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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Mithral \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 22 (natural armor) Hit Points 315 (30d10 + 150) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning, radiant Damage Immunities force, poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks that are not adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 120 ft., passive Perception 10 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Force Absorption . When the mithral golem is subjected to force damage, it takes no damage but instead regains a number of hit points equal to the force damage dealt. \n'b' Immutable Form . The mithral golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The mithral golem has advantage on saving throws to resist spells or magical effects. \n'b' Magic Weapons . The mithral golem\xe2\x80\x99s weapon attacks are magical. \n'b' Reflection . When the mithral golem suffers fire, lightning, or radiant damage, half of the damage it receives is reflected back at the source of the damage. If the source of the damage succeeds at a DC 19 Dexterity save, it may halve the damage reflected back at it. Furthermore, when the mithral golem suffers fire, lightning, or radiant damage, it immediately recharges its Breath of Light and Pain. It may then use its reaction to use it. \n'b' Gaze attacks that target the mithral golem, or that the mithral golem might be subject to, react as if the gaze attack was made at a mirror. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mithral golem makes two Fist attacks. \n'b' Fist . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' Breath of Light and Pain (recharge 5-6) . The mithral golem breathes a cone of energy 25 feet long that originates from its head. This energy may be fire, lightning, or radiant. All creatures caught within the cone must make a DC 19 Dexterity save, taking 44 (8d10) damage of that type, or half as much with a successful save. \n'b'\n'b' ABOUT \n'b' Mithral golems are exceedingly rare. Few worlds have enough mithral in their crusts to make a single mithral golem, much less two. The wizards who create these mindless automatons tend to be planes jumpers of the highest order. Usually, they are commanded to serve as bodyguards or as one-golem armies; rarely are they left to their own devices. When a mithral golem is found, only the foolish see that towering figure as an empire\xe2\x80\x99s ransom worth of mithril. Good luck cashing in on that jackpot.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Mithril \n'b' Family: Golems \n'b' Gargantuan construct , unaligned\n'b' STATS STR: 30 (+10) DEX: 9 (-1) CON: 28 (+9) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 22 (natural armor) Hit Points 468 (24d20 + 216) Speed 60 ft. 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 25 (75,000 XP) \n'b' Special Traits \n'b'\n'b' Defender of the Meek. A friendly creature who touches the mithril golem , in either its active or dormant state, gains the benefit of sanctuary (spell save DC 20). \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' Legendary Resistance (3/Day) . If the mithril golem fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The mithril 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 : +18 to hit, reach 10 ft., one target. Hit : 43 (6d10 + 10) bludgeoning damage. If the golem hits a creature with two slam attacks in one turn the target is grappled (escape DC 25). Until this grapple ends, the target is restrained . A creature that is being grappled by the golem at the end of its turn takes 44 (8d10) bludgeoning damage, or half as much damage on a successful DC 20 Constitution saving throw. \n'b' Stomp . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 54 (8d10 + 10) bludgeoning damage. The golem can only stomp creatures that are Large or smaller. \n'b'\n'b' Legendary Actions \n'b' The mithril golem can take 3 legendary actions, using the Stomp Attack option below. It can take only one legendary action at a time and only at the end of another creature\xe2\x80\x99s turn. The golem regains spent legendary actions at the start of its turn. \n'b'\n'b' Stomp Attack . The golem makes a stomp attack . \n'b'\n'b' Tactics \n'b' The mithril golem will usually attack the most threatening enemy close at hand and pummel it into dust, then find another target. Once it has an enemy grappled it will try to hold on, causing damage each round. \n'b' Description \n'b' An awesome figure towers overhead, dwarfing nearby buildings. Its gleaming metallic surface is marred only by furrows dug by the flailing of a titan. The colossal figure is forged in the human heroic ideal and its presence conveys the splendor of the gods who forged it. \n'b' Great Strides Towards Victory . The colossal mithril golem towers over not only friend and foe, but also over most buildings and trees. Should it move, its massive stride would allow it to walk as fast as a man can sprint, and to step over obstacles with ease. \n'b' Swords from Appendages . Legend has it that priests prayed for weapons to aid them in their attempts to cleanse the Blood Sea coast of titanspawn, and soon thereafter a single finger fell from the golem in their temple. From this finger the swords of the paladins of Mithril were forged.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Mud \n'b' Family: Golems \n'b' Small construct , unaligned \n'b' Armor Class 10 Hit Points 27 (6d6 + 6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) 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 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 9 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1 (200 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 mud 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' Multiattack . The mud golem 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' Mud Ball . Ranged Weapon Attack : +2 to hit, range 30/120 ft., one target. Hit : 3 (1d6) bludgeoning damage, and the target is blinded until the end of its next turn. \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, Mushroom \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 76 (8d10 +40) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +8 Skills Athletics +9 Damage Vulnerabilities fire Damage Immunities acid, cold, lightning, radiant, poison, psychic, thunder, bludgeoning, piercing and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the language of its creator, but cannot speak Challenge 10 (5900 XP) \n'b' Special Traits \n'b' Immutable Form . The mushroom golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The mushroom golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mushroom golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The mushroom golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 28 (5d8 + 6) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion , as mushrooms start growing on them. These mushroom wither upon taking a short rest or when subjected to any form of magical healing . \n'b' Spore Release . Any time the mushroom golem is hit in combat, it releases a cloud of voracious, acidic spores. All creatures within 5 ft. of the mushroom golem must succeed a DC 17 Dexterity saving throw or take 13 (2d12) poison or acid damage (mushroom golem\xe2\x80\x99s choice) as the spores burrow into their flesh. If the mushroom golem chooses poisonous spores, the targets are poisoned until the start of the mushroom golem\xe2\x80\x99s next turn and take 6 (1d12) poison damage. If the mushroom golem chooses acid damage, it reduces the damage threshold of any objects affected by the damage inflicted until the end of the mushroom golem\xe2\x80\x99s next turn. Anyone who fails the saving throw is covered with small mushrooms. These mushroom wither upon taking a short rest or when subjected to any form of magical healing. \n'b' Reactions \n'b' Fungal Bloom . As a reaction to killing an enemy covered with mushrooms, the mushroom golem may take its reaction to command the mushrooms to bloom, immediately reducing the target to mulch. A target thus destroyed can only be returned to life via true resurrection or direct divine intervention. \n'b'\n'b' About \n'b' This enormous creature stalks forward on huge fibrous legs, a purplish glow emanating from its eyes and face that illuminates the underside of the large mushroom forming out of the top of its head. \n'b' Mushroom golems have vaguely humanoid bodies made from a single enormous green-spored parasol mushroom. They have no possessions, relying on their own abilities. A mushroom golem cannot make any vocal noise, but can convey levels of danger to plants through a series of swaying gestures. It walks and moves with a flowing, steady gait, as if a breeze constantly blows about it. It does not utilize its full speed unless threatened. \n'b' Mushroom golems stand 15 ft. tall and are 12 ft. wide at the shoulders, with the rest of their bodies between 4 and 5 feet wide for most of the trunk, widening to 10 feet at the base. A mushroom golem weighs at least 2000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Nanotech \n'b' Family: Golems \n'b' Large swarm of Tiny constructs (robot), unaligned \n'b' Armor Class 19 (skymetal armor) Hit Points 210 (20d10 + 100) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +10, Wis +5 Skills Perception +5, Stealth +8 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poison, psychic, prone , restrained , stunned Senses darkvision 60 ft., passive Perception 15 Languages Common, Terran Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' All-Around Vision . The golem sees in all directions at once. \n'b' Comm . The golem can receive wireless communications (and thus commands from its creator) at planetary range. \n'b' Electrical Weakness . The golem has disadvantage on saving throws against lightning damage. If the golem rolls a natural 1 on the save it is stunned 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' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Magic Immunity . A 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 1 minute (as the confusion spell) instead of suffering the spell\xe2\x80\x99s normal effect. The golem can use its Constitution saving throw modifier, instead of Wisdom , at the end of each of its turns, ending the confusion on a success. \n'b' Magical effects that deal cold damage slow (as the slow spell) the golem for 3 rounds (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 are 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. It can add this charge as bonus lighting damage on its next attack . \n'b'\n'b' Self-Repair Protocols . The golem regains 10 hit points at the start of its turn. If the golem takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the golem\xe2\x80\x99s next turn. The golem dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t self-repair. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving throw. Creatures that are not swarms are impaired while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Nanite Cloud . The golem attacks all creatures that share a space with it and within 5 feet, automatically doing 36 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hit points or fewer. The target also takes 5 necrotic damage at the start of its turn until it makes a DC 18 Constitution saving throw. This necrotic damage is accumulative and persists even after leaving the swarm\xe2\x80\x99s space. A healing spell automatically removes any accumulated necrotic damage after the target leaves the swarm or the swarm is destroyed. \n'b' Nanite Scattershot . The golem targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) piercing damage on a failed save, or half as much damage on a successful one. The golem only uses this attack against creatures at range, not creatures sharing its space or adjacent to it. \n'b'\n'b' ABOUT \n'b' These microscopic machines are bound together by a single animating spirit that guides their actions. Not a true consciousness, this seething swarm of nanobots can nonetheless follow complex commands given by its creator, shaping and reforming within its designed parameters, gaining incredible solidity, becoming amorphous, or nearly vaporous. \n'b' Unlike some other golems, a nanotech golem retains a singularity of purpose and doesn\xe2\x80\x99t risk going berserk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Necromantic \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, necrotic, poison; 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 11 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 necromantic golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The necromantic golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The necromantic golem\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . A necromantic golem heals 10 hit point at the start of its turn if it has at least 1 hit point. If the necromantic golem takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the necromantic golem\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The necromantic golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b' Enervating Ray (1/day) . A necromantic golem can unleash a ray of negative energy in a 30-foot line. All creatures along the line take 14 (4d6) necrotic damage and lose 2d4 Constitution . The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Unholy Blast (Recharge 5-6) . A necromantic golem can unleash a blast of negative energy in a 20-foot cone. All creatures in the area must make a DC 16 Dexterity saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Acid Shambler \n'b' Medium undead , neutral evil\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 4 (-3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 Hit Points 13 (2d8 + 4) Speed 30 ft. Damage Immunities acid, fire, poison Condition Immunities charmed , frightened , exhaustion , poisoned , stunned Senses passive Perception 7 Languages Understands one common language of choice but cannot speak Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Acidic Blood . Any non-magical weapon or tool that strikes the acid shambler corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the acid shambler is destroyed after dealing damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The acid shambler makes two claw attacks. \n'b' Acidic vomit (1/day) . The acid shambler vomits blood in a 15-foot line that is 5 feet wide. All creatures within the area of effect must succeed on a DC 12 Dexterity save or suffer 7 (2d6) acid damage (half damage with a successful save). \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage, plus the target must succeed at a DC 11 Dexterity save or suffer an additional 3 (1d6) acid damage. \n'b'\n'b' Tactics \n'b' Acid shamblers lash out, without hesitation or desire for survival, at all living creatures they encounter. Driven by pain and hatred of what they have become, these creatures are mindless killers, and the fact that they often travel in packs makes them exceedingly dangerous to unprepared or ill-equipped opponents. They will use their acidic vomit whenever they can attack two or more creatures. \n'b' Description \n'b' Acid shamblers are bloated undead who wander the land looking for living creatures to vent their pain and suffering on. Their acidic blood constantly degrades their corpses, resulting in weeping sores or bloody acid, softened bones and tissue that hangs in loops, and a sharply tinged foul smell. \n'b' Acidic Blood . The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them from the inside out due to its highly acidic properties. Because of the acid shamblers\xe2\x80\x99 transformation, their limited existence generally lasts only a number of days before the acid destroys them. Even well armed soldiers have fallen as the shamblers\xe2\x80\x99 corrosive blood eats away at the toughest swords and armor with frightening speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animated Terra Cotta Statue \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d6+6) Speed 25 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Resistances Fire Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x94 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While an animated terracotta statue remains motionless it is indistinguishable from a normal statue. \n'b' Antimagic Susceptibility . An animated terracotta 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'\n'b' ACTIONS \n'b'\n'b' Stone Weapon . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) bludgeoning, piercing, or slashing damage. \n'b'\n'b' ABOUT \n'b' These glazed ceramic figures are each about three-and-a-half feet tall and have been fashioned to look like classic giants armed with stoneware clubs, swords, spears, and axes. They are incorporated into the bas reliefs that decorate the sides of a stone sepulcher and appear incapable of independent movement. If anyone attempts to damage or open the sepulcher, however, the statues will animate and attack the intruders, fighting until destroyed and pursuing any foes that attempt to flee as far as the limits of the crypt.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Neutronium \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 18 (combat hardened skymetal body) Hit Points 127 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, psychic, radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses Darkvision 60 ft., passive Perception 10 Languages Understands Common but does not speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\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 . If the golem\xe2\x80\x99s creator is within 60 feet of the berserk golem (or talks to it 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 60 hit points or fewer, the golem might go berserk again. \n'b' Combat Hardened . The golem is built for war and has a damage threshold of 5. That is, it reduces all damage by 5 per attack . \n'b' Comm . The golem can receive wireless communications (and thus commands from its creator) at planetary range. \n'b' Electrical Weakness . The golem has disadvantage on saving throws against lightning damage. If it rolls a natural 1 on the save it is stunned until the end of its next turn. This trait is only active if the golem loses its lightning immunity for any reason (see magic immunity below). \n'b' Light Immunity . The golem does not interact with visible light, so it is immune to radiant damage, or any other attack based on visible light (for example, prismatic spray ). In any area of dim, normal, or bright light, a neutronium golem is invisible . \n'b' Magic Immunity . The golem is immune to any spell or spell-like effect that allows a saving throw, unless the spell specifically lists constructs as part of its description. In addition, certain spells and effects function differently against the golem, as follows:\n'b'\n'b'\n'b' If the golem is inside the area of a gravity spell (such as reverse gravity ) used to increase gravity and fails its saving throw, instead of the usual effects of the spell, the golem becomes Tiny and sinks partially into the ground, becoming immobilized for the duration of the spell. \n'b' If the golem is inside the area of a naturally occurring gravity effect, for example a zero-g environment, and fails its saving throw (if any), in addition to the normal effects of the environment effect, it partially loses its humanoid shape as it becomes Huge (increasing its size and reach to 15 ft.) for the duration of the effect. In this state, it gains the poison condition for the duration (bypassing its normal immunity). \n'b' The golem automatically fails its saving throw against attacks that specifically target a robot like the discharge spell (see Appendix 1, page 154) but has a unique reaction to these spells. Discharge heals the golem for 4 (1d8) hit points per level of the spell used. \n'b' The golem can be targeted with a recharge spell, but this spell has a unique effect upon it. If the golem fails its saving throw, it loses its immunity to lightning and light and gains the electrical weakness trait, becoming visible as a creature of highly reflective metal until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two attacks. \n'b' Iron Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 22 (5d6 + 5) bludgeoning damage plus 3 (1d6) radiant damage. On a critical hit the target is knocked down and stunned until the end of their next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflection . If the golem is hit by a ranged attack (including magical attacks) that would deal damage, it may make a Dexterity saving throw against a DC 10 or 8 + half the total damage that would get through (whichever is higher) to reduce the damage to zero. \n'b'\n'b' ABOUT \n'b' Neutronium, the material found in the heart of a neutron star, is one of the densest substances in existence. Just a spoonful of it would weigh billions of tons and, if dropped onto the surface of a planet, would simply puncture the planet\xe2\x80\x99s crust until it reached the core. \n'b' Further, neutronium possesses some unusual properties; because it has no electrons, it does not interact with light. \n'b' Scientists have studied neutronium for centuries, with many of them pursuing the practical goal of weaponizing the substance. \n'b' Living Darkness . A neutronium golem is invisible in light but pitch black in darkness; this quality makes it both a deadly assassin and a useful guardian. Species with natural darkvision\xe2\x80\x94 like drow\xe2\x80\x94can easily see and interact with these golems in the darkness that is their natural environment. But when intruders trespass into the lightless chambers where a golem is stationed, any illumination they bring with them only serves to make the neutronium golem more dangerous. \n'b' Ultradense . In addition, the incredible density and neutral charge of neutronium grants the construct a number of immunities even beyond those normally associated with a golem. However, a neutronium golem does have weaknesses. By delivering a charge to the neutronium that makes up the golem\xe2\x80\x99s body, its immunity to light is temporarily negated, causing it to become visible. The magical forces which give the neutronium a humanoid form are also precariously balanced, so rapid fluctuations in gravity can disrupt the golem\xe2\x80\x99s body. \n'b' Finally, like many golems, it has a tendency to fly into an uncontrollable rage when damaged. \n'b' Although the process for creating neutronium golems is a relatively recent development, rumors persist that older neutronium golems exist elsewhere in the galaxy. \n'b' Based on the writings studied by the drow scientists, neutronium golems were originally created to guard sacred sites.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Tactician \n'b' Family: Clockwork \n'b' Medium construct , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 17 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 16 Languages Common plus up to two languages of its creator Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork tactician doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork tactician is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork tactician has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The tactician\xe2\x80\x99s weapon attacks are magical. \n'b' Pack Tactics . This clockwork tactician has advantage on attack rolls against a creature if at least one of this tactician\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork tactician makes four Multiweapon attacks. \n'b' Multiweapon . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning, piercing, or slashing damage. The clockwork tactician chooses the damage type when it attacks. \n'b' Heavy Crossbow . Ranged Weapon Attack : +6 to hit, range 100/400 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Battlefield Commands . The clockwork tactician issues commands to up to three friendly creatures it can see within 60 feet of it. Each target has advantage on its next ability check or attack roll, provided it can hear and understand the tactician. \n'b' Press the Attack . If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multi-weapon, it can make one additional Multiweapon attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Quick Study . When a creature hits the clockwork tactician with an attack , the tactician makes a DC 13 Intelligence check. On a success, it chooses one of the following benefits:\n'b'\n'b'\n'b' The tactician has advantage on melee attack rolls against the attacker. \n'b' The attacker has disadvantage on attack rolls against the tactician. \n'b' The tactician has resistance to the type of damage from the attack that hit it. The tactician can have more than one benefit active at a time. The benefits end when the tactician attacks a different creature or uses Quick Study on a different creature. \n'b'\n'b' ABOUT \n'b' A gleaming silver humanoid, fashioned to appear attired in military garb, deftly twirls a silver weapon that combines features from a hammer, a pick, and a sword. \n'b' Battlefield Smarts . Clockwork tacticians are savants in combat but can\xe2\x80\x99t engage in conversational topics outside tactics and strategy. They work well as lieutenants in active combat, for they can assess current conditions and issue advantageous orders to those in their command. Likewise, they serve as capable advisors to commanders preplanning war strategy. Clockwork tacticians given suitable intelligence about troops, terrain, and other variables quickly determine winning maneuvers. \n'b' Principled Fighters . The constructs desire to serve on the battlefield and engineer their plans to include their contributions. They don\xe2\x80\x99t engage in wanton slaughter and readily accept any opponents\xe2\x80\x99 offers of surrender. However, clockwork tacticians only allow an opponent to fool them once with a false surrender. \n'b' Unwieldy Weapon . A clockwork tactician battles with a weapon uniquely suited to it, allowing it to land the most devastating attack based on its evaluation of its enemy. In the hands of a creature other than the tactician, the weapon is treated as a two-handed martial weapon, and its damage type can be changed as a bonus action.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Ooze \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 94 (9d10 + 45) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (-3) CON: 20 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, poison, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), 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' Acid . A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. \n'b' Amorphous . The golem can move through a space as narrow as 1 inch wide without squeezing. \n'b' Death Throes . When the ooze golem drops to 0 hit points , its body explodes in a 10-foot sphere. Creatures in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. The area of the golem\xe2\x80\x99s death throes remains acidic for 1 minute after death, and any creature that begins its turn in the area or enters it is affected as well. \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' Regeneration . The ooze golem regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point. \n'b' Spider Climb . The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The ooze 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 plus 9 (2d8) acid damage. \n'b' About \n'b' The ten-foot-tall column slides towards you. Its body swirls with changing colors and two pseudopods wave menacingly in the air. \n'b' Ooze golems appear as swirling conglomerations of oozes of columnar or humanoid shape. Their bubbling, shifting form stinks of dead animal matter and sulfur. \n'b' Ooze golems are often employed or summoned by evil spellcasters and given the task of guarding or protecting an area of great importance. They are sometimes found in the company of normal oozes. These golems are quite prevalent in temples dedicated to The Faceless Lord. \n'b' Ooze golems are 10-foot-tall amorphous creatures of swirling colors: gray, black, dull red, pale green, and brown. They can alter their shape so as to appear roughly humanoid, but their natural form resembles a column or pillar. Two large pseudopods extend from the central trunk and function as arms. No facial features are discernable in either form. In humanoid form, an ooze golem\xe2\x80\x99s lower torso ends in two powerful legs and almosthuman feet. This creature can flatten its body and squeeze through cracks and openings up to 2-inches in size. \n'b' An ooze golem attacks by pummeling its opponents with its fists. It employs rudimentary tactics in battle and always fights until destroyed. \n'b' An ooze golem often grabs a foe and hangs on; dealing acid damage each round the hold is maintained.