30 feet must attempt a DC 11 Wisdom saving throw or become drowsy until the beginning of the clockwork songbird\xe2\x80\x99s next turn. While drowsy, attack rolls against the creatures have advantage. A creature that becomes wounded while drowsy loses this penalty and is immune to the clockwork songbird\xe2\x80\x99s Gentle Lullaby for 24 hours. \n'b' Inspiring Anthem . When the clockwork songbird uses this ability, each allied creature within 30 feet becomes inspired to do their best in battle. Every time an allied creature successfully makes a weapon attack , they may choose to reroll a single damage die. If they do this, they must take the result of the second damage die, even if it is worse. \n'b'\n'b' ABOUT \n'b' Marvels of machinery and musicality, clockwork songbirds are prized for the beautiful melodies they produce, which can vary based on the songbird\xe2\x80\x99s construction. These clockwork creatures often inhabit the homes and gardens of nobility, where they fill opulent manors and wide-open green spaces alike with their lilting songs. Both children and adults delight in clockwork songbirds, with the former seeing these mechanical creatures as amusing toys and the latter as party novelties. A clockwork songbird is typically no longer than 18 inches and weighs about 5 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Infestation \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 114 (12d8 + 48) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 16 (+3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 10 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Fire . If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Berserk . Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. on a 6, the golem goes berserk. on each of its turns, while berserk, the golem attacks the nearest creature that it can see other than its own swarms. If no creature is near enough to move and attack , the golem attacks an object with a preference for objects smaller than itself. Once the golem goes berserk, it will continue to do so until it is destroyed or regains all its hit points . \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The dream wasp\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +15 to hit with spell attacks). The dream wasp can innately cast the following spells, requiring no material component.\n'b'\n'b'\n'b' At will : mage hand , poison spray, silent image \n'b' 1/day : confusion , detect thoughts , hold person , invisibility , mirror image , misty step , nondetection \n'b'\n'b' Magic Resistance . The infestation golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) magical bludgeoning damage. \n'b' Unleash Swarm . An infestation golem typically has four dream wasp swarms (with the abilities of a massive colony) living within it. With an action, it unleashes one or two of these swarms. The unleashed swarms then take their turn (and take future turns at any time during the infestation golem\xe2\x80\x99s turn). One of these swarms that enters the infestation golem\xe2\x80\x99s space can spend half its move or an action to enter the infestation golem\xe2\x80\x99s body. While inside an infestation golem, wounded swarms regain 2d8 hit points at the end of each of the golem\xe2\x80\x99s turns.. \n'b'\n'b' TACTICS \n'b' Initial Round -The infestation golem unleashes one of its swarms to harry approaching threats. If enemies are approaching fast, it will cast confusion , hold person , mirror image , or misty step to gain a better tactical footing during the fight. \n'b' Subsequent Round(s) -If the initial round puts them in an advantageous position, they will push forward with additional swarms. If they are in a weak position, they cast additional spells. \n'b' Defensive Round -The golem will use spells to try and control the battlefield or at least move into an advantageous position. \n'b' Victorious Round -After a victory, the infestation golem gathers its swarms back into it in order to heal and continues working toward its weird goals. \n'b' ABOUT \n'b' Those who have lived through encounters with these strange constructs offer no common theme to their purposes: some stand sentinel over the ruins they have no connection to, others senselessly rampage, while others still offer their service to wizards and druids. \n'b' There is some debate among peculiar scholars whether the infestation golem is an actual golem. They are created with magic, but the spells are alien to most spellcasters\xe2\x80\x99 understanding of the elemental nature of other golems. The secrets of creating an infestation golem aren\xe2\x80\x99t found in some obscure magical codex, nor are they created by your typical spellcasters. Instead, these creatures are made by rare dream wasp queens. \n'b' Beyond the most daring pirates\xe2\x80\x99 routes, live strange, blue and white dream wasps. These creatures are strange enough, with magical powers that grow in proportion to the size of their swarm under the ruthless control of their powerful queen. Stranger still, one queen in a thousand, instead of yielding a powerful hive, it creates an infestation golem. \n'b' Constructed with weavings of resin and natural materials, the infestation golem grows out of and around the rare dream wasp queen. The result is a vaguely humanoid shape of great physical and arcane power that serves as home to the queen\xe2\x80\x99s aggressive and deadly children. The queen herself is encased within the golem body and is so intertwined into the material it is impossible to separate her from the golem. \n'b'\n'b' d6 \n'b' Infestation Golem Treasure \n'b'\n'b' 1 \n'b' Embedded within the hive-like body of the golem are 1d4 100 gp gems. \n'b'\n'b' 2 \n'b' Trapped and covered by the golem\xe2\x80\x99s hive-like body are 1d3 minor magic items from Magic Item Table B. \n'b'\n'b' 3 \n'b' As per #2, but it\xe2\x80\x99s two magic items from Magic Item Table C. \n'b'\n'b' 4 \n'b' As per #2, but it\xe2\x80\x99s one magic item from Magic Item Table F. \n'b'\n'b' 5 \n'b' As per #1 and #2. \n'b'\n'b' 6 \n'b' As per #1 and #3.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Ioun \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 19 (natural armor) Hit Points 315 (30d10 + 150) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 20 (+5) INT: 5 (-3) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; 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 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gem Receptacle . An ioun golem sockets up to six ioun stones into itself. Each socketed stone grants the golem full access to the stone\xe2\x80\x99s abilities and benefits, as though it were orbiting the ioun golem. A socketed ioun stone cannot be independently targeted by attack , but it can still be the subject of a successful theft or disarm attempt. A shatter spell deals damage to an ioun golem as though it were a crystalline creature (no saving throw) and has a 25% chance of dislodging a random socketed ioun stone , causing the gem to fall into an adjacent square. Socketing or removing an ioun stone is an action. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Ioun Attraction . The innate connection an ioun golem has with ioun stones manifests in a specialized aura of magnetic force. Ioun stones orbiting a creature that are brought within 60 feet of an ioun golem begin moving away from its user toward the ioun golem. A creature with an ioun stone must succeed at a DC 19 Charisma saving throw or the stone moves 20 feet toward the golem. When this occurs any benefits the creature had ceases as if it was no longer orbiting. Once it reaches the ioun golem it can be socketed normally. If no free receptacles are available, the pilfered ioun stones orbit the ioun golem, granting the golem their powers as normal. An ioun golem can suppress and reactivate this aura as a bonus action. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Creature makes four attacks with its slam. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 23 (3d12 + 4) type damage. \n'b' Ioun Surge . Once per round as a bonus action, an ioun golem channels the energy of one of its socketed ioun stones, as long as that stone is not dull gray. This manifests as magic missile (as if using 2 second level slots), dealing 5d4+5 force damage. The selected socketed ioun stone becomes dull gray for the next 1d4 rounds (and thus cannot be used nor grants its benefit to the golem until that time). \n'b'\n'b' ABOUT \n'b' Ioun golems represent are the pinnacle of ancient research into the esoteric science known as electro-thaumaturgy. This mysterious art allowed for the transmission and broadcast of pure arcane energy. The golem\xe2\x80\x99s body is crafted to store magical energy and can even siphon further energy from other battery-like magical devices\xe2\x80\x94 specifically, the iconic ioun stone . An ioun golem\xe2\x80\x99s frame has enough energy to keep itself animate for centuries without rest, but the addition of an ioun stone , even for a moment, extends the active cycle of an ioun golem into millennia. By quickly siphoning the innate power of a socketed ioun stone, the golem can unleash the stored energy as a blast of magical force. A typical ioun golem stands 12 feet tall and weighs close to 1,200 pounds. \n'b' Precious Construction . Immense quantities of alchemically purified brass, platinum, and silver are required for the construction of an ioun golem. Silver forms much of the base frame, while platinum is poured into areas intended as gem receptacles. Brass filigree overlays the body, conducting the magical energy necessary to animate the golem. Occasional lines of vibrant magical energy are visible along the golem\xe2\x80\x99s brass sections when viewed with effects such as detect magic .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Iron \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 210 (20d10 + 100) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Fire Absorption : Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form : The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons : The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack : The golem makes two melee attacks. \n'b' Slam : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Sword : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) slashing damage. \n'b' Poison Breath (Recharge 6) : The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Junk \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from non-magical weapons that aren\xe2\x80\x99t adamantine. Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Junk Repair . A junk golem regains 5 hit points at the beginning of its turn when in occupying (or adjacent to) an area with a high concentration of debris, such as a refuse heap or the area created by another junk golem\xe2\x80\x99s discorporate ability. \n'b' Magic Resistance . The junk golem has advantage on saving throws against spells and other magical effects. \n'b' Swarm (only when discorporated) . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Tetanus . Each time a creature takes damage from a junk golem\xe2\x80\x99s attack it must succeed on a DC 15 Constitution saving throw or be exposed to the disease tetanus. The onset time for the disease is 1d6 days at which point the infected creature loses 1d4 Dexterity points. Each time someone takes Dexterity damage from tetanus, there\xe2\x80\x99s a 50% chance the creatures jaw muscles stiffen, preventing speech and the use of spells with verbal components for 24 hours. The infected creature must make this save at the end of each long rest, losing 1d4 Dexterity on each failed saving throw. The disease is cured after two consecutive successful saving throws. \n'b' Actions \n'b' Multiattack . The junk golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. \n'b' Discorporate . A junk golem can break apart into its constituent pieces, becoming a Large sized swarm of tiny parts. In this form it gains/loses the following traits and actions :\n'b'\n'b' It loses its slam attack . \n'b' It automatically does 13 (2d8 + 4) slashing and piercing damage to any creatures sharing its space, or 8 (1d8 + 4) piercing damage if the swarm has half of its hit points or fewer. This attack can also inflict the tetanus disease. \n'b' It gains the swarm trait. \n'b' It gains bludgeoning, piercing, slashing damage resistances \n'b' It gains immunity to the following conditions: charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned \n'b'\n'b' It can revert back to its normal form as a bonus action. \n'b' About \n'b' Junk golems are assembled from trash and spare parts, and often leave trails of garbage in their wakes. A typical junk golem resembles a walking rubbish heap, roughly humanoid, barely holding itself together.