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Orcus \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 15 (+2) INT: 2 (-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 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 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Fortified with Adamantine . Any critical hit against the Orcus golem becomes a normal hit. \n'b' Immutable Form . The Orcus golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The Orcus golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The Orcus golem\xe2\x80\x99s weapon attacks are magical. \n'b' See Invisible . The Orcus golem can see invisible creatures and objects as if they were visible. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Orcus golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Dimensional Step . The Orcus golem magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Ossuary \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 168 (16d10+80) \n'b' Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wisdom +10 \n'b' Skills Perception +8 \n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Condition Immunities charmed , exhaustion , fightened, paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft, passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the ossuary golem remains motionless, it is indisitinguishable from an ordinary pile of bones. While in this form, the ossuary golem is considered an object in regards to spells and effects that target objects. \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 ossuary golem makes four slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage, and the target must make a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' REACTIONS \n'b'\n'b' Disassemble (1/Day) . The golem can use its reaction when receiving damage that would otherwise reduce it to 0 hit points to disassemble, resuming its False Appearance as a pile of bones. When the golem does this, it is instead reducet to 1 hit point. It can then reassemble itself at the start of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Paper \n'b' Family: Golems \n'b' Tiny construct , unaligned \n'b' Armor Class 13 Hit Points 7 (2d4 + 2) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 7 (-2) CHA: 3 (-4) \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 not made with adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 30 ft., passive perception 8 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' False Appearance . While the paper golem remains motionless, it is indistinguishable from an ordinary sheet of paper. \n'b' Immutable Form . The paper golem is immune to any spell or effect that would alter its form. \n'b' Ink Blot (Recharge 4-6) . As a bonus action , the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. \n'b' Magic Weapons . The paper 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' Paper Cut . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' About \n'b' A seemingly ordinary piece of paper leaps to life and lashes out with its sharp edges. \n'b' Reams of Danger . Though a single paper golem can protect the spellbooks of paranoid spellcasters, it is far more formidable when in the form of a swarm. \n'b' Protector of Secrets . Once the paper golem has been created, it patiently lies in wait, dormant until an unsuspecting creature happens upon it. \n'b' Poisoned Manuscripts . The ink of the paper golem is imbued with magic, creating a toxin to use against its victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Petrifying \n'b' Family: Golems \n'b' Huge construct , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 184 (16d10 + 80) \n'b' Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 21 (+5) INT: 10 (+0) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +9, Wis +3 \n'b' Skills Athletics +10, Perception +3 \n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Damage Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Common \n'b' Challenge 11 (7,200 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' Petrifying Words . When a creature that can hear the petrifying golem starts its turn within 60 feet of it, the petrifying golem can force it to make a DC 12 Constitution saving throw if the golem isn\xe2\x80\x99t incapacitated and can speak. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature 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 creature is freed by the tears of a good-aligned child, a greater restoration spell, or other magic. Unless surprised, a creature can cover its ears to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t hear the petrifying golem until the start of its next turn, when it can cover its ears again. If the creature listens to the petrifying golem in the meantime, it must immediately make the save. \n'b' Siege Monster . The petrifying golem deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The petrifying golem makes two attacks with its fist. \n'b' Fist . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage and the target is grappled , escape DC 17. The petrifying golem has two fists, each of which can grapple only one target. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' This stone humanoid is about three times the size of an ordinary man and carved out of a huge block of granite. Its features, though roughhewn, are not unpleasant. \n'b' Petrifying golems, sometimes known as stone men, were animated with the powder of life by a long-dead wizard named Wam. They are a bit at loss as to what to do with themselves and, if not given any direction, are prone to standing around doing nothing for years on end. \n'b' Unfortunately, these golems are extremely selfish and possessive. They are particularly fond of turning other creatures to stone, which they will do whenever a living creature catches their fancy. They consider petrified creatures to be the most beautiful of all.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Rope \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison; 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 4 (1,100 XP) \n'b' Special Traits \n'b' Immutable Form . The rope golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The rope golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The rope golem\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The rope golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the golem can\xe2\x80\x99t constrict another target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Rope \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 14 Hit Points 123 (13d10 + 52) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning and piercing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities 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 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Grease Vulnerability . When the golem is included in the area of a grease spell, enters the area for the first time on its turn, or ends its turn in the area, any creature grappled by the golem can attempt to escape the grapple as a reaction, and the golem can\xe2\x80\x99t grapple targets with its rope whip attack for the duration of the spell. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Impersonate Rope . Over the course of a minute, the golem can unspool itself and collapse prone in a heap. While unspooled, the golem is indistinguishable from a normal pile of rope and can\xe2\x80\x99t move or take actions except to stand up, regaining its true 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' Watery Regeneration . The golem regains 10 hit points at the start of its turn if it has at least 1 hit point and is submerged in water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two attacks: one with its slam and one with its rope whip. It can then use Toss Away. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Rope Whip . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target can\xe2\x80\x99t breathe or speak. \n'b' Toss Away . The golem tosses a creature it is grappling up to 20 feet away from it into an unoccupied space. The creature lands prone and takes 7 (2d6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Tangle Up . When a creature within 5 feet of the golem rolls a 1 on an attack roll against the golem, it becomes tangled in the golem\xe2\x80\x99s ropy body and is grappled (escape DC 14). \n'b'\n'b' ABOUT \n'b' Rope golems are made from hundreds of feet of knotted cotton, hemp, or silk rope twisted and coiled into a roughly humanoid shape. Spellcasting sailors or marina-frequenting wizards often create rope golems to guard their cargo holds, warehouses, and docks from pirates or thieves. As long as it remains still, a rope golem can easily pass for a mundane pile of ropes; the golem is typically instructed to wait in this guise until it can get the jump on intruders. \n'b' Even after it has pounced, a rope golem moves with eerie agility and deftness. \n'b' It can silently strangle multiple opponents to death, one by one, before a group of raiders has discovered the monster for what it is. Rope golems instructed to take a nonlethal approach can readily bind and gag multiple opponents, restraining them until the town guard arrives on the scene. \n'b' Variants \n'b' Rope golems can come in many different forms depending on their intended use and the materials used to construct them. Some might wield anchors, hooks, or fishing nets as weapons, while rope golems made from rare magical fibers can withstand brutal attacks and even fire.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Serpent \n'b' Family: Golems \n'b' Medium construct , neutral evil\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 12 Hit Points 78 (12d8 + 24) Speed 30 ft. 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 blindsight 120 ft., passive Perception 10 Languages understands all languages but does not speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Hypnotize . The swaying motion of the serpent golem can put other creatures into a trance. Each creature viewing the serpent golem for the first time must make a DC 15 Wisdom saving throw. On a failure, the creature is stunned. On a success, the creature is immune to this effect for 24 hours. A creature can spend its action shaking a creature stunned by this effect, the affected creature can then repeat its saving throw at the end of its turn, ending the effect and becoming immune for 24 hours on a success. \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' Actions \n'b' Multiattack . The serpent golem makes two biting fists attacks. \n'b' Biting Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, 4 (1d4 + 2) poison damage and if the target is a creature it must make a DC 15 Constitution saving throw or become poisoned for 1 minute. \n'b' Tactics \n'b' Being non-intelligent constructs, serpent golems pursue their opponents with frightening determination. They use their hypnotize ability to winnow opponents down and then attack those that are still moving, lashing out with a fist made of poisonous fangs. \n'b' Some druids use the magic granted to them by their hideous mother to create these terrifying monsters. Serpent golems are writhing, man-shaped piles of venomous snakes, even more potent than the lesser venom golems. Serpent golems defend hidden shrines and wastelands. \n'b' About \n'b' Born in Fear . A serpent golem is created through the use of dark rituals in which a victim (perhaps alive, perhaps not) is submerged in a pit of vipers, cobras and asps. These serpents provide the bulk of the golem\xe2\x80\x99s form, writhing around the humanoid underneath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Serpent \n'b' Family: Golems \n'b' Gargantuan construct , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 217 (15d20 + 60) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 18 (+4) INT: 16 (+3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, History +7, Perception +5 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 11 (7,200 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'\n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +11 to hit, reach 5 ft., one Huge or smaller creature. Hit : 20 (2d12 + 7) bludgeoning damage. The target is grappled (escape DC 19) if the serpent isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b'\n'b' ABOUT \n'b' This large serpent is at least two hundred feet long and made entirely of blocks of wood. On each block is a letter of the alphabet. The head is a huge square block with a serpent\xe2\x80\x99s face and long, curling, tape-measure tongue. \n'b' Serpent golems were created by sea fairies to entertain and teach their children. \n'b' Greater serpent golems, sometimes known as A-B-sea serpents, are employed in the nursery of the sea fairies to teach their children letters. Once a year, the A-B-sea serpent takes a vacation with the rattlesnake to swim upriver. \n'b' Lesser serpent golems, also known as rattle-snakes, consist of hundreds of rattles, wood, celluloid, and rubber, fastened together with wires. Every time it moves, the rattles tinkle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aniwye \n'b' Large monstrosity (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft. (burrow 20 ft., climb 20 ft. in skunk form)\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The aniwye can use its action to polymorph into a Large ogre or Huge hill giant , or back into its true form, which is a skunk-like monstrosity. Its statistics, other than its size , are the same in each form, with the exception that only the aniwye\xe2\x80\x99s skunk form retains its burrowing and climbing speeds. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Unstable Form . If the aniwye takes 30 or more points of damage on a single turn while in ogre or giant form, it can immediately shift to its skunk form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In ogre or giant form, the aniwye makes two slam attacks. In skunk form, it makes three attacks: one with its bite and two with its claws. \n'b' Slam (Giant or Ogre Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Bite (Skunk Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw (Skunk Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Rock (Giant Form Only) . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Deadly Musk (Recharge 5\xe2\x80\x936; Skunk Form Only) . The aniwye releases a cloud of highly poisonous musk from its tail in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 24 (7d6) poison damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b'\n'b' ABOUT \n'b' The ogre shifts and contorts, dropping to all fours as it takes the form of a vicious bear-sized skunk with razor-sharp claws and teeth. \n'b' Noxious Terrors . The aniwye is a magical monstrosity that resembles a cross between an enormous skunk and a wolverine. They go out of their way to hunt humans and gnomes, particularly those tied to the natural world. Aside from their savage claws and teeth, the aniwye can also spray a deadly musk at opponents, the poison burning the eyes and lungs of those who inhale it. Aniwye also use this musk to mark their territory\xe2\x80\x94a tree trunk or boulder covered in fresh musk is a sure sign an aniwye is not far away. \n'b' Unsubtle Shapeshifters . Aniwye can shapeshift into an ogre or giant, but this transformation is unstable and conspicuous. An aniwye in ogre or giant form is most often recognized by its horrible body odor and the white stripe running through its otherwise black hair. Unlike many natural shapeshifters, aniwye are unable to use these forms to deceive others for long or to ingratiate themselves into the communities of humanoids or giants. In spite of this, the aniwye\xe2\x80\x99s shapeshifting often allows it to get close enough to humanoids to strike with its deadly spray. \n'b' Hunting Comrades . While aniwye do not get along with most creatures, they have been known to ally with predators that share their passion for human flesh, such as wampus cats, gulons, and manticores. \n'b' Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their fetid stench.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Tiger \n'b' Family: Clockwork \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d10 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Immutable Form . The tiger is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The tiger has advantage on saving throws against spells and other magical effects. \n'b' Pounce . If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the tiger can make one bite attack against it as a bonus action. \n'b' Reactive Guardian . The clockwork tiger has two reactions that can be used only for Deflecting Leap. \n'b' Actions \n'b' Multiattack . The clockwork tiger makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b' Reactions \n'b' Deflecting Leap . When the clockwork tiger\xe2\x80\x99s ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead. \n'b' About \n'b' The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws. \n'b' Magical Origin . Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers. \n'b' Found in Pairs . Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their \xe2\x80\x9cward.\xe2\x80\x9d The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards. \n'b' Construct Nature . A clockwork tiger doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Shedu \n'b' Family: Golems \n'b' Huge construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 230 (20d12 +100) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) 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 poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks that are not adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., truesight 120 ft., passive Perception 10 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear Aura . Any creature that beings its turn within 30 feet of the shedu golem must succeed at a DC 16 Wisdom saving throw or become frightened of the shedu golem until it ends its turn more than 30 feet away from the golem. If a creature succeeds on this saving throw, it is immune to the shedu golem\xe2\x80\x99s fear aura for 24 hours. \n'b' Immutable Form . The shedu golem is immune to any spell of effect that would alter its form. \n'b' Magic Resistance . The shedu golem has advantage on saving throws to resist spells or magical effects. \n'b' Magic Weapons . The shedu golem\xe2\x80\x99s weapon attacks are magical \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shedu golem makes two Stomp attacks or one Stomp attack and Trampling Charge. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Smite (recharge 5-6) . The shedu golem unleashes a 30-foot cone of radiant energy from its chest. Any creature caught in this cone must make a DC 16 Dexterity saving throw, taking 22 (4d10) radiant damage on a failure or half as much damage with a successful save. \n'b' Trampling Charge . The shedu golem moves up to its full speed toward a creature, ignoring attacks of opportunity along the way. Any creature that the golem passes through or over must make a DC 16 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and being knocked prone on a failure, or taking half damage and not being knocked prone on a success. The shedu golem then immediately makes a Stomp attack on the targeted creature. \n'b'\n'b' ABOUT \n'b' Shedu golems are crafted by master stonemasons from single massive blocks of stone. Carved in lifelike detail, these man-faced bulls sport painstakingly-chiseled feathered wings. Most often they are created to guard temples and palaces, animating only when their arcane senses detect the presence of pure evil such as devils and demons, although undead have been known to trigger some shedu golems. Once roused, their fury is unmatched, for how does one fight hundreds of tons of walking, nay flaying, stone that can see through any disguise and projects beams of radiant energy from their eyes?'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Silhouette \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 210 (20d10 +100) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 20 (+5) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 12 Languages Common, one other language Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Guardian . If the golem\xe2\x80\x99s controller is within 100 feet of it, it can teleport to its side as a bonus action. The golem\xe2\x80\x99s controller is immune to the golem\xe2\x80\x99s attacks, and the golem is likewise immune to all its controller\xe2\x80\x99s damaging spells. \n'b' Magic Resistance . The golem has advantage on saving throws against spells and other magic effects. \n'b' Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b' Malleable . The silhouette golem can fold itself into any form of Tiny to Medium size . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two razor shadow attacks. \n'b' Razor Shadow . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 26 (4d10 + 4) slashing plus 22 (4d10) cold damage, and the target must succeed on a DC 16 Constitution saving throw or have its movement halved until the end of its next turn. \n'b' Throw Shadow . Ranged Weapon Attack : +8 to hit, reach 60 ft., one target. Hit : 14 (3d6 + 4) slashing and 10 (3d6) cold damage. \n'b' Shadow Burst (Recharge 5-6) . The golem sprays shards of freezing shadow in a 20-foot-radius centered on itself. Each creature in the area must make a DC 16 Constitution saving throw, taking 21 (6d6) slashing damage and losing 2 (1d4) Recovery Dice on a failed save, or half as much damage on a successful one. If you aren\xe2\x80\x99t using Recovery Dice, the attack deals 21 (6d6) cold damage instead. \n'b'\n'b' REACTIONS \n'b'\n'b' Arcane Lodestone . The silhouette golem can use its reaction to Throw Shadow at a creature within 60 feet that casts a spell. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -The silhouette golem teleports to the closest space to its controller. If there are three or more enemies within 20 feet of it or its controller, it uses Shadow Burst. \n'b' Subsequent Round(s) -If Shadow Burst recharges, the silhouette golem uses it. If not, it uses Razor Shadow on a creature that has targeted its controller. \n'b' Defensive Round -The Silhouette continues to focus attacks on creatures that attack its controller, using Shadow Burst when it can and Razor Shadow otherwise. \n'b' Victorious Round -The silhouette golem doesn\xe2\x80\x99t retreat while its controller is alive unless commanded to. If its controller is killed, it ceases acting and stands in place. \n'b'\n'b' ABOUT \n'b' A silhouette golem is formed from raw shadowstuff from the Plane of Shadow. The extraction of materials is dangerous and often leads to madness or death. Once gathered, these shadows are placed in an arcane loom for two years, where it is then treated with many chemical and arcane processes. Once malleable, it is stretched, formed, and shaped into a two-dimensional humanoid form. \n'b' A silhouette golem is ephemeral and can fold into most shapes, making them easy to smuggle into restricted areas. Security-minded wizards and warriors covet them as they are absolutely loyal to their controller. Illusionists, entertainers, and artists use silhouette golems to study shape, line, and shadow, transforming them into everything from curiosities and monsters to hiding places. They possess a unique but limited form of teleportation. \n'b' Silhouette golems are eerily quiet. They move by stretching their form to a target location point and then shifting their form to reach that point. Watching one move can be disconcerting, and seeing them in numbers can be an overwhelming vision of rapidly shifting light and dark patterns. Depending on its configuration and whether it is located in shadows or darkness, a person can walk through an area containing a silhouette golem and never be the wiser. \n'b'\n'b' d6 \n'b' Silhouette Golem Components \n'b'\n'b' 1 \n'b' A star sapphire worth 1,000 gp \n'b'\n'b' 2 \n'b' A gold, diamond, and emerald crown worth 1,500 gp \n'b'\n'b' 3 \n'b' A spell scroll containing finger of death \n'b'\n'b' 4 \n'b' A rod of absorption'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Smaragdine \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 231 (22d10 + 110) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 21 (+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 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 14 (11,500 XP) Proficiency Bonus +5 \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 5d8 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' Magic Vessel . When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell\xe2\x80\x99s magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage. \n'b' Release Spell (Recharge Special) . The smaragdine golem releases an absorbed spell\xe2\x80\x99s energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . The golem can use this action only if it is Charged (see the Magic Vessel trait). \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Spell . When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell\xe2\x80\x99s energy, countering it. This works like the counterspell spell, except the golem must always make a spellcasting ability check, no matter the spell\xe2\x80\x99s level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes\xe2\x80\x99 feast , the golem can absorb the spell\xe2\x80\x99s magic, ending the effect. In either case, the golem\xe2\x80\x99s ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can\xe2\x80\x99t use Absorb Spell while it is Charged. \n'b'\n'b' ABOUT \n'b' This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold. \n'b' Occult Initiates . Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power. \n'b' Emerald Body . Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem\xe2\x80\x99s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers. \n'b' A Maker\xe2\x80\x99s Privilege . Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Spellbook \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 14 (17 with mage armor ) Hit Points 102 (12d10 + 36) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 9 (+4) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralysed, poisoned Senses blindsight 120 ft.; passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Arcane Siphon (Recharge 5-6) . As a bonus action, the golem can force an enemy spellcaster that it can see within 120 feet to make a DC 16 Intelligence saving throw. On a failed save, the creature loses 1 spell slot at its lowest available level, up to level 5, and the golem gains a spell slot of the same level. \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' Spellcasting . The golem is a 12th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The golem has the following wizard spells prepared: \n'b' Cantrips (at will) : dancing lights , light , mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : feather fall , mage armor , magic missile \n'b' 2nd level (3 slots) : gust of wind , mirror image \n'b' 3rd level (3 slots) : counterspell , major image \n'b' 4th level (3 slots) : hallucinatory terrain , phantasmal killer \n'b' 5th level (2 slots) : animate objects , telekinesis \n'b' 6th level (1 slot) : circle of death \n'b' Actions \n'b' Slash . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b' Arcane Flurry (Recharge 4-6) . Bits of arcane paper fly from the golem in a 60 foot cone. The golem\xe2\x80\x99s hit points are reduced by 8 (1d10 +3). This feature expends one spell slot of any level. Each creature within the area must make a DC 16 Dexterity saving throw or take 13 (3d8) slashing damage, 10 (3d4 +3) force damage, and 22 (4d10) psychic damage. On a successful save, the creature instead takes half damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Split \n'b' Family: Golems \n'b' Medium construct , lawful neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 75 (10d8 + 30) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +3, Stealth +4 \n'b' Damage Vulnerabilities slashing \n'b' Damage Resistances bludgeoning, piercing \n'b' Damage Immunities exhaustion , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common \n'b' Challenge 5 (1,800 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' Unsteady . When the split golem is divided in two, each part 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 split golem makes two attacks with it fists. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . The split golem can split into two halves if it has at least 10 hit points . Each version of has hit points equal to half the original split golem \xe2\x80\x99s, rounded down, has a speed of 15 ft., and can only make one attack per round. \n'b'\n'b' ABOUT \n'b' This mechanical being is half-a-person, as if it had been cut in two from the middle of its head straight downward. \n'b' This leaves it with one ear, one eye, half of a nose and of a mouth, one arm and one leg. \n'b' Split golems are the answer to every busy workload. \n'b' They are capable of splitting in half. Split golems are modeled after mofolk and may well have been created by them. Split golems manage their workload by dividing in two when needed. The most popular resides in the Valley of Clockwork Animals known as Mr. Split. \n'b' Woodwork . Split golems are formed from wood. Their feet are beech, their arms and legs are limbs of ash, their body is pine and their heart is oak. Split golem heads are mostly chestnut, although their hair is curly maple, their eyes mahogany and their teeth hickory. A split golem\xe2\x80\x99s strong voice is powered by birch bark. Their hands are made of the rubber tree, giving them some dexterity. A split golem\xe2\x80\x99s conjoined nature makes it vulnerable to being chopped in half, and wily opponents aim for the seam. Split golems hop as well as they run. \n'b' Half-Spoken . Split golems, when divided, speak in half-phrases, with every other syllable, making them very difficult to understand.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Steam \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 171 (18d10 + 72) \n'b' Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+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'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages understands the languages of its creator but can\xe2\x80\x99t speak \n'b' Challenge 13 (10,000 XP) \n'b' Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Boiler Weakness . If the steam golem starts its turn immersed in water, or if it was soaked with at least 20 gallons of water on its previous turn, it risks losing steam pressure in its boiler. The steam golem must succeed on a DC 20 Constitution saving throw or its internal fire is extinguished. Until its internal fire is relit, the golem\xe2\x80\x99s speed is halved, its AC is reduced by 2, and it must repeat the saving throw at the start of each of its turns. On a failure, it stops repeating this saving throw and becomes dormant, effectively dead until the fire is relit. A Medium or smaller creature within 5 feet of the golem can take an action to relight the golem\xe2\x80\x99s internal fire, making it active again. \n'b' Construct Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Heated Weapons . The steam golem\xe2\x80\x99s weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 4d8 fire 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 steam golem makes one Axe Arm attack and one Long Axe attack . \n'b' Axe Arm . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 18 (4d8) fire damage. \n'b' Long Axe . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 26 (4d8 + 8) slashing damage plus 18 (4d8) fire damage. \n'b' Steam Blast (Recharge 5\xe2\x80\x936) . The steam golem releases a blast of steam in a 30-foot cone or in a 10-foot-radius cloud that extends from it, spreading around corners. Each creature in the area must make a DC 17 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Whistle (Recharge 4\xe2\x80\x936) . When a creature the steam golem can see within 30 feet of it casts a spell, the steam golem emits a shriek from its twin steam whistles. The spellcaster must succeed on a DC 17 Constitution saving throw or the spell fails and has no effect. \n'b'\n'b' ABOUT \n'b' With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, this golem is a smooth-running machine of death. \n'b' Boilers and Hydraulics . A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many have one arm extended in a single, long-hafted axe. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires. \n'b' Steam Whistle . A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain. \n'b' Fuel Required . A steam golem\xe2\x80\x99s machinery consumes 30 pounds of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs only one third of those amounts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Steamwerks \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) 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 681 Challenge 14 (11,500 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. Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. 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 . Earthbreaker. Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. Slam. Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Spear-Strut. Ranged Weapon Attack : + 11 to hit, range 20/60 ft., one target. Hit : 3 (1d6) piercing damage and 3 (1d6) fire damage. \n'b' Noxious Cloud (Recharge 6) . The golem exhales poisonous gas in a 30-foot cone. It obscures vision as obscuring mist and each creature in that area must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) fire damage on a failed save and becoming poisoned for 1d4 rounds, or half as much damage and not become poisoned on a successful one. \n'b'\n'b' ABOUT \n'b' A steamwerks golem is a curious collection of heavy industrialized armor, machines and plating rolled into a large-but surprisingly agile-construct. It is a bloated thing of iron and steel, filthy with soot and oil, its rusting form belying its considerable quickness. Steam belches from innumerable vents and apertures and its movement accompanied by the scraping and grinding sound of protesting metal. Standing at just over ten feet tall and weighing 2,700 pounds, the steamwerks golem is able to repeat simple phrases programmed into its making during creation . Industrial Construction. Certain companies use steamwerks golems for harder work-and create larger specimens as a result. Many specialize in work such as deep mining or dangerous security work. Tales abound of vast steamwerks golems the size of small towns that are used to coordinate various tasks into a single entity; that these creatures-like their flesh golem cousins-occasionally go berserk is a secret few wish to admit to; steamwerks golems become so common in some places that they can outnumber employees. \n'b' Built-In Weaponry . Steamwerks golems are created with an ability to understand and use weapons, in the same way as a construct generally in human form. This weaponry is built into the construct at the time it is created, although some more advanced engineers have been able to modify the weapons after this point.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Stone \n'b' Family: Golems \n'b' Large construct , 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' 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' 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 : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Slow (Recharge 5-6) : The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can\xe2\x80\x99t use reactions, its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' This towering stone automaton bears the likeness of an archaic, armored warrior. It moves with ponderous but inexorable steps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Stone, Greater \n'b' Family: Golems \n'b' Huge construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 406 (28d12 + 224) Speed 30 ft.\n'b' STATS STR: 30 (+10) DEX: 7 (-2) CON: 28 (+8) 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 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 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The greater stone golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The greater stone golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The greater stone golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The greater stone golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 32 (5d8 + 10) bludgeoning damage. \n'b' Slow (Recharge 5-6) . The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 19 Wisdom saving throw against this magic. On a failed save, a target can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Stuffkin \n'b' Family: Golems \n'b' Medium construct , neutral good \n'b' Armor Class 11 \n'b' Hit Points 36 (8d8) \n'b' Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Insight +2, Investigation +2 \n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Damage Immunities exhaustion , frightened , paralyzed , poisoned , unconscious \n'b' Senses passive Perception 10 \n'b' Languages 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 stuffkin remains motionless, it is indistinguishable from an ordinary, inanimate version. \n'b' Harmed by Running Water . The stuffkin takes 20 acid damage if it ends its turn in running water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stuffkin makes two attacks with it fists. \n'b' Fist . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage and if the target is Tiny it is grappled (Escape DC 11). \n'b' Rend . Melee Weapon Attack : +3 to hit, reach 5 ft., one grappled creature. Hit : 8 (2d6 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' What should be an inanimate stuffed object has come to life! Stuffed golems are filled with straw, cotton, or other soft material. This makes them quite effective at surviving all sorts of trauma but doesn\xe2\x80\x99t necessarily make them very smart. \n'b' Stuffkin include patchwork girls made of clothing and filled with cotton as well as scarecrows meant to scare off birds. \n'b' Stuffkin birds are stuffed birds that have been reanimated by knooks. They are nearly impossible to kill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amalgamation \n'b' Gargantuan construct , neutral \n'b' Armor Class 16 Hit Points 435 (30d20 + 120) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 15 (+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 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Immutable Form . The amalgamation is immune to any spell or effect that would alter its form. \n'b' Item Use . The amalgamation can use any of the items contained within its bulk. Items with limited uses, such as potions, scrolls, or wands, are expended normally. \n'b' Magic Resistance . The amalgamation has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The amalgamation\xe2\x80\x99s weapon attacks are magical. \n'b' Swarm Attack . The amalgamation can occupy another creature\xe2\x80\x99s space and vice versa, damaging the creature with the flying weapons and objects composing its bulk. Any creature that starts their turn in the same space as the amalgamation must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) slashing damage. \n'b' Actions \n'b' Multiattack . The amalgamation makes four melee attacks . \n'b' Sword . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) slashing damage. \n'b' Mace . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' About \n'b' A large collection of items rises up, forming into a swirling chaos that is the body of this being. The items move about throughout its bulk, somehow not touching one another in their mad dance. \n'b' The amalgamation is a special creation used by certain ancient spellcasters to defend their hordes and treasure vaults \xe2\x80\x93 for even should the guardian fall, most of the items being guarded would b e destroyed, and hence not fall i n t o enemy hands. The creature is composed of a large number of magical and mundane items, and it can use any of them to attack. Because of its magical nature, the amalgamation can even wield magic items such as wands without penalty. The amalgamation resembles a vortex or cloud of items 20 ft. in diameter, swirling within a shimmering field of energy. The precise appearance of the construct depends on the items that comprise its bulk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ankheg \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor), 11 while prone Hit Points 39 (6d10 + 6) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 13 (+1) INT: 1 (-5) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Acid Spray (Recharge 6) : The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled . Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles. \n'b' Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts-such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.) \n'b' In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with difficulty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it. \n'b' Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like-they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long ([1d10 + 5] \xc3\x97 10). Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once. \n'b' Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even \xe2\x80\x9cdomesticated\xe2\x80\x9d ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Stuffkin Bird \n'b' Family: Golems \n'b' Tiny construct, neutral \n'b' Armor Class 12 \n'b' Hit Points 6 (1d4 + 4) \n'b' Speed 10 ft., fly 50 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Damage Immunities exhaustion , frightened , paralyzed , poisoned , unconscious \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common \n'b' Challenge 1/8 (10 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 stuffkin remains motionless, it is indistinguishable from an ordinary, inanimate version. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' What should be an inanimate stuffed object has come to life! Stuffed golems are filled with straw, cotton, or other soft material. This makes them quite effective at surviving all sorts of trauma but doesn\xe2\x80\x99t necessarily make them very smart. \n'b' Stuffkin include patchwork girls made of clothing and filled with cotton as well as scarecrows meant to scare off birds. \n'b' Stuffkin birds are stuffed birds that have been reanimated by knooks. They are nearly impossible to kill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Tallow \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d8 + 36) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 18 (+4) INT: 5 (-3) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical 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 6 (2,300 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 Weapon . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The tallow 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 plus 7 (2d6) poison damage. If the tallow golem rolls a natural 20, the target also suffers from discolored skin across its body and has disadvantage on Charisma skill checks. This further effect can be restored with magic such as lesser restoration . \n'b'\n'b' About \n'b' This human-sized automaton has been carved from wax. Its face bears no discernible features and appears as a completely smooth surface. \n'b' The tallow golem is a humanoid construct composed entirely of wax. \n'b' It stands about 6 feet tall and usually bears no facial features unless the creator chooses to render a lifelike \xe2\x80\x9cwax dummy,\xe2\x80\x9d in which case the golem can appear quite real indeed. Wizards who specialize in the creation of tallow golems refer to themselves as \xe2\x80\x9cchandlers.\xe2\x80\x9d Unlike other golem sculptors, chandlers consider their work a form of art. The golem wears whatever clothing (if any) that its creator desires, usually rags or trousers. \n'b' It has no possessions and no weapons. The golem cannot speak or utter any sound. It moves slowly, but relentlessly. \n'b' A tallow golem attacks by pounding its foes with its massive fists.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Talos \n'b' Family: Golems \n'b'\n'b' Huge construct , neutral \n'b' Armor Class 20 (natural armor and shield) Hit Points 230 (20d12 + 100) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 15 (+2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +12, Perception +6 Damage Vulnerabilities psychic Damage Immunities fire, necrotic, poison Condition Immunities frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Understands Common but does not speak Challenge 15 (13,000 XP) \n'b' Special Traits \n'b'\n'b' Construct Fortitude . If damage reduces the talos golem to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is piercing or from a critical hit. On a success, the talos golem drops to 1 hit point instead. \n'b' Fire Absorption . Whenever the talos 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' Heated Body . A creature that touches the talos or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Heated Weapons . Any metal melee weapon the talos wields deals an extra 10 (3d6) fire damage on a hit (included in the attack ). \n'b' Maintainable . Repairing 1 hit point of damage to the talos takes 1 hour and requires replacement parts, which can be bought in a large city for 20 st. If the talos drops to 0 hit points , it is destroyed and unrepairable. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The talos makes two melee attacks . \n'b' Dory Spear . Melee or Ranged Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack , plus 10 (3d6) fire damage. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 20). Until the grapple ends, the target is restrained , and the talos can\xe2\x80\x99t use this attack on anyone else. \n'b' Rock . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 24 (4d10 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' Reactions \n'b'\n'b' Rock Catching . If a rock or similar object is hurled at the talos, the talos can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b'\n'b' About \n'b' A titanic humanoid sculpted of bronze stands at the ready, its unseeing eyes and expressionless but finely sculpted features surveying its surroundings. \n'b' This golem has a humanoid body made from bronze. A talos golem can be fashioned in any manner, although it almost always displays armor of some sort. A talos golem is 24 feet tall and weighs about 10,000 pounds. \n'b' Sacred to Hephaestus . Created by Hephaestus, the original talos golem was gifted to King Minos of Crete. It would patrol the island three times a day and, upon spotting intruders, heat itself up and throw rocks or grappled its opponents. It was defeated by an arrow to its one weakness, in its ankle, which uncorks the molten lava within.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Toy Soldier \n'b' Family: Golems \n'b' Tiny construct , lawful neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 2 (1d4) \n'b' Speed 20 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities poison \n'b' Damage Immunities paralyzed , petrified , poisoned \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The toy soldier is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the toy soldier 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 toy soldier remains motionless, it is indistinguishable from a toy soldier. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Pack Tactics . The toy soldier has advantage on an attack roll against a creature if at least one of the toy soldier\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' Bayonet . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b' Rifle . Ranged Weapon Attack : +4 to hit, range 30/100 ft., one creature. Hit : 4 (1d4+2) piercing damage. \n'b'\n'b' ABOUT \n'b' These little wooden soldiers patrol the Valley of the Dolls, with guns on their shoulders, walking stiffly back and forth. Each of these soldiers is made out of one piece of wood, and wears a high black hat and a red coat with black buttons, while their trousers are painted white. \n'b' Toy soldiers act as guards of the local village, where the dolls live.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Vine \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 14 Hit Points 67 (9d8 + 27) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 17 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Vulnerabilities slashing Damage Resistances bludgeoning and piercing from nonmagical attacks not made with adamantine weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 12 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' Bound . The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don\xe2\x80\x99t have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other\xe2\x80\x99s distance and direction. \n'b' Creator\xe2\x80\x99s Eyes and Ears . As a bonus action, the creator can see through the vine golem\xe2\x80\x99s eyes and hear what it hears until the start of the creator\xe2\x80\x99s next turn, gaining the benefits of the vine golem\xe2\x80\x99s darkvision . During this time, the creator is deaf and blind with regard to its own senses. While using the construct\xe2\x80\x99s senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master\xe2\x80\x99s turn. Spells that require concentration must be maintained by the master. \n'b' Immutable Form . The vine golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The vine golem has advantage on saving throws against spells and other magical effects. \n'b' Plant Camouflage . The vine golem has advantage on Dexterity ( Stealth ) checks it makes in any terrain that contains ample obscuring plant life. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The vine golem makes two thorned vine attacks. \n'b' Thorned Vine . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem. \n'b' Thorned Embrace . Melee Weapon Attack : +6 to hit, reach 5 ft., one Medium or smaller creature. Hit : 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained , and the vine golem can\xe2\x80\x99t embrace another target. \n'b'\n'b' About \n'b' A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave. \n'b' Druid Servants . Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. \n'b' The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. \n'b' Golems without Creators . When a vine golem\xe2\x80\x99s creator dies, the construct carries out the druid\xe2\x80\x99s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator. \n'b' Construct Nature . A vine golem doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, War Machine \n'b' Family: Golems \n'b' Gargantuan construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 232 (15d20 + 75) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 21 (+5) 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 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 Dwarvish 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' Siege Monster . The golem deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The golem makes two slam attacks and one catapult attack . \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) bludgeoning damage. \n'b' Catapult . The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is forced\xc2\xa0 prone . On a success, a target takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Fire Breath (Recharge 5-6) . The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' A tavern-sized, iron construct crushes everything in its path, sweeping away enemies and walls with one swipe of its mighty fist. The top of its head sports a catapult launching boulders. \n'b' War machine golems are 40-foot-high, self-piloting siege weapons powered by dwarven engineering and necromancy. \n'b' Fueled by Dead Dwarves . It takes a battalion of dwarf engineers a decade to manufacture a body for a golem war machine. Once the body is constructed, a circle of five necromancers summons the spirits of the dwarves\xe2\x80\x99 ancestors. \n'b' Infused with these spirits, the body comes to life. The construct is bound to a master by the circle of necromancers at the time of the spirit infusion, usually a dwarf general. If the golem loses its master, it follows its last order and then lies dormant until another circle of necromancers is assembled to cast a ritual to bind the construct to a new master. \n'b' Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Windvane \n'b' Family: Golems \n'b' Tiny construct , lawful neutral \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 10 (3d4 + 3) \n'b' Speed 30 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Survival +4 \n'b' Damage Immunities lightning, thunder \n'b' Damage Resistances piercing and slashing from non-magical attacks \n'b' Damage Immunities exhaustion , petrified , poisoned \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 1 (200 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' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature. \n'b' 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 windvane golem makes two attacks: one with its beak and one with its claws. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Crow . At dawn, the windvane golem crows, audible within 300 feet of it. It crows for 1d4 of the windvane golem\xe2\x80\x99s turns afterward. \n'b' Predict Weather . The windvane golem can predict the weather within 2 square miles for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This large reddish fowl is in the shape of an iron rooster. \n'b' Windvane golems are animated by lightning. They wake their allies in the morning, can tell which way the wind blows, and are only too happy to fall upon the heads of enemies. \n'b' True Friends . Windvane golems are surprisingly loyal and quite aggressive. They have a terrible habit of crowing at dawn. They are also very proud. Windvane golems who are given names will gleefully call themselves by it every chance they get, and take their assigned tasks very seriously with a single-minded tenacity. \n'b' Tireless Scouts . Windvane golems make excellent scouts. Their ability to predict and navigate any weather condition makes them particularly well-suited for inhospitable environments, and the fact that they never need to eat or sleep means they can keep watch around the clock.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Witch-Doll \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d10 + 45) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 21 (+5) INT: 7 (-2) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2, Perception +10, Survival +10 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 20 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' Find Target . The witch-doll golem knows the location of a specific target creature, or one creature cursed by its witch-doll curse ability, as long as that creature is within 1,000 feet of it. If the creature is moving, it knows the direction of that creature\xe2\x80\x99s movement. If the creature is beyond this distance, the witch-doll golem knows the direction that creature is in. \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'\n'b' Actions \n'b'\n'b' Multiattack . The witch-doll golem makes up to two attacks with its slam or its needle attack. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Needle . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Witch-Doll Curse . The witch-doll golem chooses one creature it can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw or be cursed. While cursed, the witch-doll golem deals an additional 13 (3d8) necrotic damage to the target when it hits with a weapon attack, and any damage the witch-doll golem takes from targets other than the cursed target is halved, and the cursed target takes the other half. The witch-doll golem can only have one active curse at a time. The target remains cursed until the golem is destroyed or the target dies; magic such as remove curse can end the curse early. \n'b'\n'b' About \n'b' This bizarre construct appears to be crafted from stuffed human skin, with large button-like platters in place of eye holes and crude stitching forming a pinched mouth. Knots of humanoid hair top its head and it is dressed in a patchwork of ill-fitting clothes. Large needles and pins pierce the creature where a humanoid\xe2\x80\x99s vital organs would be. \n'b' The witch-doll golem is a horrific hunter/assassin crafted in the likeness of a spellcaster\xe2\x80\x99s chosen foe. Witch-doll golems are designed to enact some vengeance on behalf of its creator and are thus made from some of the foe\xe2\x80\x99s personal effects (hair, blood, a bit of skin, fingernail clippings, etc.). It may be re-programmed should the witch-doll golem\xe2\x80\x99s master find a new enemy. The master merely adds new personal effects to the golem and fills it with new commands. The witch-doll golem then follows these commands mindlessly until it or its target is destroyed. Note that the witch-doll golem can only have one programmed target at one time. \n'b' A witch-doll golem stands twice the height of a human and weighs about 1,000 pounds. A witch-doll golem cannot speak. \n'b' When facing its programmed target, the witch-doll immediately attempts to establish a witch-doll link by pummeling the target with its fists or stabbing it with one of the needles in its body. It relentlessly attacks its foe with a ferocity unseen in most mindless automatons. Against other foes, the golem employs its fists and needles while attempting to keep its programmed target within range.