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Kaukasios \n'b' Family: Golems \n'b'\n'b' Gargantuan construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d20) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 13 (10,00 XP) \n'b' Special Traits \n'b' Assassinate . During its first turn, the kaukasios has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the kaukasios scores against a surprised creature is a critical hit. \n'b' Keen Sight . The kaukasios has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Maintainable . Repairing 1 hit point of damage to the kaukasios takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the kaukasios drops to 0 hit points , it is destroyed and unrepairable. \n'b' Actions \n'b' Multiattack . The kaukasios makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained , and the kaukasios can\xe2\x80\x99t use its talons on another target. \n'b' About \n'b' A massive, magnificent construct, this gigantic eagle has golden plumage from head to tail. Its glittering eyes are made of gemstones. \n'b' These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A Kaukasios weighs about 8,000 pounds. \n'b' Made for Torture . The chief purpose of kaukasios golems is to torture titans, feasting on their flesh despite not gaining any nourishment from it. \n'b' A Kaukasios attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Offal \n'b' Huge ooze , unaligned \n'b' Armor Class 8 Hit Points 207 (18d12 + 90) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (\xe2\x80\x932) CON: 20 (+5) INT: 1 (\xe2\x80\x935) WIS: 7 (\xe2\x80\x932) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Flowing Flesh . The animated offal can move through spaces as narrow as 6 inches wide without squeezing. \n'b' Healing Sense . The animated offal can sense healing spells, effects, and potions within 120 feet of it. If the ooze is the target of a healing spell, if it consumes a healing potion, or if it is affected by a similar magical effect, it gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its Pseudopod attack as a bonus action for 1 minute. \n'b' Ooze Nature . The animated offal doesn\xe2\x80\x99t require sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The animated offal makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) necrotic damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature and the animated offal doesn\xe2\x80\x99t have two other creatures grappled . If the target is holding or carrying one or more healing potions, there is a 25 percent chance one potion shatters during the attack , allowing the animated offal to absorb the healing energy and gain the benefits of its Healing Sense. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Subsume . The animated offal begins absorbing one creature it is grappling. The creature must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The animated offal regains hp equal to half the damage dealt. If the animated offal is at its hp maximum, it gains temporary hp for 1 hour instead. The animated offal can add temporary hp gained from this trait to temporary hp gained earlier from this trait. Its temporary hp can\xe2\x80\x99t exceed 48. If its temporary hp would exceed 48, a new animated offal appears in an unoccupied space within 5 feet of the animated offal. The new Ooze is Small, doesn\xe2\x80\x99t have this bonus action, and has 10 hp . A creature killed by this bonus action is fully subsumed into the animated offal and can be restored to life only by means of a resurrection spell or similar magic. \n'b'\n'b' ABOUT \n'b' This disgusting mass of congealed blood, intermingled with other fluids, is interrupted here and there by pieces of flesh\xe2\x80\x94scraps of skin and muscle, bone, and the occasional whole or partial limb or milky eyeball. It all moves together in a slow, shuddering flow. The first animated offal was the unintentional product of war. A field hospital for the wounded included a large pit where all the castoffs from their work\xe2\x80\x94blood, pus, surgically removed flesh, and the like\xe2\x80\x94were dumped. The residual energy from the constant healing spells, and the dregs of healing potions in bottles also dumped in the pit, stirred the mass of offal into a strange semblance of life. \n'b' Ease to Recreate . Since its initial creation, mad or evil magical researchers have recreated the circumstances that birthed the first such creature, bringing new animated offal into the world. Such creatures also reproduce. Once an animated offal absorbs enough new organic matter into its mass, a portion splits off, creating an entirely new ooze. \n'b' Vitalized by Healing Magic . Originally created by healing magic, an animated offal is attracted to such energies. If a healing spell is cast near it, or there are healing potions in the area, the animated offal moves toward them in preference to other targets, seeking to consume such energies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Keg \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Empty Keg . A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem\xe2\x80\x99s speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale. \n'b' Immutable Form . The keg golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The keg golem has advantage on saving throws against spells and other magical effects. \n'b' Rolling Charge . If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be forced\xc2\xa0 prone . If the target is prone , the keg golem can make one slam attack against it as a bonus action . \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Ale Blast (Recharge 5-6) . The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' An ornate keg with a stern dwarven face, arms, and legs walks about the tavern, dispensing drink to any and all. \n'b' Dwarven runes adorn the metal of the keg golem, powering it. Some dwarves use the golems to promote their favorite drinking spots. \n'b' Creation . Keg golems are created when dwarven rune masters acquire a keg of their strongest ale and carve magical runes into it. The creator then forges a replica of its own face onto the front of the keg. The process requires two weeks of forging and runic inscription. The runes glow with the arcane energy of the creator, ranging from faint blues to dark reds. \n'b' Mobile Guardian . Many dwarves create these constructs to use as a mobile source of ale on long journeys. When its master is threatened, the golem helps to incapacitate the adversary with its powerful ale blast. If lost, stolen, or bartered for, a keg golem can be used for promotional purposes or for guarding a tavern.