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Watchman \n'b' Family: Clockwork \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3 Skills Athletics +4, Perception +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork watchman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork watchman is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork watchman has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Net Cannon (4/Day) . Ranged Weapon Attack : +3 to hit, range 10/20 ft., one target. Hit : If the target is a Large or smaller creature, it is restrained . A mechanism within the clockwork watchman\xe2\x80\x99s chest can fire a net with a 20-foot trailing cable anchored within the watchman\xe2\x80\x99s chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reel . The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it. \n'b'\n'b' ABOUT \n'b' This mechanical being\xe2\x80\x99s body is composed of brass and iron, bedecked in a loose uniform of the city watch. Its movements are slow but steady. \n'b' Lightly Armored Servants . Clockwork watchmen are more solidly built versions of common clockwork scullions (servant creations in wealthy households that are incapable of combat).\xc2\xa0Proper clockwork watchmen are built with iron parts instead of tin and given keener senses. Many have small bits of armor covering their joints and vital parts. \n'b' Constant Rounds . They endlessly patrol the city day and night, pausing only to receive maintenance and new boots. \n'b' Shouts & Stutters . Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Wood \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire 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 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' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The wood 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' Multiattack . The wood golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' 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'Ankole \n'b' Huge beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 63 (6d10 + 24) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 19 (+4) INT: 2 (-4) WIS: 11 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the ankole 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 forced prone . If the target is prone , the ankole can make one stomp attack against it as a bonus action. \n'b' Stampede . Creatures have disadvantage on Strength saving throws to avoid being forced prone by an ankole\xe2\x80\x99s Trampling Charge if the ankole is in a group of three or more charging ankole, and no two are more than 10 feet apart. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This enormous bovine has a pair of curved horns and a deep, mahogany hide. Although initially appearing somewhat placid, it responds aggressively to threats. \n'b' Ankole are herd animals as big as elephants. Created by the titan Enkai for her chosen people, the Terrotu, these great cattle provide them with the meat, skins, and milk they need to survive. \n'b' Ankole can be trained for battle. The Tramplers, Terrotu\xe2\x80\x99s elite warriors, and sorcerers who have the Ankole Bloodline sorcerous origin sometimes use trained ankole as mounts. Groups of ankole instinctively form a defensive circle when threatened, refusing to yield to predators until they are disabled.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Wood \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 7 (-2) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities cold, lightning, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical 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 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Alarm . Whenever a creature other than its creator comes within 60 feet of the golem, it releases an audible alarm sound which can be heard out to a range of 300 feet. \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'\n'b' Actions \n'b'\n'b' Multiattack . The wood golem makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b'\n'b' About \n'b' This automaton is human-sized and resembles an ornately carved wooden statue. \n'b' Arcane spellcasters used several ancient texts to arrive at a process to create inexpensive yet still quite powerful golems. They had master craftsmen create wood statues with articulating limbs and then performed the proper spells to animate and control them. The statues vary in shape and form and usually have weapons of some sort held in each hand. The wood golems were designed to act both as an alarm and a protection against intruders. \n'b' Wood golems are usually programmed to close doors and avoid ranged weapons and spells but do not break off melee combat to avoid missile fire from other sources. They attack with their fists.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Wood \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 12 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'\n'b' Damage Immunities 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'\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' 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 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' REACTIONS \n'b'\n'b' Splintering (1/Day) . When a wood golem is reduced to half its original hit point total it launches a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius sphere. All creatures caught within this area take 21 (6d6) points of slashing damage or half as much on a DC 14 Dexterity saving throw.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golem, Wood \n'b' Family: Golems \n'b' Medium construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison Damage Resistances piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\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' Constructed 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' 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 or two ranged attacks . \n'b' Handaxe . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Sticky Wood . When a creature misses the wood golem with a melee weapon attack from a slashing or piercing weapon, it sticks in the golem\xe2\x80\x99s wooden core. The attacker must succeed on a DC 13 Strength saving throw, or the weapon becomes stuck to the wood golem\xe2\x80\x99s body. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 13 Strength check and succeeding. \n'b'\n'b' ABOUT \n'b' This animated wooden statue appears as a tribal chief. \n'b' These animated golems are often set as guardians of smoking shops. They are quite proud of their appearance and expect to be addressed accurately; some have named themselves and altered their wood to reflect their names.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gravity Golem \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft., passive Perception 11 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' Disjointed . A creature that attacks the golem can choose to take a ?5 penalty to the attack roll to target one of the six orbs of energy that connect the golem\xe2\x80\x99s body parts. If the attack hits, the golem suffers an additional effect until the end of its next turn, depending on which orb was targeted: Arm. The golem loses hold of any creature it has grappled in that arm and has disadvantage on the next Slam attack it makes using that arm.\n'b'\n'b'\n'b' Leg . The golem\xe2\x80\x99s speed is halved. \n'b' Head . The golem can\xe2\x80\x99t use Shock Beam. \n'b' Torso . The golem can\xe2\x80\x99t use Force Pulse. \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' Overload . Whenever the golem takes 10 or more lightning damage from a single source, it can\xe2\x80\x99t take reactions until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The golem makes two Slam attacks, one with each of its two arms. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning plus 4 (1d8) force damage and the target is grappled (escape DC 16). \n'b' Gravity Wave (Recharge 5 6) . The golem releases a wave of gravitational energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 36 (8d8) force damage and its speed becomes 0 until the end of its next turn. On a successful save, the creature takes half as much damage and its speed isn\xe2\x80\x99t reduced. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Force Pulse . Each creature within 30 feet of the golem must make a DC 17 Strength saving throw. On a failed save, a creature takes 9 (2d8) force damage and is either pulled 10 feet toward the golem or pushed 10 feet away from the golem (golem\xe2\x80\x99s choice). On a success, a creature takes half as much damage and isn\xe2\x80\x99t moved. \n'b' Shock Beam . The golem shoots a beam of lightning at a creature it can see within 120 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) lightning damage, and be staggered until the end of its next turn. While staggered, the creature can\xe2\x80\x99t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. \n'b'\n'b' REACTIONS \n'b'\n'b' Antimagic Arc . When a creature within 60 feet of the golem attempts to cast a spell or use a magic item, the creature must make a DC 17 Charisma saving throw. On a failure, the attempt fails and the action is wasted. Additionally, the magical properties of each non-artifact item the creature is carrying are suppressed until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Gravity golems are fierce arcane constructs crafted from various alloys of metal etched with magical runes.\xc2\xa0A fascinating sight that seems to defy common sense, a gravity golem\xe2\x80\x99s disjointed body parts are held together by gravitational energy from numerous glowing, rune-enchanted orbs.\xc2\xa0A gravity golem is a fearsome guardian that acts upon its master\xe2\x80\x99s commands with unyielding and single-minded determination, using gravitational magic and pure energy to destroy whoever tries to stand against it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Golem \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 \n'b' Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands the languages of its creator 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 ice golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Ice Cavity . The ice golem\xe2\x80\x99s torso is a block of ice that it can liquefy and refreeze, trapping and preserving creatures inside it. If the golem takes 15 fire damage or more on a single turn, the cavity liquefies if it was frozen. When the cavity is frozen, a creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) cold damage. When the cavity is liquefied, a creature within 5 feet of the golem can take an action to pull a petrified creature out of the golem, if the golem has one inside it. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 9 (2d8) cold damage. \n'b' Immutable Form . The ice golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The ice golem has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice golem makes two Slam attacks, or it makes one Slam attack and uses Preserve Creature. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 16) if it is a Medium or smaller creature and the golem doesn\xe2\x80\x99t have another creature grappled . \n'b' Preserve Creature . The ice golem preserves a Medium or smaller creature grappled by it. The preserved creature can\xe2\x80\x99t breathe and is restrained as it starts to freeze. The restrained creature must make a DC 16 Constitution saving throw at the end of its next turn. On a failure, it takes 18 (4d8) cold damage, becomes petrified in ice in the golem\xe2\x80\x99s Ice Cavity, and has total cover from attacks and other effects outside the golem. If this damage reduces a creature to 0 hp , the creature automatically becomes stable. A petrified creature removed from the golem\xe2\x80\x99s Ice Cavity thaws, ending the petrification, in 1d4 rounds or immediately after taking fire damage. On a success, the creature takes half the damage and is ejected, landing prone in an unoccupied space within 5 feet of the golem. If the golem moves, the preserved creature moves with it. The golem can have only one creature preserved at a time. The golem can\xe2\x80\x99t use Preserve Creature if its Ice Cavity is frozen. \n'b'\n'b' REACTIONS \n'b'\n'b' Freeze or Liquefy Cavity . The ice golem freezes or liquefies its Ice Cavity. \n'b'\n'b' ABOUT \n'b' This barrel-chested humanoid has metal straps leading from its shoulders to legs made from the same metal. The metal in its torso holds a block of ice in place. \n'b' Created to incapacitate and capture creatures on behalf of its controller, an ice golem follows the target assigned to it until it captures its quarry and returns its controller. \n'b' Icy Hunters . Ice golems operate best in cold climates or during winter. While their creation allows them to withstand some heat, they can\xe2\x80\x99t carry out their tasks effectively in constant temperatures above 100 degrees Fahrenheit. \n'b' Rogue Golems . Uncontrolled ice golems continue following their main directive, but they focus on capturing whenever they have an empty chest cavity. These golems kidnap their victims and deposit their captives relatively unharmed in a location they have declared as their home bases. Fortunately, the golems have no concept of concealing their movement, making them and their targets easy to track.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lesser Serpent Golem, Rattle-snake \n'b' Family: Golems \n'b' Medium construct , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Diplomacy +4, Performance +4, Perception +2 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common 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'\n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the serpent can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' Rattle-snakes are created by the sea fairies to amuse their children while they are away. Rattle-snakes are often the companions of the much larger A-B-sea serpents and follow them upstream when on vacation. \n'b' This large serpent is at least two hundred feet long and made entirely of blocks of wood. On each block is a letter of the alphabet. The head is a huge square block with a serpent\xe2\x80\x99s face and long, curling, tape-measure tongue. \n'b' Serpent golems were created by sea fairies to entertain and teach their children. \n'b' Greater serpent golems, sometimes known as A-B-sea serpents, are employed in the nursery of the sea fairies to teach their children letters. Once a year, the A-B-sea serpent takes a vacation with the rattlesnake to swim upriver. \n'b' Lesser serpent golems, also known as rattle-snakes, consist of hundreds of rattles, wood, celluloid, and rubber, fastened together with wires. Every time it moves, the rattles tinkle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lesser Serpent Golem, Rattle-snake \n'b' Family: Golems \n'b' Medium construct , neutral good \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Diplomacy +4, Performance +4, Perception +2 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common 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'\n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the serpent can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' Rattle-snakes are created by the sea fairies to amuse their children while they are away. Rattle-snakes are often the companions of the much larger A-B-sea serpents and follow them upstream when on vacation. \n'b' ABOUT \n'b' This large serpent is at least two hundred feet long and made entirely of blocks of wood. On each block is a letter of the alphabet. The head is a huge square block with a serpent\xe2\x80\x99s face and long, curling, tape-measure tongue. \n'b' Serpent golems were created by sea fairies to entertain and teach their children.\xc2\xa0Greater serpent golems, sometimes known as A-B-sea serpents, are employed in the nursery of the sea fairies to teach their children letters. Once a year, the A-B-sea serpent takes a vacation with the rattlesnake to swim upriver. \n'b' Lesser serpent golems, also known as rattle-snakes, consist of hundreds of rattles, wood, celluloid, and rubber, fastened together with wires. Every time it moves, the rattles tinkle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Origami Golem \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 40 ft. (in dragon or swan form)\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Vulnerabilities fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The origami golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance (Unfolded Form Only) . While the golem remains motionless, it is indistinguishable from an ordinary paper screen, tapestry, or similar flat paper or fabric artwork. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form, except Fold. \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' Standing Leap (Frog Form Only) . The golem\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The origami golem makes three Lacerating Strike or Wing Buffet attacks. \n'b' Lacerating Strike . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (3d8 + 3) slashing damage. \n'b' Wing Buffet (Dragon or Swan Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be forced prone . \n'b' Hazardous Hop (Frog Form Only) . If the golem jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in an unoccupied space it can see. Each creature within 10 of the golem when it lands must make a DC 15 Dexterity saving throw. On a failure, a creature takes 33 (6d10) bludgeoning damage and is forced prone . On a success, it takes half the damage and isn\xe2\x80\x99t forced prone . \n'b' Shredded Breath (Dragon Form Only, Recharge 5\xe2\x80\x936) . The golem exhales a spray of paper fragments in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 31 (9d6) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b' Trumpeting Blast (Swan Form Only, Recharge 5\xe2\x80\x936) . The golem emits a trumpeting blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 31 (7d8) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fold . The golem can fold and reshape its papery body to resemble a Large dragon, a Large swan, or a Medium frog. It can use this bonus action again to unfold into a Large, flat piece of decorative fabric or paper. Its statistics, other than its size, are the same in each form. It reverts to its unfolded form if it dies. \n'b'\n'b' ABOUT \n'b' A vellum tapestry tears away from its wall mounts, then folds itself into the form of a paper dragon the size of a horse. \n'b' Origami golems are exquisitely crafted from fine textiles, such as paper, vellum, papyrus, or starched silks. Origami golems serve well as hidden sentries, appearing as expensive, but innocuous screens, wall hangings, artwork, or floor-coverings until they attack. \n'b' Murderous Masterworks . Some creators have a more sinister role in mind for the origami golem. These creatures use the golems as assassins, sneaking the creatures into areas where the intended victim will be, or delivering it as a gift. The golems then attack when opportunity allows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carnivorous Plant, Giant Flytrap \n'b' Huge plant , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 157 (15d12 + 60) Speed 10 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid Condition Immunities blinded Skills Perception +4, Stealth +6 Senses tremorsense 60 ft.; passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Vegetation Cover . In a forest environment, a giant flytrap has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant flytrap attacks with four bites. A giant flytrap makes one less bite for each creature it has engulfed (see below). \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 15 ft., one target, Hit : 8 (1d8 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be engulfed by the giant flytrap. An engulfed creature is blinded and restrained , it has total cover against attacks and other effects outside the giant flytrap, and it takes 10 (3d6) acid damage at the start of each of the giant flytrap\xe2\x80\x99s turns. If the giant flytrap dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . As long as it has a creature engulfed, the giant flytrap cannot make a bite attack with that set of jaws. \n'b'\n'b' ABOUT \n'b' While native to the southeastern United States on Earth, flytraps have been transplanted to other areas as tourist curiosities where they have become locally endemic and could easily thrive in a fantasy version of Latin America.\xc2\xa0Hardy plants that grow in areas with poor soil but abundant animal life, some plants turn carnivorous. Whereas their smaller kin supplement their growth by catching insects, giant carnivorous plants do the same with animals, humanoids, and anything else foolish enough to draw too near. Given that their prey is generally much smarter than insects, these deadly plants have evolved into much more aggressive hunters than their tiny cousins. \n'b' Flytrap . Local legends call this plant names like \xe2\x80\x9cmancatcher,\xe2\x80\x9d \xe2\x80\x9csnapperjaw plant,\xe2\x80\x9d \xe2\x80\x9cdragonleaf plant,\xe2\x80\x9d \xe2\x80\x9ccowbiter,\xe2\x80\x9d and \xe2\x80\x9cgreen gulper,\xe2\x80\x9d but adventurers know it simply as the giant flytrap. A giant flytrap\xe2\x80\x99s stalks are 20 feet long, but generally sprawl relatively close to the central mass-a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds. \n'b' Giant flytraps can lumber slowly along the ground, using their writhing roots like tentacles to relocate to more populous hunting grounds, they are quite canny at blending in with the surrounding foliage. A giant flytrap\xe2\x80\x99s jaws and stalks are swift-moving-it reaches out and snaps at passersby with lightning speed. The plant itself even has a modicum of intelligence, and is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe. \n'b' Pitcher Plant . A single petal hovers above the opening of a giant pitcher plant, with a bulb larger than a full-grown human. The petal acts as a lid above rows of jagged spines that fold inward, overlapping each other almost like shark\xe2\x80\x99s teeth. As soon as a victim comes near this maw, the overhanging petal slams down and the flower rapidly constricts. Its spines gnaw upon the captured prey, drawing it into the large, hollow pitcher to be dissolved in sweet-scented but acidic and toxic nectar. Because monstrous pitcher plants gain their nutrients from decomposing organisms, the plant is nearly rootless and moves about by extending and retracting four thick clusters of rootlike shoots. Giant pitcher plants typically grow between 8 to 10 feet tall and weigh 320 pounds. \n'b' Sundew . Giant sundews use their shallow but sturdy roots to creep through boggy environments, slamming targets with its thick, leaflike fronds, each of which is covered with globules of sticky, acidic goo. The giant sundew exudes an unmistakable scent of honey-an attractive odor that often proves irresistible to nearby creatures until they find themselves stuck fast and slowly dissolved and digested in the sundews deadly fronds. Although the giant sundew is not quite a mindless monstrosity, its intellect is barely more than instinctive, and it has little ability to discern between allies and enemies, though if it encounters creatures immune to acid or adhesive qualities, the sundew is smart enough to choose other targets. A full-grown giant sundew can reach a height of over 20 feet and weighs 4,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Worm \n'b' Family: Clockwork \n'b' Gargantuan construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 247 (15d20 + 90) Speed 50 ft., burrow 30 ft.\n'b' STATS STR: 28 (+9) DEX: 7 (-2) CON: 22 (+6) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9 Languages \xe2\x80\x94 Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Creature . If the worm takes 60 damage or more on a single turn (or half as much from a creature inside it), the worm\xe2\x80\x99s mechanical body malfunctions. The first time this happens, the worm\xe2\x80\x99s sensors malfunction and it loses its blindsight. The second time it happens, the worm\xe2\x80\x99s speed is halved and it can no longer take the Multiattack action. \n'b' Critical Malfunction . When the worm is reduced to 0 hit points , it explodes. Each creature within 30 feet must make a DC 19 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and 28 (8d6) piercing damage on a failure, or half as much on a success. \n'b' Tunneler . The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The worm attacks with its Bite and Propulsion Tail. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) bludgeoning damage at the start of each of the worm\xe2\x80\x99s turns. A swallowed creature can make a DC 15 Dexterity check as an action to try to squeeze itself out through the gaps in the worm\xe2\x80\x99s metallic armor. On a success, the creature emerges from worm\xe2\x80\x99s body to land prone in an unoccupied space within 5 feet of it. \n'b' Propulsion Tail . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (3d6 + 9) bludgeoning damage, and the target must make a DC 22 Strength saving throw if it is Large or smaller. On a failure, the target is hurled up to 60 feet horizontally in a direction of the worm\xe2\x80\x99s choice and lands prone , taking 1d6 bludgeoning damage for every 10 feet it was thrown.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Rose Golem \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: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the language of its creator, but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the golem remains motionless, it is indistinguishable from a hedge of rose bushes. \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 Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. If this attack reduces a creature to 0 hit points , it is cursed with thorn\xe2\x80\x99s kiss curse (see below). \n'b' Soporific Scent . The golem releases an enchanting scent. Each creature that breathes within 60 feet of the golem must succeed on a DC 11 Constitution saving throw or immediately fall unconscious and into a magical slumber. This slumber lasts for 1 hour or until the sleeper takes damage. The rose golem must take a bonus action on its subsequent turn to continue emitting the scent. It can stop creating the smell at any time. The scent can no longer affect creatures if the golem is incapacitated . Each round the golem continues to emit the soporific scent makes the effect harder to resist. At the beginning of every round that the golem maintains the scent, the DC to resist its effects increases by 1 (DC 11 on the first round, DC 12 on the second round, DC 13 on the third round, and so on). \n'b'\n'b' ABOUT \n'b' The creature stepping forward from the glazed clay pot is formed from thorny green vines twisted together in the shape of a humanoid torso. In its face, where eyes would be, are a set of perfect, lush roses. \n'b' Rose golems were first crafted by the fey to watch over the verdant gardens that adorn their palaces. \n'b' Gentle Watchers . Rose golems serve as ornamental caretakers of the gardens they protect, but they are also particularly suited to deal humanely with intruders. These golems do not kill unwelcome visitors but rather lull them into enchanted sleep before delivering them to their masters. Such delicate enchantments allow for the removal of nosy mortals and other garden pests. \n'b' Prized Creations . The creation of a rose golem is as much a matter of artistry as it is of magic. \n'b' Fey, gnomes, and elves with a talent for floral arrangement spend a great deal of time weaving, arranging, and pruning these constructs to beautify them. This level of effort leads to a wide variety of rose golems, who sport different floral varietals, patterns, and colors. It is not uncommon for fey nobility to parade their rose golems around during summer garden parties. \n'b' Thorn\xe2\x80\x99s Kiss \n'b' Creatures affected by this curse are rendered unconscious as they fall into a deep, magical sleep. If the creature is at 0 hit points when it contracts this curse, it becomes stable and regains hit points as it normally would if it remains asleep for the duration of a long rest. A sleeping creature eventually suffers the effects of starvation as it normally would. \n'b' A creature remains cursed until the curse is broken by a remove curse or wish spell. Creatures that cannot be put to sleep by magical means are immune to this curse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Runestone Golem \n'b' Family: Golems \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10+70) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (\xe2\x80\x931) CON: 20 (+5) INT: 3 (\xe2\x80\x934) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities petrified , charmed , exhausted, frightened , paralyzed , poisoned , unconscious Senses darkvision 120 ft., passive Perception 10 Languages Understands Dwarven, but can not speak Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Unchangeable Form . The Runestone golem is immune to any spell or effect that would change its form. \n'b' Magic Resistance . The Runestone golem has advantage on saving throws against spells and magical effects. \n'b' Magical Attacks . The Runestone golem\xe2\x80\x99s attacks are considered magical for determining what it can damage. \n'b' Runestones . When this golem is struck opponents must make a DC 13 Wisdom Saving Throw or randomly activate a runestone (roll 1d6) with the following spell effects cast at 7th level (if applicable):\n'b'\n'b'\n'b' 1. Thunderwave \n'b' 2. Darkness \n'b' 3. Fear \n'b' 4. Glyph of warding * \n'b' 5. Flesh to stone \n'b' 6. Weakness** \n'b'\n'b' *Glyph of fire (1-3) or electricity (4-6): 14 points of blast damage. Save for half. \n'b' **As per Runestone of Weakness. The effect lasts for 1d4 turns. \n'b' ACTIONS \n'b'\n'b' Multiattack . The rune golem makes two Golem Fist attacks. \n'b' Golem Fist . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (3d8 +5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A runestone golem is stout, roughly humanoid golem comprised of dwarven runestones. These golems are used to guard tombs and crypts of import. When a runestone golem is first activated \xe2\x80\x93 normally by an intrusion into the crypt it guards \xe2\x80\x93 its magical energy flickers on and off momentarily as if powering up after a long period of dormancy. \n'b' When a runestone golem is destroyed, it falls into a heap of broken stones including 1d4 magical and 1d4 mundane runestones. At least one of the mundane runestones will bear an inscription with the name of the priest who constructed the golem. These runestones are considered rare and valued at 500 gp.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ankou Soul Herald \n'b' Gargantuan dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 407 (22d20 + 176) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 27 (+8) INT: 17 (+5) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +15, Wisdom +11, Charisma +11 Skills Perception +18, Persuasion +11, Stealth +7 Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 60 ft., passive Perception 28 Languages all Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Aura of Necromancy\xe2\x80\x99s Bane . Necromancy spells can\xe2\x80\x99t be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Cloak of Ghostly Shadows . As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity ( Stealth ) checks and gains the following:\n'b'\n'b'\n'b' Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks. \n'b' Immunity to the grappled , paralyzed , petrified , prone , and restrained conditions. The ankou can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. The cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action , when the ankou dies, or if the ankou ends its turn in bright light. \n'b' Death\xe2\x80\x99s Apotheosis . The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical. \n'b' Legendary Resistance (3/day) . If the ankou fails a saving throw, it can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Horrifying Presence . Each creature of the ankou\xe2\x80\x99s choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead 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. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ankou\xe2\x80\x99s Horrifying Presence for the next 24 hours. \n'b' Reaper\xe2\x80\x99s Breath (Recharge 5-6) . The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold. \n'b' Change Shape . The ankou magically polymorphs into any beast , humanoid , or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou\xe2\x80\x99s choice). Its statistics, other than its size, are the same in each form and it doesn\xe2\x80\x99t gain any class features or legendary actions of the new form. \n'b' Usher of Souls . The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don\xe2\x80\x99t have to be willing. The ankou can\xe2\x80\x99t use this ability to banish an unwilling creature. \n'b'\n'b' Legendary Actions \n'b' The ankou 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 ankou regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile. \n'b' Tail Attack . The ankou makes a tail attack . \n'b' Envelope in Shadow (Costs 2 Actions) . The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' An Ankou\xe2\x80\x99s Lair \n'b' Ankou are rarely granted a chance to rest, constantly traveling the planes to usher spirits to their final resting places. When an ankou has a moment of respite, it often returns to the lair it kept in life. This sometimes creates awkward situations for the dragon\xe2\x80\x99s family if they still reside in this lair; even dragons have some apprehensions about sharing a home with a relative-turned-reaper. When residing alone, an ankou often decorates its lair with mementos that recall its slowly fading memories of its former life, such as portraits of mortal friends long dead, electrum coins minted by a friend from a now-destroyed kingdom, or the spellbooks of a fallen comrade. \n'b' All ankou lairs have a pile of bleached bones somewhere within. These death spirits find that they sleep best when nestled on a bed of bones. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the ankou takes a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same action two rounds in a row. \n'b'\n'b' Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou\xe2\x80\x99s Aura of Necromancy\xe2\x80\x99s Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again. The ankou chooses a living creature it can see within 120 feet of it. That creature must succeed on a DC 15 Charisma saving throw or its spirit is forced from its body and appears in a random location up to 60 feet away. Without a spirit, the creature\xe2\x80\x99s body falls unconscious, but only starts dying if it takes damage while unconscious. A spirit can reenter its body if it touches the body as an action. A creature\xe2\x80\x99s spirit retains its statistics; however, it can\xe2\x80\x99t attack or cast spells, it has a fly speed of 40 feet, it is immune to all damage except force damage, and it can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. If a spirit is reduced to 0 hp , it instantly dies. \n'b' Skeletal hands burst from a point on the ground the ankou can see within 120 feet of it. Each creature that enters or starts its turn within a 20-foot radius centered on that point must succeed on a DC 15 Strength saving throw or take 5 (1d10) necrotic damage and be restrained . A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. These hands are destroyed when the ankou dies or when it uses this lair action again. \n'b'\n'b' Regional Effects \n'b' The region containing an ankou\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects: \n'b'\n'b' People see apparitions out of the corner of their eye and begin to doubt their own senses. Paranoia grows common. \n'b' Shadows grow unusually long while the sun is high. The stars seem darker than usual when night blankets the world. \n'b' Undead within 6 miles of the lair burn under sunlight and moonlight, taking 1d6 radiant damage at the start of each of their turns. If the ankou dies, these supernatural effects disappear after 1d10 days. \n'b'\n'b' About \n'b' A cloak of inky shadows flutters around the bleached-white bones of a dragon. The skeletal dragon moves slowly and methodically, as if searching for something. \n'b' Ankou are servitors of the gods of death. The first dragon to die each century is reborn as an ankou under the death god\xe2\x80\x99s auspices and is charged with living a second life as an apparition that ushers the souls of the dead to their final resting places. \n'b' Creatures of Many Forms . Ankou are made from the spirits of dragons, and their natural form is that of a shadowy wyrm. However, ankou rarely manifest before mortals in their natural form for fear of sowing chaos throughout the mortal world. Many humanoid cultures tell legends of the ankou\xe2\x80\x99s baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human\xe2\x80\x99s spirit to becoming a howling specter. An ankou can adopt the form of any creature it has seen in its life or unlife, but tell-tale signs of its true nature always leak through to the new form, such as a hollow voice that does not echo or wispy hair, fur, or feathers that move by an unfelt wind. The most popular forms for ankou to assume are humanoid skeletons, ravens, kindly elders, or young children. \n'b' Charged with Grim Duty . The role of the ankou is a necessary one, but one which few dragons would willingly accept. Some dragons go to extreme lengths to avoid being the first to die in a new century with some even going so far as to accept lichdom before accepting the duty of the ankou. The gods of death are loathe to share such deep secrets with mortals, but it is known that the dragons that become ankou serve for eternity. All ankou obey the gods of death unquestioningly, greeting the souls of the deceased at the moment of their death and escorting them across the planes to their final resting place. A single soul herald ankou serves directly beneath the gods of death, commanding the ranks of ankou soul seekers. Typically, a single seeker claims and transports a soul to the herald residing in an extraplanar retreat, who then offers it personally to the gods of death. \n'b' Enforcers of Fate . Though they can live until the end of time, ankou can be killed. Likewise, though ankou have grown wise through eons of life and unlife, they can still be fooled by canny mortals. While creatures that cheat death through cunning and their own wit are often treated with grudging respect by the ushers of souls, the ankou are still duty-bound to send the creatures to the realms of death. Mortals who cheat death by killing ankou gain no such admiration. While a skilled warrior or a powerful dragon can best a single ankou, the slaughter of one of their own sends the ankou into a rage. The ankou soul herald hunts down the transgressor personally in order to cast the creature\xe2\x80\x99s soul into the Hells to suffer for its transgression. \n'b' Death God\xe2\x80\x99s Servant . The ankou doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Runeward Golem \n'b' Family: Golems \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 4 (-3) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands commands given in any language but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen Cogwheels . When the golem takes 10 or more cold damage in a single turn, its speed is halved and it can\xe2\x80\x99t take reactions or bonus actions 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' Runebound . The golem is magically bound to a specific warden runestone. As long as the golem and its warden runestone are on the same plane of existence, any creature holding the warden runestone can telepathically command the golem as a bonus action. If the golem is left without instructions, it continues to follow its last orders to the best of its ability. \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., one target. Hit : 11 (2d6 + 4) bludgeoning damage and, if the target is a creature, it suffers one of the following effects (golem\xe2\x80\x99s choice):\n'b'\n'b'\n'b' The target must succeed on a DC 15 Strength saving throw or be knocked prone or pushed 10 feet back (golem\xe2\x80\x99s choice). \n'b' The target must succeed on a DC 15 Wisdom saving throw or be compelled to fight the golem. Until the end of the target\xe2\x80\x99s next turn, it has disadvantage on attack rolls against creatures other than the golem. If it attempts to move away from the golem, it must first succeed on a DC 15 Wisdom saving throw or be unable to move. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Blinding Beam . One creature within 60 feet of the golem that can see it must succeed on a DC 15 Constitution saving throw or be blinded until the end of the golem\xe2\x80\x99s next turn. \n'b' Runic Magic . The golem activates the runes engraved on it to gain one of the following benefits until it uses this action again:\n'b'\n'b'\n'b' The golem gains resistance to one type of damage. \n'b' The golem gains a +1 bonus to AC and Dexterity saving throws. \n'b' The golem\xe2\x80\x99s attacks deal an additional 3 (1d6) force damage on a hit. A creature carrying the golem\xe2\x80\x99s runestone also gains this benefit while it is within 30 feet of the golem. \n'b'\n'b' REACTIONS \n'b'\n'b' Parrying Grasp . When a creature hits the golem or another creature within 5 feet of the golem with a melee weapon attack, the golem can reduce the damage by 1d10 + 4. If the golem reduces the damage to 0, it also grasps the weapon. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is grasped. While grasped, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 14 Strength check and succeeding. A runeward golem can have only one corresponding warden runestone, and if that runestone is destroyed, the golem is incapacitated until a replacement runestone is created. \n'b'\n'b' ABOUT \n'b' Runeward golems are durable constructs designed to protect their master at any cost. Clad in heavy armor and infused with various protective runes, a runeward golem typically resembles a large humanoid. \n'b' Every runeward golem is bound to a specific runestone, a warden runestone. It must obey the telepathic commands given by anyone holding its stone and continues to do so even if that creature dies. \n'b' Although a runeward golem is a fearsome combatant on its own, it is a protector at its core. Its quick reflexes allow it to fend off attacks made against its master or their allies while the magical runes etched onto its armor infuse both itself and its master with various layers of protection.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sebk-Golem Statue \n'b' Family: Golems \n'b' Large construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 6 (-1) CON: 10 (+5) INT: 54 (+2) WIS: 24 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +7, Wis +7, Cha +6 Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 12 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' Magic Resistance . The sebk-golem statue has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sebk-golem statue\xe2\x80\x99s weapon attacks are magical. \n'b' Summon Giant Crocodile (2/day) . The sebk-golem statue uses its ankh of Sebk as a bonus action to summon a giant crocodile with no chance of failure. A summoned giant crocodile appears in an unoccupied space within 60 feet of the sebk-golem statue and acts as the sebk-golem statue\xe2\x80\x99s ally. It remains for one minute, until it or the sebk-golem statue dies, or until the sebk-golem statue dismisses it as an action. It rolls initiative and acts on its own turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sebk- golem statue makes two Uas Scepter attacks. \n'b' Ankh of Sebk . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) necrotic damage. \n'b' UAS Scepter . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and the target must succeed on a DC 14 Constitution saving throw or be targeted by dispel magic using the sebk-golem statue\xe2\x80\x99s Charisma as its spellcasting ability. On a critical hit, the target suffers disadvantage on its Constitution saving throw. \n'b' Slow (Recharge 5-6) . The sebk-golem statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failure, a target can\xe2\x80\x99t use reactions , its speed is halved, and it can\xe2\x80\x99t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for one minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The sebk-golem statue 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 sebk-golem statue regains spent legendary actions at the start of its turn. \n'b'\n'b' Ankh of Sebk . The sebk-golem statue makes an Ankh of Sebk attack. \n'b' Slow (Costs 3 Actions) . The sebk-golem statue targets one or more creatures it can see with its slow attack , if it is available. \n'b' Scepter Attack (Costs 2 Actions) . The sebk-golem statue makes an Uas Scepter attack. \n'b'\n'b' ABOUT \n'b' The Sebk-golem statue is a 10-foot-tall crocodile-headed, green stone statue. It is crowned with a pair of flat, wavy-curved ram\xe2\x80\x99s horns topped by two plumes of black. It holds a uas scepter in its right hand and a red-hued ankh in its left hand.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shield Guardian, Annwn-Corrupted \n'b' Family: Golems \n'b' Large construct , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 127 (15d10 + 45) \n'b' Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (\xe2\x80\x931) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 10 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 \n'b' Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned \n'b' Languages understands commands given in any language but can\xe2\x80\x99t speak \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bound . The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet\xe2\x80\x99s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. When a creature first takes the amulet and every 24 hours that it keeps the amulet on its person, it must succeed on a DC 11 Wisdom saving throw or gain an indefinite madness. A good-aligned creature has disadvantage on this saving throw, and the shield guardian attempts to undermine or corrupt orders given by a good-aligned controller. If the guardian is within 60 feet of the amulet\xe2\x80\x99s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Storing. A spellcaster who wears the shield guardian\xe2\x80\x99s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Shield . When a creature makes an attack against the wearer of the guardian\xe2\x80\x99s amulet while the guardian is within 5 feet of the wearer, the guardian grants a +2 bonus to the wearer\xe2\x80\x99s AC and reduces the damage by 4. \n'b' Withstand . When the guardian is dealt damage by a source it can see, the guardian reduces the damage dealt to itself by 4. \n'b'\n'b' ABOUT \n'b' Unlike most other corrupted creatures, corrupted shield guardians aren\xe2\x80\x99t converted from existing creatures; instead, they are manufactured by the magicians and engineers of the Annwn legion to guard their fortifications. Despite being a construct, a corrupted shield guardian is often malevolent in its outlook and subtly subverts commands given by a good creature that wears its amulet. Corrupted shield guardians sometimes appear pitted or badly rusted, but their metal plates are far more durable than they appear. \n'b' Flecks of rust and corroded pits mar the metal armor of this human-shaped automaton. \n'b' Annwn Corruption \n'b' Annwn corruption grants the Heavy Skin trait and the Withstand reaction. \n'b' Heavy Skin . Annwn corruption grants the corrupted creature thickened natural armor that provides a +1 to Armor Class. Reduce all speeds of the corrupted creature by 5 feet if they were at least 30 feet or by 10 feet otherwise, to a minimum of 10 feet. \n'b' Withstand . When the corrupted creature takes damage from a source it can see, it can use its reaction to reduce the damage either by 1 + half the corrupted creature\xe2\x80\x99s challenge rating (round down) or by 3, whichever is greater (before applying resistance or vulnerability).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Slime Golem \n'b' Family: Golems \n'b'\n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10+40) Speed 30 ft., swim 40ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 3 (-4) WIS: 17 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Alternate Form . A slime golem can alter its shape into that of a featureless humanoid of Medium or Large size , a vaguely fish-like form, or ooze. While in ooze form, the slime golem may move through spaces as narrow as 1 foot wide without squeezing. \n'b' Telepathic Control . Any aboleth that contributed slime to the slime golem\xe2\x80\x99s creation may communicate telepathically with the creature, perceive through the golem\xe2\x80\x99s senses and control the slime golem at a range of up to 1 mile. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A slime golem makes two attacks. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage and the target becomes grappled (escape DC 16). If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease takes effect 1 minute after the failed save and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or other disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 7 (1d12) acid damage at the end of every 10 minutes unless moisture is applied to the skin. \n'b' Engulf . One creature grappled by the slime golem must succeed on a DC 16 Strength saving throw or become absorbed into the slime golem\xe2\x80\x99s body. Absorbed creatures are restrained (escape DC 18) and must succeed on a DC 16 Constitution saving throw at the start of each or their turns. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater and within the slime golem\xe2\x80\x99s body. Creatures that succeed on the saving throw retain their normal breathing methods, but are considered to be holding their breath until they fail the save, escape, or suffocate. A creature may volunteer to fail the saving throw. \n'b'\n'b' ABOUT \n'b' Slime golems are favored by aboleths for their unwavering loyalty. They act as assassins, guards, or slave transports as needed. \n'b' When left to their own devices without orders, they act as predators, ambushing any living creature they come across and dooming it to a painful, suffocating death. \n'b' Slime golems tend to charge into combat, flailing with their slam attacks and attempting to immerse whatever creatures fight back. They will typically hold a victim within themselves for a few rounds before ejecting it and attempting to immerse another target. If their initial victim attacks them, they are just as likely to attempt to immerse them again. A slime golem under the telepathic reins of an aboleth is a deadly and intelligent foe. \n'b' Slime golems are carefully guarded by their creators who fear the loss of control of their creations. The amount of slime required to produce a golem makes it nearly impossible for a single aboleth to create one, yet all aboleth fear their creations being used against their plans. While the aboleth that put up the most financing for the golem\xe2\x80\x99s creation is, in theory, the owner of the construct, slime golems often become unwitting pawns in elaborate plots for power. \n'b' A slime golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' A towering draconic form breaks the water\xe2\x80\x99s surface with a bubbling roar. Its head possesses the jaws and spiky horns of a dragon and the three eyes of an aboleth. Its front limbs are great tentacles, and it lacks rear limbs, its body ending in a tentacle-like tail.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm of Toy Soldier Golems \n'b' Family: Golems \n'b' Medium swarm of Tiny constructs , lawful neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 22 (5d8) \n'b' Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 \n'b' Damage Vulnerabilities fire \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 12 \n'b' Languages Common \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The toy soldier swarm is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the toy soldier swarm 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 Tiny toy soldier. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bayonets . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half of its hit points . \n'b' Rifles . Ranged Weapon Attack : +4 to hit, range 30/100 ft., one creature. Hit : 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half of its hit points . \n'b'\n'b' ABOUT \n'b' These little wooden soldiers patrol the Valley of the Dolls, with guns on their shoulders, walking stiffly back and forth. Each of these soldiers is made out of one piece of wood, and wears a high black hat and a red coat with black buttons, while their trousers are painted white. \n'b' Toy soldiers act as guards of the local village, where the dolls live.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm, Paper Golem \n'b' Family: Golems \n'b' Medium swarm of Tiny constructs, unaligned \n'b' Armor Class 13 Hit Points 55 (10d8 + 10) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 30 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' False Appearance . As the paper golem . \n'b' Immutable Form . As the paper golem . \n'b' Ink Blot (Recharge 4-6) . As the paper golem , except it can also apply to the swarm\xe2\x80\x99s whirlwind. \n'b' Magic Weapons . The paper golem\xe2\x80\x99s weapon attacks are magical. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' Actions \n'b'\n'b' Paper Cut . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer. \n'b' Whirlwind (Recharge 5-6) . The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Tar Golem \n'b' Family: Golems \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 119 (14d8 + 56) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold \n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities charmed , exhaustion , frightened , petrified , poisoned , prone \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 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The tar golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Fire Hazard . When the tar golem takes fire damage, it bursts into flame. The golem continues burning until it takes cold damage, is immersed in water, or it uses Quench. A creature that touches the burning golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. While burning, the golem\xe2\x80\x99s weapon attacks deal an extra 5 (1d10) fire damage on a hit. \n'b' Hardened Tar . If the tar golem takes cold damage in the same round it is reduced to 0 hp , it is paralyzed for 1 minute, remaining alive. If it takes fire damage while paralyzed , it regains a number of hp equal to the fire damage dealt. Otherwise, it dies when the condition ends. \n'b' Immutable Form . The tar golem is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The tar golem has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The tar golem\xe2\x80\x99s weapon attacks are magical. \n'b' Noxious Smoke (Burning Only) . While the tar golem is burning, it gives off poisonous fumes. A creature that starts its turn within 5 feet of the burning golem must succeed on a DC 13 Constitution saving throw or be poisoned as long as it remains within 5 feet of the golem and for 1 round after it leaves the area. \n'b' Spider Climb . The tar golem can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tar golem makes three 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' BONUS ACTIONS \n'b'\n'b' Draw Flames . The tar golem can extinguish up to a 10-foot cube of nonmagical fire within 5 feet of it, drawing the fire into itself and activating its Fire Hazard trait. \n'b' Quench (Burning Only) . The tar golem extinguishes any fire on it, deactivating its Fire Hazard trait. \n'b'\n'b' ABOUT \n'b' Hot, steaming tar rises from a barrel into a roughly humanoid shape with a menacing posture. There are two basic types of tar golems. The first is made from wood tar, rendered from the wood and roots of pine trees, while the second is made from naturally occurring asphalt, as that found in tar pits or rendered from coal. Other than the source of the tar, both types of golems are identical, with some creators preferring the more floral scent of the wood tar. \n'b' Seaside Constructs . Tar golems are typically found aboard ships or on docks, where tar used in waterproofing ships is plentiful. In combat situations, a tar golem can be a surprise defense against boarders and can help stop the spread of fire. \n'b' Military ships and well-to-do pirates often catapult the golems onto enemy ships to wreak havoc in advance of boarding parties. \n'b' Creature of Utility . While a tar golem is of great use in battle, on most ships it has a role in day-to-day life. The golem can waterproof sails and seal planks on the deck or in the hull. A ship\xe2\x80\x99s doctor may use a golem to apply tar to a wound to prevent infection or to kill a fungal infection. Its magical nature allows a golem to replenish itself over time, provided it isn\xe2\x80\x99t used excessively for such duties.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Wyrmling \n'b' Family: Clockwork \n'b' Medium construct (clockwork), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (7d8+21) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Winding . A clockwork wyrmling can function for one day every time it is wound. A creature can use an action to wind the clockwork wyrmling, restoring it to one day of operating time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork wyrmling makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit: 8 (1d8 + 4) slashing damage. \n'b' Poison Breath (Recharge 5-6) . The clockwork wyrmling exhales fire in a 30-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful save. A creature that fails the saving throw is poisoned for 1 minute. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. \n'b'\n'b' ABOUT \n'b' Though some scholars may argue about who exactly created the first steam-powered clockwork, the secret of their manufacture is now out. Savvy engineers have started to create faster and more powerful clockwork contraptions in the form of marvels blending arcane heat sources with large boilers to create pressured steam that powers the complex constructs. \n'b' Clockwork Wyrmling . Draconic forms are popular among clockwork artificers, but not all are created as technological titans. For some purposes, a smaller dragon is a popular model, allowing their creators to practice their arts without such a massive resource investment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Tombstone Golem \n'b' Family: Golems \n'b' Large construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft.\n'b' STATS STR: 21 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered. 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) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Accursed Soil . Any land blessed by holy magic or under the effects of the hallow spell is made mundane if the tombstone golem spends more than 1 minute inside it or within 5 feet of it. \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' Monument of Death . Any Undead within 30 feet of the golem that are reduced to 0 hit points by damage that is not radiant may roll a d20. On a 16 or higher, they regain 1 hit point. \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' Necrotic Pulse . (Recharge 5\xe2\x80\x936). The golem targets one or more creatures it can see within 20 feet of it. Each target must attempt a DC 17 Constitution saving throw against this magic. On a failure, a target takes 14 (4d6) necrotic damage and cannot regain hit points until the start of the golem\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' A frequent familiar of necromancers and liches, the tombstone golem is a champion of undeath and a testament to the power of necromancy. Created by binding the souls of dozens of restless dead within a crystal and forcing them to fuse their burial places into one enormous Construct, the tombstone golem is as profane as it is dangerous. The object used to control this Construct is usually something connected to the dead, such as a desiccated heart in a jar, a necklace of teeth, or a vial filled with blood. This object usually only works for the creature who created the tombstone golem, but exceptions have been recorded throughout history. \n'b' The tombstone golem emits an energy of undeath from it that is so potent that other wandering Undead may flock to it from several miles away. The Undead gather around it and form enormous hordes, empowered by its dark energy. This terrifying Construct can even prevent Undead from falling in battle, forcing them to continue the battle as they fall apart. \n'b' The tombstone golem represents a necromancer\xe2\x80\x99s true hate for all that is considered holy. The golem itself can emit waves of energy that cause all life to wither and rot. The soil it carries with it is so tainted by death that any hallowed or blessed land becomes corrupted by its very presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goliath Longlegs \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 162 (12d20 + 36) Speed 20 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 13 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Expansive . A creature at least one size smaller than the goliath longlegs can travel through and finish its turn in the goliath longlegs\xe2\x80\x99 space. \n'b' False Appearance . While a goliath longlegs remains motionless, it is indistinguishable from other plants or trees. \n'b' Forest Camouflage . The goliath longlegs has advantage on Dexterity ( Stealth ) checks made to hide in forested terrain. \n'b' Vulnerable Legs . The goliath longlegs has eight legs. While it has more than four legs, the goliath longlegs is immune to being knocked prone or restrained . Whenever the goliath longlegs takes 20 or more damage in a single turn, one of its legs is destroyed. Each time a leg is destroyed after the fourth one, the goliath longlegs must succeed on a DC 13 Constitution saving throw or fall prone . Any creature in the goliath longlegs\xe2\x80\x99 space or within 5 feet of it when it falls prone must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The goliath longlegs makes one bite attack and then as many leg attacks as it has legs. It can use its Reel in place of two leg attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Leg . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Paralytic Web (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one Large or smaller creature. Hit : The creature is restrained by webbing and must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Reel . The goliath longlegs pulls one creature caught in its web up to 30 feet straight toward it. If the target is within 10 feet of the goliath longlegs, the goliath longlegs can make one bite attack as a bonus action . \n'b'\n'b' About \n'b' A spider the size of a large house, with legs that could pass for trees, moves through the forest. \n'b' Solitary hunters, goliath longlegs sit motionless for long periods of time, waiting for unsuspecting prey to walk beneath them. \n'b' Stealthy Ambush Predators . The legs of a goliath longlegs mimic the size and texture of the trees of the forest in which it resides. It uses this natural camouflage to its advantage, hiding its body in the crowns of the nearby trees. \n'b' Venomous Weapons . The goliath longlegs\xe2\x80\x99 legs are vulnerable to attack , so it prefers to poison its prey with a paralyzing nerve agent. \n'b' Unknown Origin . Not much is known about the origin of this species. They are few in number, and, when one is discovered, word rarely gets back to civilization.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Kandor (Greater) \n'b' Family: Golite \n'b' Large fiend (golite, shapechanger), chaotic evil \n'b' Armor Class 14 (16 in Kandor or Hybrid Form) Hit Points 76 (8d10 + 32) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +7, Deception +5, Perception +4, Religion +4, Stealth +5 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horrific Appearance (Hybrid Form Only) . Any humanoid that starts its turn within 30 feet of the kandor and can see the kandor\xe2\x80\x99s true form must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the kandor is within line of sight, 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 kandor\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the kandor\xe2\x80\x99s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the kandor. \n'b' Kandor Rot . The cursed target\xe2\x80\x99s hand become infected, suffering 3 (1d6) necrotic damage at the start of each of the cursed creature\xe2\x80\x99s turns. Applying slashing damage to the wound before the end of the cursed creature\xe2\x80\x99s next turn deals the slashing damage directly to the host and stops the infestation, severing the hand and turning it into an akateko. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and rises as a lesser kandor. The curse lasts until removed by the remove curse spell or other magic. \n'b' Loathsome Limbs . Whenever the kandor takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it (and consult the table below). If the kandor is reduced to 0 hit points , all parts of it die. Until then, a severed part acts on the kandor\xe2\x80\x99s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the kandor\xe2\x80\x99s hit points . A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the kandor loses an arm, it loses a claw attack . If its head is severed, the kandor loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack , but only against a target in its space. The kandor\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b' Shapechanger . The kandor can use its action to polymorph into a humanoid or a hybrid, or back into its true form, which is fiend. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Sunlight Sensitivity . While in sunlight, the kandor has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Swallow Soul . As a bonus action, the kandor can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 15 Constitution saving throw against this magic or die. If the target dies, the kandor regains 10 (3d6) hit points and the creature reanimates as a kandor 1 round later. \n'b'\n'b' d20 \n'b' Result \n'b'\n'b' 1\xe2\x80\x938 \n'b' One leg is severed from the kandor if it has any legs left. \n'b'\n'b' 9\xe2\x80\x9316 \n'b' One arm is severed from the kandor if it has any arms left. \n'b'\n'b' 17\xe2\x80\x9320 \n'b' The kandor is decapitated. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Kandor or Hybrid Form Only) . The kandor makes two melee attacks . \n'b' Bite (Kandor Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with kandor rot. \n'b' Bite (Hybrid Only) . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 9 (1d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with kandor rot. \n'b' Claws (Kandor or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with kandor rot. \n'b' Slam (Humanoid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (264 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This enormously fat fiend looks like it is made up of dozens of arms wrapped around itself. Gutlords are endlessly hungry demons composed of many arms that they continually sprout from their bodies, seeking to stuff their central maw. They are always on the hunt for someone to eat, and the more they eat, the bigger they get, adding more arms to their bulk. They are Beelzebub\xe2\x80\x99s chief enforcers, and regularly patrol the circle to find wiggling gluttonous souls for their master to eat. Their long reach makes them particularly suited to retrieving escapees, even if they occasionally sneak a bite for themselves. \n'b' What was once your friend has now transformed into a white-eyed, slathering, flying horror! Kandors come in two forms, the lesser and greater. All are thoroughly mad and exhibit a feral cunning. They are the minions of Rimmon, who grants them flight. Their ability to infect others makes them particularly dangerous for non-fiends, and occasionally Rimmon\xe2\x80\x99s minions find their way to the Prime Plane to wreak havoc. Lesser kandor are endlessly hungry fiends harvested from Golus for the express purpose of swallowing souls. This need to consume drives them mad with hunger, a need they can never sate as they ceaselessly try to eat more and more souls to fill their bottomless pits. Greater kandors are smarter than their lesser brethren and aren\xe2\x80\x99t afraid to hide their true nature, switching back and forth as need be to convince their prey that they are harmless. If pushed, they can transform into a terrifying monstrosity with a long, prehensile neck.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ankou Soul Seeker \n'b' Large dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 171 (18d10 + 72) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +7, Wis+5, Charisma +5 Skills Perception +8, Persuasion +6, Stealth +3 Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 60 ft., passive Perception 18 Languages all Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Aura of Necromancy\xe2\x80\x99s Bane . When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Cloak of Shadows . As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action , when the ankou dies, or if the ankou ends its turn in bright light. \n'b' Death Ascended . The ankou has the celestial type in addition to the dragon type. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ankou makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Reaper\xe2\x80\x99s Breath (Recharge 5-6) . The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold. \n'b' Change Shape . The ankou magically polymorphs into any beast , humanoid , or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou\xe2\x80\x99s choice). Its statistics, other than its size, are the same in each form and it doesn\xe2\x80\x99t gain any class features or legendary actions of the new form. \n'b' Usher of Souls . The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don\xe2\x80\x99t have to be willing. The ankou can\xe2\x80\x99t use this ability to banish an unwilling creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Kandor (Lesser) \n'b' Family: Golite \n'b' Medium fiend (golite, shapechanger), chaotic evil \n'b' Armor Class 12 (14 in Kandor or Hybrid Form) Hit Points 30 (4d8 + 12) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +3, Deception +3, Perception +2, Religion +1, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Infernal Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kandor Fortitude . If damage reduces the kandor to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the kandor drops to 1 hit point instead. \n'b' Kandor Rot . The cursed target\xe2\x80\x99s hand become infected, suffering 3 (1d6) necrotic damage at the start of each of the cursed creature\xe2\x80\x99s turns. Applying slashing damage to the wound before the end of the cursed creature\xe2\x80\x99s next turn deals the slashing damage directly to the host and stops the infestation, severing the hand and turning it into an akateko. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and rises as a lesser kandor. The curse lasts until removed by the remove curse spell or other magic. \n'b' Loathsome Limbs . Whenever the kandor takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: \n'b' Shapechanger . The kandor can use its action to polymorph into a humanoid or a hybrid, or back into its true form, which is a fiend. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Sunlight Sensitivity . While in sunlight, the kandor has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Swallow Soul . As a bonus action, the kandor can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the kandor regains 10 (3d6) hit points and the creature reanimates as a lesser kandor 1 round later. \n'b'\n'b' d20 \n'b' Result \n'b'\n'b' 1\xe2\x80\x938 \n'b' One leg is severed from the kandor if it has any legs left. \n'b'\n'b' 9\xe2\x80\x9316 \n'b' One arm is severed from the kandor if it has any arms left. \n'b'\n'b' 17\xe2\x80\x9320 \n'b' The kandor is decapitated. \n'b'\n'b' If the kandor is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the kandor\xe2\x80\x99s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the kandor\xe2\x80\x99s hit points. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the kandor loses an arm, it loses a claw attack. If its head is severed, the kandor loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack , but only against a target in its space. The kandor\xe2\x80\x99s speed is halved if it\xe2\x80\x99s missing a leg. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b' ACTIONS \n'b'\n'b' Multiattack . The kandor makes two melee attacks . \n'b' Bite (Kandor Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with kandor rot. \n'b' Claw (Kandor or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with kandor rot. \n'b' Slam (Humanoid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Unnerving Mask (Humanoid Form Only) . When a creature the kandor can see starts its turn within 30 feet, the kandor can create the illusion that it looks its original uncursed body, begging for mercy. If the creature can see the kandor, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its turn. \n'b'\n'b' ABOUT \n'b' This enormously fat fiend looks like it is made up of dozens of arms wrapped around itself. Gutlords are endlessly hungry demons composed of many arms that they continually sprout from their bodies, seeking to stuff their central maw. They are always on the hunt for someone to eat, and the more they eat, the bigger they get, adding more arms to their bulk. They are Beelzebub\xe2\x80\x99s chief enforcers, and regularly patrol the circle to find wiggling gluttonous souls for their master to eat. Their long reach makes them particularly suited to retrieving escapees, even if they occasionally sneak a bite for themselves. \n'b' Kandors come in two forms, the lesser and greater. All are thoroughly mad and exhibit a feral cunning. Their ability to infect others makes them particularly dangerous for non-fiends, and occasionally find their way to the Prime Plane to wreak havoc. Lesser kandor are endlessly hungry fiends harvested from Golus for the express purpose of swallowing souls. This need to consume drives them mad with hunger, a need they can never sate as they ceaselessly try to eat more and more souls to fill their bottomless pits. Greater kandors are smarter than their lesser brethren and aren\xe2\x80\x99t afraid to hide their true nature, switching back and forth as need be to convince their prey that they are harmless. If pushed, they can transform into a terrifying monstrosity with a long, prehensile neck.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Kunekune \n'b' Family: Golite \n'b' Large fiend (golite), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 126 (12d10 + 60) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Perception +6, Stealth +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Proficiency Bonus +4 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Confusing Gaze . When a creature starts its turn within 90 feet of the kunekune and is able to see the kunekune\xe2\x80\x99s face, the kunekune can magically force it to make a DC 13 Charisma saving throw, unless the kunekune is incapacitated . On a failed saving throw, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the kunekune until the start of its next turn, when it can avert its eyes again. If the creature looks at the kunekune in the meantime, it must immediately make the save. \n'b' Contamination . The kunekune emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 17 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this kunekune\xe2\x80\x99s Contamination for 24 hours. \n'b' Fallible Invisibility . The kunekune is invisible . This invisibility can be circumvented by beasts and humanoid children, aged 10 and under. \n'b' Grasping Tendrils . The kunekune can have up to six tendrils at a time. Each tendril can be attacked (AC 15; 10 hit points ; immunity to poison and psychic damage). Destroying a tendril deals no damage to the kunekune, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. \n'b' Mimicry . The kunekune can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Trackless . The kunekune leaves no tracks to indicate where it has been or where it\xe2\x80\x99s headed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kunekune can use its Frightful Presence. It then makes four attacks with its tendrils, uses Reel, and makes one attack with its claw. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tendril . Melee Weapon Attack : +8 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the kunekune can\xe2\x80\x99t use the same tendril on another target. \n'b' Reel . The kunekune pulls each creature grappled by it up to 25 feet straight toward it. \n'b' Frightful Presence . Each creature of the kunekune\xe2\x80\x99s choice that is within 120 feet of the kunekune and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the kunekune\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Teleport (Recharge 5\xe2\x80\x936) . The kunekune teleports to an unoccupied space within 30 feet of it, provided that both the space it\xe2\x80\x99s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. \n'b'\n'b' ABOUT \n'b' This long, slender figure writhes with tentacles that undulate unnaturally, swaying as if in a breeze. Its body is covered in a slick, oily substance that seems to repel light and sound. \n'b' The kunekune demons of Golos, the circle of Gluttony, are the minions of Belial, who enjoys using them as spies. In theory they report to Cerberus, but in practice they are loyal to Belial most of all. Kunekune are relentless in their pursuit of gluttons and will stop at nothing to bring them down. They possess a variety of supernatural abilities, including teleportation. Their presence can drive people mad with fear , making them particularly effective at sowing chaos and discord among their enemies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Muckipede \n'b' Family: Golite \n'b' Gargantuan undead (golite), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 232 (15d20) + 75 Speed 40 ft., climb 40 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +5 Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Multiple Bodies . The muckipede has ten bodies. While it has more than one body, the muckipede has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the muckipede takes 23 or more damage in a single turn, one of its bodies dies. If all its bodies die, the muckipede dies. \n'b' Reactive Heads . For each body the muckipede has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The muckipede makes as many claws attacks as it has bodies. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage and the target is grappled (escape DC 18). \n'b' Assimilate . Melee Weapon Attack : +10 to hit, reach 5 ft., one incapacitated Medium humanoid grappled by the muckipede. Hit : The target takes 55 (10d10) piercing damage. If the piercing damage reduces the target to 0 hit points , the target is stable and absorbed into the muckpede, even after regaining hit points , and is paralyzed while it is part of the muckipede. The muckipede regains 23 hit points for each humanoid absorbed in this fashion. A humanoid can only be removed from the muckipede if it is incapacitated , requiring a DC 15 Medicine check for half of 55 (10d10) piercing damage. If the humanoid survives the damage, it is released from the muckipede. The muckipede loses 23 hit points for every humanoid removed in this fashion. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a muckipede that is Medium or larger is subjected to slashing damage, it splits into two new muckipedes if it has at least 10 hit points . Each new muckipede has hit points equal to half the original muckipede\xe2\x80\x99s, rounded down. New muckipedes are one size smaller than the original muckipede. \n'b'\n'b' ABOUT \n'b' This vile thing is created from ten stitched together corpses, face-to-rear, with the legs removed. Muckipedes are created by Beelizebub for those souls that particularly aggravate him. They ensure the creatures\xe2\x80\x99 torture is exacerbated even more as everything they consume is passed through the muckstuck stitched behind it. Enraged and in constant agony, muckipedes attack everything in an effort to add to its number. Worse, attacks against a muckipede simply create more of them, who have the same need to add to their train of flailing humanoid mouths and limbs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Muckslug \n'b' Family: Golite \n'b' Medium undead (golite), chaotic neutral \n'b' Armor Class 10 Hit Points 51 (6d8 + 24) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Damage Immunities acid, psychic Condition Immunities poisoned Senses darkvision 30 ft., passive Perception 8 Languages understands Common and Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Salt Osmosis . Whenever the slugtongue starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the slugtongue deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slugtongue makes one attack with its claws and uses Spit Slug. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). \n'b' Slug Kiss . A slug launches from the slugtongue at one humanoid that is grappled by the slugtongue, incapacitated , or restrained . The slug latches onto the target\xe2\x80\x99s mouth unless the target succeeds on a DC 10 Dexterity saving throw. The slug is a Tiny fiend with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target\xe2\x80\x99s skin, the slug can be killed by normal means or scraped off using an action (the slugtongue can use this action to launch a scraped-off slug at a humanoid it can see within 10 feet of the slug). Otherwise, the slug enters one of the target\xe2\x80\x99s mouth at the end of the target\xe2\x80\x99s next turn. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per slug infesting it (maximum of 10d6). A slug-infested target dies if it drops to 0 hit points , then rises 10 minutes later as a slugtongue. If a slug-infested creature is targeted by an effect that cures disease or removes a curse, all the slugs infesting it wither away. \n'b'\n'b' ABOUT \n'b' This enormous, slow-moving slug has a human-like skull with two eyes protruding from its sockets and rudimentary arms it uses to pull itself along. Several humanoids flail about helplessly in its transparent body. \n'b' Muckslugs are the alpha predators of Golos. They feed on the slow-moving muckstuck that Cerberus discards, hoovering up anything that moves. Humanoids do not die within a muckslug, but become infected with its eggs, which converts them into slugtongues. \n'b' Much of the work performed by Cerberus\xe2\x80\x99 infernal hierarchy is dedicated to grabbing souls before they are consumed by muckslugs. They are a constant problem that seems to arise spontaneously from the circle\xe2\x80\x99s slime. Slugtongues are humanoids who die inside a muckslug\xe2\x80\x99s body and are driven mad by their continued undead existence. Their tongues become slugs, and they have but one purpose: to spit that slug into another creature\xe2\x80\x99s mouth, thereby spreading their infection to others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Golite, Swine \n'b' Family: Golite \n'b' Medium Fiend, neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 45 (6d8 + 18) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Daylight Sensitivity . While in sunlight, the golite swine has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Keen Smell . The golite swine has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Relentless (Recharges after a Short or Long Rest) . If the golite swine takes 21 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Swamp Camouflage . The swine has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This bloated, grotesque creature has sickly gray skin, and its eyes are sunken and black. Its sharp tusks are stained with blood and bits of rotting flesh. \n'b' The habitat of the golite swine is the muddy swamps of Golos. Golite swine are monstrous creatures that feed on the filth and waste that accumulates in the circle. The putrid waters and rotting vegetation provide ample food sources for the creature. It lives in small groups, and its territory is fiercely defended against other predators in the circle. The pigs are attracted to the scent of the gluttons and can often be found feeding on their decaying bodies. The constant threat of attack from the Cerberus means that golite swine must always be on high alert and ready to flee at a moment\xe2\x80\x99s notice. Despite their obese appearance, the swine are surprisingly agile, able to move quickly through the muck.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Muckslug \n'b' Family: Golite \n'b' Huge fiend (golite), unaligned \n'b' Armor Class 7 (natural armor) Hit Points 138 (12d12 + 60) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 3 (-4) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Damage Immunities acid, psychic Condition Immunities poisoned Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +4 Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The muckslug can move through a space as narrow as 1 inch wide without squeezing. Salt Osmosis. Whenever the muckslug starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the muckslug deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off). \n'b' Slug Slime . The muckslug takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the muckslug\xe2\x80\x99s Engulf and has disadvantage on the saving throw. Creatures inside the muckslug can be seen but have total cover . A creature within 5 feet of the muckslug can take an action to pull a creature or object out of the muckslug. Doing so requires a successful DC 17 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The muckslug can hold two Large creatures or up to eight Medium or smaller creatures inside it at a time. \n'b' Spider Climb . The muckslug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Transparent . Even when the muckslug is in plain sight, it takes a successful DC 15 Wisdom ( Perception ) check to spot a muckslug that has neither moved nor attacked. A creature that tries to enter the muckslug\xe2\x80\x99s space while unaware of the muckslug is surprised by the muckslug. \n'b'\n'b' ACTIONS \n'b'\n'b' Tongue . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 16 (2d10 + 5) plus 9 (2d8) acid damage. Engulf. The muckslug moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the muckslug 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 muckslug. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the muckslug enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the muckslug\xe2\x80\x99s turns. When the muckslug moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the muckslug. A creature that dies from this damage rises as a slugtongue at the end of the mucklug\xe2\x80\x99s next turn. \n'b' Spit Slime (Recharge 5-6) . The muckslug spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 8 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. If the creature fails it save, it is also restrained until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This enormous, slow-moving slug has a human-like skull with two eyes protruding from its sockets and rudimentary arms it uses to pull itself along. Several humanoids flail about helplessly in its transparent body. \n'b' Muckslugs are the alpha predators of Golos. They feed on the slow-moving muckstuck that Cerberus discards, hoovering up anything that moves. Humanoids do not die within a muckslug, but become infected with its eggs, which converts them into slugtongues. \n'b' Much of the work performed by Cerberus\xe2\x80\x99 infernal hierarchy is dedicated to grabbing souls before they are consumed by muckslugs. They are a constant problem that seems to arise spontaneously from the circle\xe2\x80\x99s slime. Slugtongues are humanoids who die inside a muckslug\xe2\x80\x99s body and are driven mad by their continued undead existence. Their tongues become slugs, and they have but one purpose: to spit that slug into another creature\xe2\x80\x99s mouth, thereby spreading their infection to others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork, Apeamaton \n'b' Family: Clockwork \n'b' Huge construct (steel, clockwork), neutral \n'b' Armor Class 21 (natural armor) Hit Points 157 (15d12 + 60) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 18 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +5 Damage Immunities fire, poison Condition Immunities petrified , poisoned Senses darkvision 60 ft. passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +4 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brachiation . As part of a move or dash action, the apaematon can leap up to its movement from one branch, vine, or similar hand-hold to another as long as both of its feet are able to grab hold. Its movement is unaffected by squeezing while brachiating in this fashion. \n'b' Clockwork Engine . When the construct dies, it inflicts 21 (12d6) slashing damage in a 15 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The apeamaton makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Powder Keg . Ranged Weapon Attack : +10 to hit, range 60/120 ft., one target. Hit : 25 (7d6) bludgeoning damage. Powder kegs explode upon impact, requiring a DC 14 Dexterity saving throw for half of 25 (7d6) fire damage within 10 feet of where the keg lands. \n'b'\n'b' ABOUT \n'b' This large metal ape lifts a powder keg over its head! \n'b' Apeamatons are deranged clockwork apes who are positioned atop towers, where they fight ferociously to defend their spot against all intruders. They have a supply of explosive barrels they use to throw at distant opponents, but they are amply suited for melee combat too. \n'b' Apeamatons throw barrels at a distance but resort to their fists to creatures who get close enough to challenge them directly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorao-ka \n'b' Tiny fey (kami), neutral good \n'b' Armor Class 13 (copper coat) Hit Points 17 (5d4 + 5) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 13 (+1) INT: 15 (+2) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 13 Languages Common, Sylvan Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Fool\xe2\x80\x99s Gold . If a creature steals one of the gorao-ka\xe2\x80\x99s money pouches, it loses 1d20 gp each time it finishes a long rest . A creature that steals more than one money pouch deducts an extra 1d20 gp for each additional stolen pouch. This effect ends when the thief freely gives double the amount of money it stole to another creature or organization. A gorao-ka carries 1d10 pouches, each containing 1d20 gp. If the gorao-ka is killed, all the gold in its pouches turns into worthless stones after 1 minute. \n'b' Silver Fountain . When the gorao-ka is reduced to 0 hp , it explodes in a spray of silver pieces. Each creature within 5 feet of the gorao-ka that participated in killing it, such as by attacking it or casting a spell on it, must make a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage. The silver pieces disappear after 1 minute. \n'b'\n'b' Actions \n'b'\n'b' Sack of Coins . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Find a Penny (Recharge 5-6) . The gorao-ka throws a copper piece into a space within 5 feet of it. A creature that is not hostile to the gorao-ka that picks up the copper piece is blessed with good luck. At any point within the next 1 hour, the creature can roll a d6 and add the number rolled to one attack roll, ability check, or saving throw. Alternatively, the bearer of the coin can pass it to another creature of its choice. At any point within the next 8 hours, the new bearer of the coin can roll 2d6 and add the higher result to one attack roll, ability check, or saving throw. \n'b'\n'b' About \n'b' Kami are the small gods of the Winter Isles. Each kami is the spirit of something tangible, be it an ideal, an emotion, or a specific item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. \n'b' Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More important kami may require a magnificent monument as well as some form of grand tribute. \n'b' The wizened, doll-sized woman sits beside a small shrine of bonsai branches. She smiles and reaches into a full pouch, removing a gold coin. She passes the coin with an encouraging nod to the desperate-looking man kneeling before her. \n'b' Small Gods of Substance . Gorao-ka represent small fortunes of both a physical and spiritual nature. Their shrines can be erected anywhere, but they are commonly found in settlements and widely-traveled areas. Larger settlements have multiple shrines, sometimes one or more per neighborhood, each of which is associated with a different gorao-ka. \n'b' Gentle and Benevolent . Gorao-ka have a kind look for every person that crosses their path. Each of them has a burning desire to assist people, and they grieve on the occasions that they can\xe2\x80\x99t. The laws governing their kind forbid them from extending aid to someone that hasn\xe2\x80\x99t made an offering at their shrine, though a gorao-ka accepts almost anything in tribute. \n'b' Thieves\xe2\x80\x99 Bane . Despite their generous natures, gorao-ka have no pity for those who steal from them. Fools who steal from gorao-ka swiftly discover their money inexplicably vanished, and can end up destitute if they don\xe2\x80\x99t make reparations. \n'b' Immortal Spirit Nature . The kami doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goreling \n'b' Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed. \n'b' Small undead , unaligned \n'b' Armor Class 12 Hit Points 11 (2d6 + 4) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Bloodthirsty . If 6 or more gorelings are within 30 feet of one another, they become frenzied and their attacks deal an extra 2 (1d4) necrotic damage. \n'b' Swarming . Up to five gorelings can occupy the same space. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. \n'b'\n'b' Reactions \n'b'\n'b' Multiplying . When a goreling is hit but not reduced to 0 hp , it splits into two new gorelings. Each new goreling has 1 hp , doesn\xe2\x80\x99t have this reaction , and is one size smaller than the original goreling. While fresh gore is preferable when raising gorelings, rotting flesh will suffice, too. These gooey black and green undead creatures smell absolutely awful. Such gorelings have a challenge rating of 1/2 (100 XP) and gain the following trait. \n'b' Putrid Stench . Rotten gorelings emit a terrible, sweet stench. Each creature that starts its turn within 30 feet of the goreling must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls 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 Putrid Stench of all gorelings for the next 24 hours.\n'b'\n'b' About \n'b' Gorelings are a necromancer\xe2\x80\x99s answer when there just isn\xe2\x80\x99t enough flesh around to create a full zombie . During a fight, a chopped off appendage or two can be converted into a handy minion. \n'b' Torturous Hunger . It is said that within each goreling is a fragment of the dead creature\xe2\x80\x99s soul. It seeks out the flesh of living things, desperately trying to make itself whole again. \n'b' Leftover Parts . Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs. The sight of one is unsettling, often even for a necromancer. \n'b' Cannibal Tendencies . If no living flesh is available for a goreling to consume, it will cannibalize another goreling. \n'b' Specimens become larger and larger as they absorb more and more flesh. Thankfully, most decay away to nothing before they get to be too big, but a massive goreling has been mistaken for a flesh golem more than once. \n'b' Undead Nature . The goreling doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgimera \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft., fly 50 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 19 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +9 Skills Perception +11 Senses darkvision 60 ft., passive Perception 21 Languages Draconic Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Draconic Heritage . Roll a d10 and refer to the table below for the color of the gorgimera\xe2\x80\x99s dragon head. \n'b' Flyby . The gorgimera doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Smell . The gorgimera has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charge . If the gorgimera moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b'\n'b' d10 \n'b' Head Color \n'b' Breath Weapon \n'b'\n'b' 1-2 \n'b' Black \n'b' 40-foot-long, 5-foot-wide line of acid \n'b'\n'b' 3-4 \n'b' Blue \n'b' 40-foot-long, 5-foot-wide line of lightning \n'b'\n'b' 5-6 \n'b' Green \n'b' 20-foot cone of poisonous gas \n'b'\n'b' 7-8 \n'b' Red \n'b' 20-foot cone of fire \n'b'\n'b' 9-10 \n'b' White \n'b' 20-foot cone of cold \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gorgimera makes five melee attacks : two with its claws, two bites, and one gore attack . Alternatively, it can use its two breath weapons in place of the bite attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Dragon Breath (Recharge 5-6) . The dragon head exhales its breath based on the results from the table above. Each creature in the area affected must make a DC 18 Dexterity saving throw, taking 31 (7d8) damage on a failed save, of half as much on a successful one. Damage type determined by the table above. \n'b' Gorgon Breath. (Recharge 5-6) . The gorgon head exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or begin to turn to stone and be restrained . The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by a greater restoration spell or other magic. \n'b'\n'b' About \n'b' This hideous creature has leathery dragon wings and three heads; a lion, a dragon, and a gorgon . Its hindquarters are that of a gorgon and its forequarters are that of a great lion. \n'b' A gorgimera is a chimerical creature with the heads of a lion, dragon, and gorgon. It has the hindquarters of a gorgon and the forequarters of a lion. It is a highly territorial predator whose hunting range often covers several square miles around its lair. The creature makes its home inside caves high atop mountains or deep inside caverns. \n'b' A typical lair contains a mated pair and one or two young. A gorgimera\xe2\x80\x99s dragon head can be that of any of the evil dragons (see below). The lion head has no mane, and the scaled gorgon head is a deep navy blue with glowing red eyes. \n'b' A gorgimera prefers to attack from ambush. It usually attacks by biting with its lion head and dragon head, butting with its gorgon head, and slashing with its front leonine paws. In lieu of biting, the dragon head and gorgon head can emit their respective breath weapons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgon \n'b' Family: Gorgon \n'b' Large monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Condition Immunities petrified Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Trampling Charge : If the gorgon 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 gorgon can make one attack with its hooves against it as a bonus action . \n'b'\n'b' Actions \n'b'\n'b' Gore : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Hooves : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Petrifying Breath (Recharge 5-6) : The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained . The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. \n'b'\n'b' About \n'b' This bull-like creature seems to be made of interlocking metallic plates. Faint plumes of green smoke puff from its mouth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Annelidast \n'b' Huge monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft., burrow 30 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +4 Damage Resistances lightning Damage Immunities poison; bludgeoning from nonmagical attacks Condition Immunities poisoned Senses tremorsense 120 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Deep Earth Dweller . The annelidast doesn\xe2\x80\x99t require air. \n'b' Primordial Aura . A creature that starts its turn within 30 feet of the annelidast must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage. A creature that finishes a long rest within 1,000 feet of the annelidast must succeed on a DC 17 Constitution saving throw or develop tumors across its body and become poisoned until the tumors are removed by the greater restoration spell or similar magic. \n'b' Tunneler . The annelidast can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The annelidast makes three Slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (2d12 + 8) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the annelidast. A creature restrained by the annelidast automatically succeeds on this saving throw. \n'b' Crush (Recharge 5\xe2\x80\x936) . The annelidast launches most of its massive bulk into the air and crashes down on the ground in a 20-foot line that is 10 feet wide. It then retracts itself into a space along that line and can occupy the space of one or more Large or smaller creatures. Each creature in the line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (7d12) bludgeoning damage, is forced prone , and is restrained while it shares a space with the annelidast, as it is pinned beneath the annelidast\xe2\x80\x99s body. On a success, a creature takes half the damage, isn\xe2\x80\x99t forced prone , and is pushed out of the annelidast\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice within 5 feet of the annelidast. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 17 Strength check. If the annelidast burrows along the surface of the earth at least 20 feet before using this action, creatures in the line have disadvantage on the saving throw. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Recoil . When the annelidast takes damage, it can make one Slam attack against a creature restrained by it. \n'b'\n'b' ABOUT \n'b' The massive worm erupted from the earth, crushing all near it and scooping up the remains. \n'b' An annelidast is a gigantic worm that slumbers for decades at a time in the bowels of the earth, where the rock itself radiates primordial magic. Over millennia, they have grown lead-plated carapaces to shield themselves from the magic. \n'b' Unique Predation . Each century, an annelidast wakes and travels to the surface to feed. The worm eats through baleen-like teeth that help it filter feed through the earth as it travels underground, but this method of eating requires it to pulverize larger surface prey before consumption. \n'b' Sleeping Plague . The annelidast\xe2\x80\x99s exterior is saturated with the primordial magic of its deep-earth home. When an annelidast nears waking, it burrows toward the surface in a dreamlike state, following vibrations in the earth made by living creatures. As it lies just beneath the surface rousing from its slumber, the primordial magic infusing it radiates outward and sickens creatures living there, making them easier prey when it fully wakes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgon, Dis-Corrupted \n'b' Family: Gorgon \n'b' Large monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 126 (12d10 + 60) \n'b' Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 20 (+5) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Condition Immunities petrified \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regressing Blows (1/Turn) . A creature hit by a melee attack from the Dis-corrupted gorgon must succeed on a DC 15 Intelligence saving throw or revert to increasing ignorance. The target\xe2\x80\x99s Intelligence, Wisdom, and Charisma scores are each reduced by 2. This reduction is cumulative but cannot reduce any of the target\xe2\x80\x99s scores to less than 3. This reduction lasts until the target finishes a short rest or benefits from a greater restoration spell or similar magic. \n'b' Trampling Charge . If the gorgon 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 gorgon can make one attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Petrifying Breath (Recharge 5-6) . The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. \n'b'\n'b' ABOUT \n'b' Mutations and regression to brute, animalistic states afflict all creatures in an area that the Dis legion controls. Intelligent creatures feel their thoughts becoming muddled, social order breaks down, and bestial violence becomes the only rule victims of Dis corruption can understand. While highly intellectual creatures might resist this corruption for a time, creatures that are already prone to aggression and brute violence find their abilities magnified by this devolution.\n'b'\n'b'\n'b' Dis Corruption \n'b' Dis corruption grants the Regressing Blows trait. \n'b' Regressing Blows (1/Turn) . A creature hit by a melee attack from the corrupted creature must succeed on an Intelligence saving throw or suffer increasing ignorance. The target\xe2\x80\x99s Intelligence, Wisdom, and Charisma scores are each reduced by 2. This reduction is cumulative but cannot reduce any of the target\xe2\x80\x99s scores to less than 3. This reduction lasts until the target finishes a short rest or it is the target of a greater restoration spell or similar magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgon, High \n'b' Family: Gorgon \n'b' Medium aberration (titanspawn), lawful evil \n'b' Armor Class 16 (with mage armor ) Hit Points 123 (13d8 + 65) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 20 (+5) INT: 15 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Deception +8, Perception +6 Damage Resistances cold, necrotic, psychic Damage Immunities poison Condition Immunities paralyzed , poisoned Senses darkvision 60 ft.; passive Perception 16 Languages Gorgon , Titan Speech, plus any two other tongues Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The high gorgon has advantage on saving throws against spells and other magical effects. \n'b' Serpentine Ancestry . Magic can\xe2\x80\x99t put the high gorgon to sleep. \n'b' Spellcasting . The high gorgon is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, or +8 to hit with spell attacks). The gorgon knows the following sorcerer and warlock spells:\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , minor illusion , prestidigitation \n'b' 1st level (4/day) : charm person , hexing eye, mage armor , magic missile \n'b' 2nd level (3/day) : alter self , enthrall , rend the sovereign soul* \n'b' 3rd level (3/day) : clairvoyance , fear , fly \n'b' 4th level (3/day) : binding aura*, dominate beast \n'b' 5th level (2/day) : dominate person \n'b' 6th level (1/day) : mass suggestion \n'b'\n'b' Actions \n'b' Multiattack . The high gorgon makes two scimitar attacks and one Serpents attack . \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) poison damage. \n'b' Serpents . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 21 (6d6) poison damage. \n'b' About \n'b' One of the most twisted legacies the titans left behind are the gorgons. There are actually two varieties of gorgons in the Scarred Lands: the bestial low gorgon, and the humanoid high gorgon. Although they seem as different as humans are from lions, both varieties of gorgon are actually aberrations, and repulsively, they are also completely inter-fertile \xe2\x80\x93 the males of either species can fertilize females of either kind. In either case, they lay clutches of up half a dozen eggs, one in five of which typically hatches into a high gorgon, while the rest become low gorgons. \n'b' A high gorgon looks like a hairless human with faintly elfin features, yet there is something indeterminably cold about its behavior. Within the smooth flesh of its abdomen lies a twisting mass of proboscises or tentacles shaped like fanged serpents. The gorgon can reveal these appendages via a bizarre muscled orifice, a barely discernible vertical slash like a tightlipped mouth. When revealed, these serpentine appendages lash out through the wet crimson gap, their fangs dripping with venom. \n'b' High gorgons have their own unique tongue, derived from Titan Speech, which they keep secret from all others except their low gorgon brethren. \n'b' High gorgons don\xe2\x80\x99t have a proper culture of their own, really; they imitate human society as best they can. Within human society, high gorgons often pose as members of obscure human cults, which seek to convince adherents to grant a little more indulgence to their sect\xe2\x80\x99s unusual customs. They have no real allies among the other races, but they have been known to hire or cooperate with various goblins, werewolves, and even Unredeemed asaatthi. \n'b' High gorgons gather in small cabals to exchange information and magic, and they particularly prize any rumors that might lead to another piece of their god\xe2\x80\x99s dissevered remains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgon, Low \n'b' Family: Gorgon \n'b' Large aberration (titanspawn), neutral evil\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 22 (+6) INT: 6 (-2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 126 (11d10 + 66) Speed 40 ft., swim 30 ft. Skills Perception +4 Damage Resistances acid, cold, psychic Damage Immunities poison Condition Immunities paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Gorgon, Titan Speech (can\xe2\x80\x99t speak) Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Keen Smell . The low gorgon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The low gorgon has advantage on saving throws against spells and other magical effects.\n'b'\n'b' Serpentine Ancestry. Magic can\xe2\x80\x99t put the low gorgon to sleep. \n'b'\n'b' Actions \n'b' Multiattack . The low gorgon makes four attacks: a bite, two claws, and a tail slam. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 13 (3d8) acid damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Tail Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Tactics \n'b' Low gorgons will vigorously defend high gorgons, attacking any enemies relentlessly. They have no particular strategy other than to kill all threats. At least their presence is a warning to others: if you see low gorgons patrolling an area, you can be sure that a high gorgon is near. \n'b' Description \n'b' There are actually two varieties of gorgons in the Scarred Lands: the bestial low gorgon, and the humanoid high gorgon. Although they seem as different as humans are from lions, both varieties of gorgon are actually aberrations, and repulsively, they are also completely interfertile \xe2\x80\x93 the males of either species can fertilize females of either kind. In either case, they lay clutches of up half a dozen eggs, one in five of which typically hatches into a high gorgon, while the rest become low gorgons. \n'b' It seems impossible that the bestial low gorgons are related to their humanoid-seeming cousins, but that\xe2\x80\x99s exactly the case. Where the high gorgons are intelligent and subtle, low gorgons are relentless and savage. \n'b' A low gorgon looks like a reptilian version of a lion, with a mass of writhing tentacles or snaky tendrils where a lion\xe2\x80\x99s mane would be. Its dark-green scales are thick, almost metallic, and its long, flexible tail ends in a bony knob, much like a great mace. \n'b' Dull, Yet Trainable . Low gorgons are rather more common than high gorgons, but they still tend to avoid civilization unless their kin imported them. A few people have managed to train low gorgons as watch-beasts by raising them from the egg, but the vicious, cunning creatures have to be monitored carefully at all times lest they turn on their masters at the first opportunity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gorgon, High \n'b' Medium aberration (titanspawn), lawful evil\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 20 (+5) INT: 15 (+2) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (with mage armor ) Hit Points 123 (13d8 + 65) Speed 30 ft. Skills Arcana +6, Deception +8, Perception +6 Damage Resistances cold, necrotic, psychic Damage Immunities poison Condition Immunities paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Gorgon, Titan Speech, plus any two other tongues Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The high gorgon has advantage on saving throws against spells and other magical effects. \n'b' Serpentine Ancestry . Magic can\xe2\x80\x99t put the high gorgon to sleep. \n'b' Spellcasting . The high gorgon is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, or +8 to hit with spell attacks). The gorgon knows the following sorcerer and warlock spells:\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , minor illusion , prestidigitation \n'b' 1st level (4/day) : charm person , hexing eye, mage armor , magic missile \n'b' 2nd level (3/day) : alter self , enthrall , rend the sovereign soul \n'b' 3rd level (3/day) : clairvoyance , fear , fly \n'b' 4th level (3/day) : binding aura, dominate beast \n'b' 5th level (2/day) : dominate person \n'b' 6th level (1/day) : mass suggestion \n'b'\n'b' Actions \n'b' Multiattack . The high gorgon makes two scimitar attacks and one Serpents attack. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) poison damage. \n'b' Serpents . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 21 (6d6) poison damage. \n'b' Tactics \n'b' High gorgons rarely fight directly, preferring to use their servants and low gorgons instead. However, they are capable warriors, using their spells and scimitar to great effect. Once the gorgon has the upper hand, it will not be afraid to reveal the serpents within, as it is certain that no one will survive the fight to report that they are more than what they seem. \n'b' Description \n'b' A high gorgon looks like a hairless human with faintly elfin features, yet there is something indeterminably cold about its behavior. Within the smooth flesh of its abdomen lies a twisting mass of proboscises or tentacles shaped like fanged serpents. The gorgon can reveal these appendages via a bizarre muscled orifice, a barely discernible vertical slash like a tight-lipped mouth. When revealed, these serpentine appendages lash out through the wet crimson gap, their fangs dripping with venom. High gorgons have their own unique tongue, derived from Titan Speech, which they keep secret from all others except their low gorgon brethren. \n'b' Talented Deceivers . High gorgons don\xe2\x80\x99t have a proper culture of their own, really; they imitate human society as best they can. Within human society, high gorgons often pose as members of obscure human cults, which seek to convince adherents to grant a little more indulgence to their sect\xe2\x80\x99s unusual customs. They have no real allies among the other races, but they have been known to hire or cooperate with various goblins, werewolves, and even Unredeemed asaatthi.