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Khalkotauro \n'b' Family: Golems \n'b'\n'b' Large construct , neutral \n'b' Armor Class 20 (natural armor) Hit Points 44 (8d10) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities fire, necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Maintainable . Repairing 1 hit point of damage to the khalkotauro takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the khalkotauro drops to 0 hit points , it is destroyed and unrepairable. \n'b' Frightful Presence . Each creature of the khalkotauro\xe2\x80\x99s choice that is within 120 feet of the khalkotauro and aware of it must succeed on a DC 12 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 khalkotauro\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Heated Body . A creature that touches the khalkotauro or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b' Trampling Charge . If the khalkotauro moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the khalkotauro can make one attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The khalkotauro exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This massive bull appears to be sculpted from a single piece of bronze. Its eyes glow with a terrible rage and flames shoot from its nostrils. \n'b' These bronze bulls were crafted by Hephaestus and were given as a gift to Aeetes, the king of Colchis. \n'b' A typical khalkotauro stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds. The sight of a kholkotauro inspires terror; they are living furnaces, heated metal that burns from some divine internal flame. \n'b' Sacred to Hephaestus . These bronze bulls were gifted by Haphaestus to King Aeetes of Colchis. When Jason and the Argonauts arrived in Colchis looking for the Golden Fleece, Aeetes demanded Jason yoke the bulls and plow a field with dragon\xe2\x80\x99s teeth. \n'b' Khalkotauroi are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or burn them. Whenever possible, a khalkotauro begins an encounter by charging at its opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Khrysea \n'b' Family: Golems \n'b'\n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 31 (7d8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 12 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Performance +5 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Maintainable . Repairing 1 hit point of damage to the khrysea takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the khrysea drops to 0 hit points , it is destroyed and unrepairable. \n'b' Actions \n'b' Hammer . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Repair (3/Day) . The khrysea can restore (9) 2d8 hit points to itself or to one construct or object within 5 feet of it. \n'b' Luring Song . The khrysea sings a magical melody. Every humanoid and giant within 300 feet of the khrysea that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The khrysea must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the khrysea is incapacitated. While charmed by the khrysea, a target is incapacitated and ignores the songs of other khryseai. If the charmed target is more than 5 feet away from the khrysea, the target must move on its turn toward the khrysea by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the khrysea, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this khrysea\xe2\x80\x99s song for the next 24 hours. \n'b' About \n'b' These statues crafted of gold act and move like real women, despite the cold gaze of their unseeing eyes. \n'b' The khryseai are beautiful women-shaped automatons, magical singers crafted by Hephaestus out of gold to adorn the first, mythical temple of Apollon at Delphi. They are often sent as companions to other constructs to help maintain them; if pressed, they can use their musical talent to lure attackers into an ambush with their sponsored construct.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Kuon \n'b' Family: Golems \n'b'\n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 26 (4d8 + 8) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 14 Languages Understands Common but cannot speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The kuon has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Maintainable . Repairing 1 hit point of damage to the kuon takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the kuon drops to 0 hit points , it is destroyed and unrepairable. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Bark . When a creature that is not an ally of the kuon\xe2\x80\x99s master approaches within 30 feet of the kuon, it barks, audible within 300 feet of it. The kuon continues to bark until the disturbance moves out of range and for 1d4 of the kuon\xe2\x80\x99s turns afterward. \n'b' About \n'b' This watchdog is crafted entirely out of gold. It scans the surrounding area with mechanical intensity. \n'b' Kuon golems are shaped in the form of large mastiffs, entirely out of gold. Kuon golems stand their ground, barking if an intruder approaches, only attacking when a trespasser attempts to pass them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Spy \n'b' Family: Clockwork \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 14 (4d4 + 4) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Perception +2, Stealth +5 Damage Vulnerabilities lightning Damage Immunities poison, psychic Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft.; passive Perception 12 Languages understand the language of its creator, but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The clockwork spy doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Record Audio . As a bonus action, the clockwork spy can record nearby sounds, archiving all sounds within 20 feet of it onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per memory gem, and it can hold up to 4 gems. It can also start or stop playback of recorded sounds as a bonus action. The memory gems can be removed with a successful DC 20 Dexterity check with thieves\xe2\x80\x99 or tinkerer\xe2\x80\x99s tools. Failure doesn\xe2\x80\x99t damage the gemstone, but it does erase all recorded audio stored on that gem. The spy needs specific instructions on when to start and stop recording. It can differentiate between creature types, but not individuals. Self Destruct. Unless commanded not to by its creator or a designated creature, when the clockwork spy is reduced to 0 hit points it shrieks and thrashes about. The next round on its initiative it explodes, destroying any loaded memory crystals and dealing 1d6 (3) fire damage to every creature within 5 feet. A successful DC 12 Dexterity save halves the damage. Before it explodes, a successful DC 15 Dexterity check with thieves\xe2\x80\x99 tools halts the self destruct process. \n'b' Winding . A clockwork spy must be wound with a unique key to remain active. It must be wound once every 24 hours. A creature can use an action to wind a clockwork spy, restoring to it 1 hour of operating time. In the absence of the correct key, a DC 20 Dexterity check with thieves\xe2\x80\x99 tools or tinkerer\xe2\x80\x99s tools can successfully wind (or unwind, if the creature is incapacitated ) the clockwork spy. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 0 ft., 1 target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions and can be vital tools in political intrigues or illicit consortium tactics. Their retractable, insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its target, escape is usually the most practical course of action for it. Clockwork spies are about 2 feet wide from leg to leg and weigh less than 40 pounds. \n'b' Assassin Drone . While most clockwork spies are programmed for simple reconnaissance, some are weaponized with built-in armaments to deliver poisons or other lethal payloads to their targets. \n'b' Clockwork . As a constructed being, a clockwork spy 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'Golem, Lead \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) 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; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine 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 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Impenetrable . The lead golem and any objects or creatures it carries are immune to divination spells. \n'b' Inertia . The lead golem has advantage on any ability checks or saving throws to resist being moved against its will. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two slam attacks or one slam and one stomp attack. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage and the creature must succeed at a DC 16 Strength saving throw or be knocked prone . \n'b' Stomp . The lead golem steps on a Medium or smaller creature, or a Large prone creature, within 5 feet of it. The creature takes 36 (8d8) damage, or half damage on a successful DC 16 Dexterity saving throw. \n'b'\n'b' Reactions \n'b'\n'b' Pest Control . When a creature falls prone within 5 feet of the golem it may stomp the target. \n'b'\n'b' Tactics \n'b' The dense lead golem will usually attack whoever is close at hand and did the most damage to it since its last turn. If their first slam misses they will slam a second time; otherwise they will use stomp as their second attack . Two or more golems will position themselves so that when one knocks an enemy prone they can all stomp on it. \n'b' Description \n'b' The footsteps of this massive automaton shake the ground. Its dull gray and armored surface has been forged into the shape of a giant human, more than twice as tall as any man. Its mouth is sculpted into a fearsome visage, as if roaring a battle cry, but no sound escapes from this lifeless metal colossus. \n'b' Tireless Laborers . Dark elves are especially fond of creating lead golems, often fashioning them with massive clawed hands useful for digging tunnels, and using them in attacks on dwarves. They follow only the commands of their creators, and although they can understand only the most basic commands, with time and effort they can be trained to mindlessly carry out more complex tasks. \n'b' Unstoppable Force, Immovable Object . Lead Golems are created from at least 15,000 pounds of lead. This crushing weight can inflict horrendous damage to structures or opponents. The golem will sink at least part way into anything softer than densely packed earth, and even in soft stone will leave discernible footprints.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Lead \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 20 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine 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 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Reaction . Whenever the lead golem would be subject to acid damage, it takes no damage and instead regains a number of hit points equal to one-half the acid damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Interference Aura . A lead golem projects a 60-foot aura that blocks divination magic, as nondetection . \n'b' Intractable Density . Any Strength ( Athletics ) checks to Shove a lead golem has disadvantage, and the golem has advantage on its check to resist being Shoved. Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Particulate Cloud (Recharge 5-6) . The lead golem can use its reaction to exude a fine coud of lead particles that persist until the start of its next turn. A creature that enters the cloud for the first time or that starts its turn in it must make a DC 16 Constitution saving throw or become poisoned for one minute and gains a level of exhaustion . This cloud can be dissipated by a strong wind such as that created by the gust of wind spell. \n'b'\n'b' ABOUT \n'b' In addition to the more familiar magical constructs of stone and iron, flesh and clay, the ancients of the Haunted Steppe manufactured several unusual golems of their own design. \n'b' Lead Golem . Resembling an unearthed vein of dull gray minerals, this crude, hunchbacked humanoid figure uses its arms to support itself. Lead golems move with a lurching, heavy tread and often crack floors as they walk due to their immense weight. A lead golem stands 11 feet tall when upright and weighs 10,000 pounds. \n'b' Ossuary Golem . When in watchful repose, an ossuary golem may easily be mistaken for a funerary monument or grave marker made of pale, rough stone with a cobbled surface. When it lurches to life, however, it resembles a horrific humanoid figure comprised of a mass of bones and skulls tied together with slick ropes of sinew. An ossuary golem stands 10 feet tall when active and weighs 2,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Lesser \n'b' Family: Golems \n'b' Subpages \n'b' Small construct , unaligned \n'b' Armor Class 12 Hit Points 45 (10d6 + 10) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Resistances piercing and slashing from nonmagical attacks not made with adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The glass golem has advantage on saving throws against spells and other magical effects. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Shard . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Shatter . When a glass golem takes bludgeoning damage, it can make one shard attack against each creature within 5 feet of it. \n'b'\n'b' About \n'b' Some golems are made by the concentrated work of dozens or hundreds of priests, wizards, or other enchanters, focusing all their efforts on a suitably impressive display of their god\xe2\x80\x99s power or their arcane mastery. Others are thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. \n'b' Mundane Materials . The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. \n'b' Temple and Workshop Helpers . In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Lesser Flesh \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 9 Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 9 (-1) CON: 16 (+3) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Berserk . When a lesser flesh golem starts its turn with 26 or fewer hit points , roll 1d6. If the result is a 1, the golem goes berserk and attacks the nearest living creature it can reach. The construct\xe2\x80\x99s creator can regain control over the golem if the creator is within 60 feet by using an action and making a successful DC 15 Charisma ( Persuasion ) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 26 hit points or fewer, the golem might go berserk again. \n'b' Fear of Fire . If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption . Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to half the lightning damage dealt. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lesser flesh golem makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A creature staggers into view, a construct that is pieces of flesh carved and assembled into a vaguely humanoid whole. \n'b' A lesser flesh golem is constructed from a whole cadaver or a number of humanoid body parts stitched together into a single composite form. It moves with a stiff-jointed gait as if not in complete control of its body. A lesser flesh golem typically stands 6 feet tall and weighs 300 pounds. \n'b' While most lesser flesh golems are mindless, some reanimate with a sliver of sentience, and with that spark comes memories of a previous life. The head and brain of such a lesser flesh golem must be just the right combination of fresh enough and (in its previous life) strong-willed, and even then luck and chance during the lesser flesh golem\xe2\x80\x99s creation seem just as important in retaining the creature\xe2\x80\x99s mind. These sentient flesh golems have the same stats as other lesser flesh golems, but can have Intelligence 6-16. \n'b' Lesser flesh golems cannot normally speak, but sentient lesser flesh golems retain the knowledge of one language they knew in life (usually Common). They have a difficult time expressing themselves in anything more than simple terms, but, in most cases, a sense of horror at their newfound state is easy to discern. With patient reeducation, they might be able to regain much of their former intellect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Lotus \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 14 Hit Points 82 (11d10 + 22) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +8 Skills Athletics +6, Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities cold, fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Arcane Pool . The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem\xe2\x80\x99s controller can expend the golem\xe2\x80\x99s charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell. \n'b' Drain Item . When the golem hits with a melee attack , the target must succeed on a DC 16 Dexterity saving throw or one magic item it is wearing or carrying loses its magical properties until the target finishes a long rest or the golem dies. The golem gains 1 charge point if the target fails. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Water Walker . The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lotus golem makes two arcane water attacks. \n'b' Arcane Water . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage. \n'b'\n'b' Reactions \n'b'\n'b' Arcane Absorption . When a spell is cast within 30 feet of it, the golem absorbs some of the spell\xe2\x80\x99s potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool. \n'b'\n'b' About \n'b' Drawing power from the river\xe2\x80\x99s current, the creature\xe2\x80\x99s core glows brighter, and its flowery surface blossoms and fades in cycles like a dozen springtimes. \n'b' Magic Battery . Lotus golems absorb magical power from their surroundings, which spellcasters can utilize. \n'b' Flowering Strength . A lotus golem\xe2\x80\x99s body always has several blossoms, typically blooms of water plants. These are linked to its mystic strength: a lotus golem with only a few blossoms is far less powerful than one covered in them. \n'b' Seasonal Creations . The lotus golem is made of woven water plants and flowers. To make a lotus golem, the creator must use expert weavers with fresh materials and complete the ritual between sunset and sunrise along a river bank. The golems are much less durable than their clay or stone counterparts and usually last only a few seasons. When they fall apart, their reeds and papyrus elements are used to make spell scrolls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Magnesium \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Aura of Sickness . Creatures who begin their turn within 10 feet of the golem must make a DC 15 Constitution saving throw. On a failed saving throw, the creature is poisoned for 1 minute. If a creature ends its turn outside the 10-foot area, it can repeat the saving throw, ending the effect on a success. If the creature succeeds or if the effect ends for it, it is immune to the golem\xe2\x80\x99s aura of sickness for 24 hours. \n'b' Fire Absorption . Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' About \n'b' Silvery-white powder shakes loose from this construct as it stomps across the floor. Its face is a featureless plane except for two gouges where there should be eyes. \n'b' Magnesium golems are silvery-white humanoids created by arcane spellcasters. As with other golems, they are incapable of thinking on their own, and are thus under control of the one that created them. They are created as guardians and keepers and can be given specific orders to guard a specific locale, item, or object or to attack a specific creature or type of creature. \n'b' The magnesium golem is a silvery-white humanoid formed of magnesium. The average magnesium golem stands about 6-7 feet tall and weighs 600 pounds. The magnesium golem\xe2\x80\x99s features are smooth and perfect, though it has no discernable ears, nose, or mouth. Its eyes appear to be nothing more than indentations in its body. Magnesium golems wear no clothing and never carry weapons, and it cannot speak or make any vocal noise. Unlike many other golems, the magnesium golem can move at the same speed as a human of its size.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Statues \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The statue is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the statue must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the armor remains motionless, it is indistinguishable from a normal statue. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The statue makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Manastorm \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 60 ft., fly 60 ft.\n'b' STATS STR: 6 (-3) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from magical weapons Damage Immunities acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The manastorm golem can move through a space as narrow as 1 inch wide without squeezing. \n'b' Limited Mutability . Any spell or effect that would alter the golem\xe2\x80\x99s form only alters it for 1 round. Afterwards, the manastorm golem returns to its humanoid -shaped cloud form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Mystic Messages . The manastorm golem can communicate with its maker via magical whispers at a distance up to 120 feet. Only its master hears these messages and can reply. Its messages go through solid objects but are halted by stone, magical silence , a sheet of lead, and similar obstacles. Its voice can travel through keyholes and around corners. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two slam attacks. If both attacks hit a single living creature, the creature is stunned until the end of its next turn. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) force damage. \n'b' Force Bolt . Ranged Spell Attack : +6 to hit, range 120/480 ft., one target. Hit : 25 (4d10 + 3) force damage. \n'b'\n'b' About \n'b' All the colors of the rainbow shimmer within a cloud. It coalesces into a vaguely humanoid form that smells of ozone and ash. \n'b' A Golem Without Form . The manastorm golem is the creation of a master wizard who harnesses the magic around it to create a construct without the need for materials; it makes the creature from magic itself. The golem is malleable and amorphous, expanding and contracting as needed, but it always reforms into a vaguely humanoid-shaped cloud of energy. \n'b' Intelligent and Communicative . The manastorm golem is unique among its cousins because it is given an inherent intelligence from its creator. This, and its ability to fly, makes it a perfect scout. The golem can fly somewhere, investigate the area, and return with information, conveying it to the golem\xe2\x80\x99s master via magical whispers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Medicine \n'b' Family: Golems \n'b' Small construct , neutral good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 18 (4d6 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, History +5, Nature +5, Medicine +5, Perception +5 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities poison \n'b' Damage Immunities petrified , poisoned \n'b' Senses passive Perception 15 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Medicinal Salve (3/Day) . The medicine golem produces a salve and touches one creature. The target receives one of the following magical benefits of its choice: \n'b'\n'b' Healing . The target heals 2d4 + 2 hit points . \n'b' Inspiration . The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it 3 times. \n'b' Resilience . The target gains 2d6 + 3 temporary hit points . \n'b' Hurl Concoction . The medicine golem uses one of the following options (roll a d4 or choose one); the golem can use each one no more than once per day: \n'b'\n'b' Acid . The golem hurls a flask of acid. Ranged Weapon Attack : +6 to hit, range 5/20 ft., one target. Hit : 7 (2d6) acid damage. \n'b' Alchemist\xe2\x80\x99s fire . The golem throws a flask of alchemist\xe2\x80\x99s fire. Ranged Weapon Attack : +6 to hit, range 5/20 ft., one target. Hit : 2 (1d4) fire damage at the start of each of the target\xe2\x80\x99s turns. A creature can end this damage by using its action to make a DC 24 Dexterity check to extinguish the flames. \n'b' Smoke Bomb . The golem hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the golem\xe2\x80\x99s next turn. \n'b' Grease . The golem hurls a flask of grease up to 20 feet away. The flask explodes on impact, creating a 10-foot square area of difficult terrain . When the grease appears, each creature standing in its area must succeed on a DC 14 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 . Water disperses the grease , which otherwise remains until the end of the golem\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' This wooden humanoid has a cabinet in its chest filled with a variety of potions and medicines. \n'b' Medicine golems are formed as a result of a curse, usually by transitioning the consciousness of someone who was an expert in medicinal or herbal techniques into a wooden statue. This results in their wooden form, with a medicine cabinet in their torso. In theory, medicine golems are quite helpful in the battlefield by administering to the wooden; in practice, they aren\xe2\x80\x99t needed very much in Faerie because few get sick. Creators of these helpful golems are known to switch out their salves and concoctions with potions already in their possession.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Mernite \n'b' Family: Golems \n'b' Medium construct, chaotic good \n'b' Armor Class 14 \n'b' Hit Points 38 (7d8 + 7) \n'b' Speed 30 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Nature +2, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mernite golem makes seven hands to divide up amongst up to seven melee or three ranged weapon attacks. \n'b' Rake . Melee Weapon Attack : +6 to hit, 5 ft. reach, hit: 6 (1d4 + 4) slashing damage. \n'b' Battleaxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Musket . Ranged Weapon Attack : +6 to hit, range 40/120 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Spade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b' Broomstick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflect Missiles . When the mernite golem is hit by a ranged weapon attack , it reduces the damage type from the attack by 1d10 + 7 if it has the appropriate hand free. If the damage is reduced to 0, the mernite golem can catch the missile if it is small enough to hold in one hand: \n'b'\n'b' Iron Hand : fire \n'b' Leather Hand : bludgeoning \n'b' Wooden Hand : slashing \n'b' Two Rubber Hands : acid \n'b' Two Hands : piercing \n'b'\n'b' ABOUT \n'b' The most noteworthy appearance of this humanoid is its seven hands: one made of iron, one of leather, one of wood, two red rubber hands, and two human -like hands. \n'b' Mernite golems are life-like constructs that are used by mernites to manage their chores. The mernites themselves have less arms and can transform into butterfly-like shapes, but their mernites are more sensibly formed to complete tasks mernites prefer not to do. \n'b' Hard Workers . Mernite golems believe in hard labor and the fruits thereof and aren\xe2\x80\x99t afraid to get their hands dirty. \n'b' And it\xe2\x80\x99s a good thing too, because they have many hands: an iron hand for ironing, lifting hot pots from the stove and all horrid sort of hard work; a leather hand for beating rugs, dusting, and sweeping; a wooden hand for churning and digging in the garden; two red rubber hands for dishwashing and scrubbing, and two human hands for everything else. Mernite golems are surprisingly resourceful and dangerous combatants if threatened. \n'b' Always Armed . Although they have little experience with most of Faerie, they adapt quickly, and put their multiple arms to good use.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Steam-powered Dragon \n'b' Family: Clockwork \n'b' Huge construct (clockwork), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d12+96) Speed 70 ft., fly 100 ft., swim 70 ft.\n'b' STATS STR: 24 (+7) DEX: 23 (+6) CON: 26 (+8) INT: 1 (\xe2\x80\x935) WIS: 20 (+5) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but cannot speak Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If the clockwork steam-powered dragon fails a saving throw, it can choose to succeed instead. \n'b' Self-Destruction . When a clockwork steam-powered dragon\xe2\x80\x99s hit points are reduced to 20 or less, but are still above 0, it self-destructs the next turn, destroying itself in an explosion of metal scraps and steam that forces creatures within 20 feet to make a DC 20 Dexterity saving throw. This explosion deals 33 (6d10) slashing damage and 33 (6d10) fire damage on a failed save, or half as much on a successful one. \n'b' Winding . A clockwork steam-powered dragon 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 steam-powered dragon, 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 steam-powered dragon makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, 10 ft. reach, one target. Hit : 26 (3d12 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, 5 ft. reach, one target. Hit : 18 (2d10 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, 15 ft. reach, one target. Hit : 20 (2d12 + 7) bludgeoning damage. \n'b' Steam Breath (Recharges 5-6) . The clockwork steam-powered dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The clockwork steam-powered dragon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The clockwork steam-powered dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The clockwork steam-powered dragon makes a Wisdom ( Perception ) check. \n'b' Tail . The clockwork steam-powered dragon makes a tail attack . \n'b' Wing Attack . The clockwork steam-powered dragon beats its wings. Each creature within 10 feet of it must succeed on a DC 20 Strength saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The clockwork steam-powered dragon can then fly up to half its flying speed.another creature\xe2\x80\x99s turn. The clockwork steam-powered dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' ABOUT \n'b' Though some scholars may argue about who exactly created the first steam-powered clockwork, the secret of their manufacture is now out. Savvy engineers have started to create faster and more powerful clockwork contraptions in the form of marvels blending arcane heat sources with large boilers to create pressured steam that powers the complex constructs. \n'b' Clockwork Wyrmling . Draconic forms are popular among clockwork artificers, but not all are created as technological titans. For some purposes, a smaller dragon is a popular model, allowing their creators to practice their arts without such a massive resource investment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Mithral \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 26 (natural armor) Hit Points 276 (24d12 + 120) Speed 60 ft.\n'b' STATS STR: 28 (+9) DEX: 20 (+5) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from attacks not made with adamantine 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 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Fluid Form . The golem can use a bonus action to take on a form like liquid silver. When in this form, the golem\xe2\x80\x99s reach becomes 30 ft. and it gains resistance to magical bludgeoning damage and vulnerability to cold damage. When in this form, the golem can move through a space as narrow as 1 inch wide without squeezing. The golem may return to its original form as a bonus action. \n'b' Evasion . If the golem is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the golem instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 31 (4d10 + 9) bludgeoning damage. \n'b'\n'b' About \n'b' Created from a massive quantity of the purest mithral, this golem is a thing of shining beauty. Unlike most golems, mithral golems are extremely agile, capable of moving at great speed and striking swiftly.'} |
Subsets and Splits