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gourd Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 12 Hit Points 13 (2d6+6) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 12 Languages Druidic, Sylvan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gourd Speech . Gourd leshies can communicate with grounds, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Keepsake . Gourd leshys can pop off the top of their heads and store a single object such as a dagger or potion inside. While within the leshy\xe2\x80\x99s head, the item is warded by nondetection . In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) Hit Points , and gourds quickly infests the area. If the terrain can support the growth of gourds, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Seed . Ranged Weapon Attack : +4 to hit, range 10 ft/30 ft., one target. Hit : 1 bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is restrained by vines for 1 minute. A creature may use an action to make a new saving throw; on a success, the creature is no longer restrained . \n'b' Slam . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is restrained by vines for 1 minute. A creature may use an action to make a new saving throw; on a success, the creature is no longer restrained . \n'b'\n'b' ABOUT \n'b' Superstition and love of rituals run deep in gourd leshys. \n'b' They do their best to exactly reproduce what worked before with every trivial activity, and change seemingly random details when attempting tasks they previously failed. Gourd leshys collect random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coins. Credulous to a fault, gourd leshys believe nearly anything they hear from those they trust. However, their admittedly hollow heads still hold memories, and a gourd leshy betrayed rarely forgets. \n'b' As gourd leshys aren\xe2\x80\x99t particularly strong, they often fight dirty. One favorite trick is to wait for an enemy to come within striking distance while in gourd form so that they can assume their true form and make a sneak attack in the same round. \n'b' Growing a Gourd Leshy . Gourd leshys grow best in small vegetable patches or in sunny meadows. Carving eyes and a mouth into a growing gourd leshy\xe2\x80\x99s \xe2\x80\x9cface\xe2\x80\x9d is an important part of the growth ritual, for neglecting to do this robs the gourd leshy of its ability to see or speak. The exact nature and appearance of a gourd leshy\xe2\x80\x99s features can vary wildly between individuals. Creating it requires 500 gp of materials, a DC 11 Nature check, and casting entangle , mending , a n d plant growth . \n'b' Growing a Leshy \n'b' The process of growing a leshy has some similarities to making a construct. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process. \n'b' Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy\xe2\x80\x99s transformation from a normal plant into a sentient one\xe2\x80\x94the cost of these components varies according to the leshy but is never less than 1,000 gp. The cultivator must make a successful Nature check; the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew. \n'b' If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy\xe2\x80\x99s cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual\xe2\x80\x99s climax, there\xe2\x80\x99s a flat 50% chance that the attempt to create a leshy succeeds\xe2\x80\x94if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM\xe2\x80\x99s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure. If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies. \n'b' Plant creatures are particularly adept at growing leshys, gaining advantage on their Nature checks to create them and reducing the time required to grow the leshy by 50% and the cost by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success. At the GM\xe2\x80\x99s option, leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,000 gp to the cost of creating the leshy, increases the DC of the Nature check by 2, and requires an additional 2 weeks of growth. \n'b' Attempts to create leshys larger than Small always fail\xe2\x80\x94the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child. \n'b' Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds. \n'b' Ready to Fight . Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. \n'b' While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature\xe2\x80\x94an illusion that the similarity between a flytrap leshy\xe2\x80\x99s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. \n'b' Growing a Flytrap Leshy . A flytrap leshy is usually grown in swampy or marshy terrain. A flytrap leshy will only emerge if it is given a small pile of freshly killed insects to eat. Creating it requires 3,000 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and thorn whip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork, Axeamaton \n'b' Family: Clockwork \n'b' Large construct (bronze, clockwork), neutral \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 11 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Siege Monster . The axeamaton deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Halberd . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' A clockwork statue of an elven warrior with a wicked poleaxe in its hands systematically chops down all the vegetation in its path. \n'b' Axeamatons are sent in by inventors to clear an area of foliage. This can have devastating consequences on the environment, as axeamatons don\xe2\x80\x99t distinguish between trees or other types of vegetation. Since they never tire, they will endlessly hack a path away until forests are barren wastelands. Left unchecked and without direction, axeamatons can deforest entire regions. \n'b' In combat, axeamatons focus on plant creatures first, but will defend themselves if necessary, resuming their task as soon as the threat stops.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'G\xc3\xb8gelid \n'b' Medium undead , unaligned \n'b' Bluish mist forms into the shape of a purple-fleshed dog. Its long red tongue loll out of a viciously fanged mouth beneath two blank, ovoid eyes. \n'b' Armor Class 12 Hit Points 39 (6d8 +12) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Survival +4 Damage Vulnerabilities radiant; bludgeoning Damage Resistances necrotic, piercing, slashing Damage Immunity poison Condition Immunities petrified , poisoned Senses darkvision 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Ethereal Hop . The g\xc3\xb8gelid may use its action to enter the Ethereal Plane from the Material Plane. It is visible on the Material Plane while it is in the Border Ethereal, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. The g\xc3\xb8gelid may spend 1d4+1 consecutive rounds in the Ethereal Plane, before it is shunted back to the material plane. The g\xc3\xb8gelid may return to the Material Plane as a bonus action. \n'b' Ethereal Jaws . The g\xc3\xb8gelid\xe2\x80\x99s bite attack is suffused with the substance of ether. It is treated as a magical attack . \n'b' Undead Tracker . The g\xc3\xb8gelid may track creatures like ghosts even while they are in the Ethereal Plane as though they were moving on the Material Plane. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b' About \n'b' G\xc3\xb8gelid are typically found with or near d\xc3\xb8delig , usually coexisting peacefully and helping the undead halflings find their buried kin in the underworld. Where the g\xc3\xb8gelid originally come from remains unknown. Though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret. This has never diminished their relationship with d\xc3\xb8delig , who happily accept the four-legged creatures into their families. Once part of a home, g\xc3\xb8gelid are fiercely territorial of both the building and its inhabitants, but otherwise they are generally quite friendly and curious. \n'b' A g\xc3\xb8gelid is roughly the size of a very large dog, standing on its hind legs at a height of about 5 ft., and weighs as much as 110 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grabbit \n'b' Large fey , neutral evil \n'b' Armor Class 14 Hit Points 66 (7d10 + 28) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 90 ft., passive Perception 13 Languages Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The grabbit\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : knock \n'b' 3/day each : invisibility \n'b' Magic Resistance . The grabbit has advantage on saving throws against spells and other magical effects. \n'b' Standing Leap . The grabbit\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grabbit makes two attacks: only one of which can be a bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage and the target grappled (escape DC 14). \n'b'\n'b' ABOUT \n'b' Several people have gone missing from an isolated village in the hills. The only clues are large rabbit-like footprints in the mud. An elder says she believes a grabbit is at work. The giant purple fey are a sight to behold, however many folks don\xe2\x80\x99t believe the stories about them. \n'b' Kidnapping Rabbits . These foul fey are infamous for kidnapping people from rural areas. They are often hired by witches, hags, necromancers, and other evildoers. \n'b' Disappearing Act . The grabbit is able to get around by using its ability to turn invisible . Many villagers question their vision when they see the giant purple rabbit suddenly appear in front of them. \n'b' Feared Fey . Other fey aren\xe2\x80\x99t fond of these cowardly scoundrels. The Seelie Court sends out fey rangers to hunt them down when they\xe2\x80\x99re spotted. At times, the trackers will follow grabbits into the ordinary world.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Graknork \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 20 (natural armor) Hit Points 201 (13d20 + 65) Speed 50 ft., swim 30 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 21 (+5) INT: 5 (-3) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Senses darkvision 90 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Keen Sight . The graknork has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 23 (3d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) slashing damage. \n'b' Eye Ray . Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 17 (5d6) cold damage. \n'b' Freezing Eye (Recharge 5-6) . The graknork\xe2\x80\x99s blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage. \n'b'\n'b' About \n'b' Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light. \n'b' Terror of the North . The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world. \n'b' Great Blue Eye . While the graknork\xe2\x80\x99s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork\xe2\x80\x99s central eye is a fearsome weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grandfather Araganaqlta\xe2\x80\x99a \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 300 (24d12+144) \n'b' Speed 25 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 23 (+6) INT: 20 (+5) WIS: 19 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +11, Wis +9, Cha +6 \n'b' Skills Athletics +12, History +10, Nature +10, Perception +14, Persuasion +11, Sense Motive +14 \n'b' Condition Immunities charmed , paralyzed , poisoned , prone , stunned \n'b' Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 24 \n'b' Languages Common, Sylvan, telepathy 120 ft. \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If Grandfather Araganaqlta\xe2\x80\x99a fails a saving throw, he can choose to succeed again. \n'b' Magic Resistance . Grandfather Araganaqlta\xe2\x80\x99a has advantage on saving throws against spells and other magical effects. \n'b' Shapechange . Grandfather Araganaqlta\xe2\x80\x99a magically polymorphs into a humanoid or reptile beast that has a Challenge no higher than his own, or back into his true form. He reverts to his true form if he dies. In a new form, Grandfather Araganaqlta\xe2\x80\x99a retains his alignment, hit points , hit dice, ability to speak, proficiencies, Legendary Resistance , and Intelligence , Wisdom , and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' Snake Loyalty . Any snake within 1 mile of Grandfather Araganaqlta\xe2\x80\x99a is considered to be charmed . As an action, the Grandfather Araganaqlta\xe2\x80\x99a can summon snakes or snake swarms. The called snakes arrive within 1 round, and act as allies of the Grandfather Araganaqlta\xe2\x80\x99a, obeying his telepathic commands. The combined total of snakes summoned can be up to Challenge 15. Snakes summoned this way remain until they die or are dismissed as a bonus action. \n'b' Spikes . Whenever the araganaqlta\xe2\x80\x99a is struck in melee, the attacker takes 3 (1d6) piercing damage. A creature that ends its turn grappled by the araganaqlta\xe2\x80\x99a takes 7 (2d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Grandfather Araganaqlta\xe2\x80\x99a makes three attacks: one with his bite and two with his tail hook. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 34 (6d8 + 7) piercing damage and the target must make a DC 20 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Fiends that are resistant or immune to poison take radiant damage instead. \n'b' Tail Hook . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 21 (4d6 + 7) piercing damage. Grandfather Araganaqlta\xe2\x80\x99a can choose to deal half damage and grapple the target (escape DC 20). \n'b'\n'b' LEGENDARY ACTIONS \n'b' Grandfather Araganaqlta\xe2\x80\x99a 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. Grandfather Araganaqlta\xe2\x80\x99a regains spent legendary actions at the start of his turn. \n'b'\n'b' Tail Attack . Grandfather Araganaqlta\xe2\x80\x99a makes a tail hook attack . \n'b' Move and Bite (Costs 2 Actions) . Grandfather Araganaqlta\xe2\x80\x99a moves up to his speed and bite. \n'b' Command Snakes (Costs 3 Actions) . Grandfather Araganaqlta\xe2\x80\x99a commands all snakes within 100 feet to attack . Any snake or snake swarm in this radius must use its reaction if able to make an immediate attack against one enemy of Grandfather Araganaqlta\xe2\x80\x99a within the snake\xe2\x80\x99s reach. \n'b'\n'b' ABOUT \n'b' These massive snakes can be found in nearly any environment, but they best love deep caves and dark forested rivers. The araganaqlta\xe2\x80\x99a is brightly colored in a riot of hues, with ridges of bright red sawtoothed spikes running along each of its flanks and a double-hooked claw at the tip of its tail. These clever shapeshifters often walk amongst mortals in humanoid guise, almost always elegantly dressed as befits their station. They see themselves as the rulers of all snakes and serpentine creatures, and they expect deference if not obedience from those to whom they reveal their true nature. The enjoy conversation and interaction with humanoids, who possess a cleverness that is often missing in their relations with snakes and other beasts of the field. They enjoy rewarding those that please or entertain them with worthy and memorable connections, but they are quick to punish desecrators of nature and any who persecute snakes. In its natural form the araganaqlta\xe2\x80\x99a is over 30 feet long and weighs over 700 pounds. \n'b' Grandfather Ara?anaqlta\xe2\x80\x99a . None but the araganaqlta\xe2\x80\x99a themselves know whether the creature (or creatures) called Grandfather Araganaqlta\xe2\x80\x99a is actually a unique creature or merely an honorific granted to the eldest, wisest, and most powerful of their kind. They may be primordial scions of some elder being or a material embodiment of the spiritual essence of snakes. What is certain is that any creature bearing the title of Grandfather Araganaqlta\xe2\x80\x99a has command of virtually every snake within his domain and often have either created or attracted many new species of snakes unobserved anywhere else. \n'b' While some fear the giant snake entity, Grandfather Araganaqlta\xe2\x80\x99a is both intelligent and benevolent, sometimes entertaining guests who do not draw his ire, conversing with them and asking news of the outside world. Grandfather Araganaqlta\xe2\x80\x99a rarely acts on the affairs of mortals but has been known to do so when the stakes are high enough.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grave Behemoth \n'b' Huge undead , neutral evil \n'b' Armor Class 9 Hit Points 210 (20d12 + 80) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 19 (+4) INT: 13 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con+8, Wis+4 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Fleshbag . The behemoth starts with two arms and two legs. If it loses one arm, it can\xe2\x80\x99t multiattack. If it loses both arms, it can\xe2\x80\x99t slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone . If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can\xe2\x80\x99t benefit from bonuses to speed. \n'b' Flesh Wound . At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound. \n'b' Turning Defiance . The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b' Zombie Keeper . Zombies created by a grave behemoth\xe2\x80\x99s Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth\xe2\x80\x99s initiative . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The grave behemoth makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Gorge . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage. \n'b' Hurl Flesh (Recharge 5-6) . The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn\xe2\x80\x99t covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth\xe2\x80\x99s control have advantage on attack rolls against creatures covered in a grave behemoth\xe2\x80\x99s slime. \n'b'\n'b' About \n'b' A massive giant reeking of rotting flesh shambles forward. Its rubbery skin constantly ripples as if living things are trapped underneath. \n'b' Weapon Against Giants . In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. \n'b' The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside. \n'b' Out of Many, One . A grave behemoth is more than the sum of its grisly parts. The dark ritual forms a hive mind between the behemoth and its zombie tenants, which act as an extension of the behemoth\xe2\x80\x99s will. \n'b' Undead Nature . A grave behemoth doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Anointed King \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 187 (22d8 + 88) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 16 (+3) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +10, Religion +10 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the anointed king fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The anointed king has advantage on saving throws against spells and other magical effects. \n'b' Rejuvenation . A destroyed anointed king gains a new body in 24 hours, if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the anointed king\xe2\x80\x99s heart. \n'b' Spellcasting . The anointed king is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The anointed king has the following cleric spells prepared: \n'b' Cantrips : resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , inflict wounds , shield of faith \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic \n'b' 4th level (3 slots) : divination , guardian of faith \n'b' 5th level (3 slots) : contagion , insect plague \n'b' 6th level (1 slot) : create undead , harm \n'b' 7th level (1 slot) : divine word \n'b' 8th level (1 slot) : control weather \n'b' 9th level (1 slot) : gate \n'b' Turn Resistance . The anointed king has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Multiattack . The anointed king can use its Dreadful Glare. It then makes two attacks with its Cursed Fist or casts a spell with a casting time of an action. \n'b' Cursed Fist . Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage, plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw, or be cursed with the pharaoh\xc2\x92s curse. The cursed target can\xe2\x80\x99t regain hit points , and its hit point maximum decreases by 14 (4d6) for every 24 hours that elapse. If the curse reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell, or other magic. If the target is also cursed with mummy rot, the pharaoh\xc2\x92s curse replaces the effects of mummy rot. \n'b' Dreadful Glare . The anointed king targets one creature it can see within 60 feet of it. If the target can see the anointed king, it must succeed on a DC 18 Wisdom saving throw against this magic, or become frightened until the end of the anointed king\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 23 or less for the next 24 hours. \n'b' Legendary Actions \n'b' The anointed king 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 anointed king regains spent legendary actions at the start of its turn. \n'b' Attack . The anointed king makes one attack with its cursed fist or uses its Dreadful Glare. \n'b' Baleful Proclamation (Costs 2 Actions) . The anointed king utters a proclamation of its divine right. Creatures, other than undead , within 30 feet of the anointed king, that can hear this magical utterance must succeed on a DC 19 Charisma saving throw, or be frightened until the end of the anointed king\xe2\x80\x99s next turn. \n'b' Divine Bolster (Costs 2 Actions) . The anointed king commands its followers to redouble their efforts. Allies within 30 feet of the anointed king, that can hear it, regain 9 (2d8) hit points . \n'b' Swarming Advance (Costs 2 Actions) . The anointed king\xe2\x80\x99s form dissolves into a mass of scarabs which surge forward in a line that is 10 feet wide and up to 40 feet long. Each creature in the area must succeed on a DC 19 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. The anointed king then reconstitutes from the scarabs at the opposite end of the line.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grave Protector \n'b' Large construct , lawful good \n'b' Armor Class 16 (stone armor) Hit Points 63 (6d10 + 30) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +5 Damage Resistances force, necrotic, poison Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned , stunned Senses blindsight 60 ft. (blind beyond this radius) Languages Celestial Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The grave protector has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Magic Immunity . The grave protector can choose to be immune to the effects of a necromancy spell. \n'b' Grave Sense . The grave protector can sense everything within the area it is ordered to protect. It knows how many creatures are present in a 500-foot radius centered on itself. Additionally, it perfectly perceives creatures in a 120-foot radius centered on itself, even those who are hiding or invisible as long as both are within the grave. The grave protector cannot leave the grave it protects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grave protector makes two marble greatsword attacks. \n'b' Marble Greatsword . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This intelligent celestial construct is created to protect the graves of those who walked the path of the good in life. It is intelligent, infused with radiant energies to counter evil magic, and armed with a greatsword to obliterate enemies of the good. \n'b' Divine Construct . A grave protector strictly follows its orders to protect the graves of the good; a purpose for which it is created. A grave protector is one of the most dangerous foes graverobbers and necromancers can encounter, especially since they do not require air, food, drink, or sleep. However, it can negotiate with creatures that have good intentions. \n'b' No Mercy for the Wicked . A grave protector does not show any sign of mercy to evil. It strikes the weakest enemy first, and then tries to annihilate spellcasters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gravebound \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 99 (18d8 + 18) \n'b' Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tied to the Grave . A gravebound can\xe2\x80\x99t venture more than 1,000 feet from the spot where its body is buried. \n'b' Vulnerable to Consecration . Whenever a gravebound starts its turn within the area of a hallow effect or a magic circle , it must succeeed at a DC 15 Constitution saving throw or be stunned until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gravebound makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw or become diseased. A creature diseased in this way is considered to have a Charisma score of 1, and has disadvantage on Charisma checks and saving throws. The diseased creature must make another Constitution saving throw at the end of each long rest, noting failures and successes. Three accumulated successes ends the diease, while three accumulated failures sends the creature into a weeklong coma, after which they awaken with their Charisma score restored. \n'b' Dig Grave . The gravebound can open up a 10 foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17 Dexterity saving throw, falling in the pit on a failure. The pit remains for 1 hour unless filled. \n'b'\n'b' REACTIONS \n'b'\n'b' Bury Alive . The gravebound can bury a creature that has fallen into a pit that the gravebound created. Any creatures restrained inside of the pit are buried, and begin to suffocate (see suffocation in the SRD). A restrained creature can use their action to attempt to break free with a Strength ( Athletics ) or Dexterity ( Acrobatics ) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a Strength ( Athletics ) check with a DC of 16.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Graven Guardian, A\xe2\x80\x99an \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 102 (12d8+48) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Language \xe2\x80\x93 \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Faith Bound . The graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian. \n'b' Innate Spellcasting : The graven guardian\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The graven guardian can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : command Lawful Weapons. The graven guardian deals an extra 1d6 damage against chaotic creatures. \n'b'\n'b' Magic Weapons . The graven guardian deals an extra 2d6 damage with its critical hit if it rolls a 20 on its attack roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The graven guardian makes three sickle or flail (using its balance scales) attacks in any combination. \n'b' Flail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b' Sickle . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' Tangling Trip . If the graven guardian hits a Medium or smaller creature with both its flail and sickle in the same round, as a bonus action it can make a Strength ( Athletics ) check to Shove that creature, knocking it prone if successful. \n'b'\n'b' About \n'b' Graven guardians are human -sized constructs of clay, stone, wood, or similar materials, crafted and painted to resemble a deity or a deity\xe2\x80\x99s favored servants. When not in motion, a graven guardian appears identical to a temple or crypt\xe2\x80\x99s statue, but while active, graven guardians look extremely lifelike. \n'b' Faithful Guardians . Graven guardians are inexorably tied to a specific deity\xe2\x80\x99s faith. While unintelligent and thus lacking any real personality, a graven guardian has the ability to recognize fellow worshipers or minions of its deity and does not treat them as enemies unless they first attack . This recognition does not extend so far as to allow these worshipers (or those cunningly disguised as worshipers) to give a graven guardian new orders. As with all constructs, a graven guardian follows only the orders of its creator.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Graven Guardian, Greater \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 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 Resistances acid, cold, fire 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 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' Faith Bound . The golem cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the golem is dedicated unless that creature first attacks the golem . These particle golems are dedicated to The Blessed Tesseract. \n'b' Favoured Weapons . The golem \xe2\x80\x98s weapon attacks are magical. In addition, if it is wielding the favoured weapon of the deity, it is dedicated to the weapon is +2 and scores critical hits on a 19 or 20 (included in the spear 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 golem makes two keen spear attacks. \n'b' Keen Spear . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing. This weapon scores a critical hit on a 19 or 20. \n'b' Haste (3/Day) . The golem hastes itself (as the haste spell) or another golem of the same faith. Rest Eternal. The golem may place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a DC 15 Charisma ability check. Rest eternal cannot be dispelled, but it can be negated with remove curse or an 8th-level dispel magic .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork, Cablespinner \n'b' Family: Clockwork \n'b' Large construct (iron, clockwork), unaligned \n'b' Armor Class 22 (natural armor) Hit Points 52 (8d10 + 8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the construct dies, it inflicts 20 (6d6) slashing damage in a 10 ft. radius. Creatures in the radius can make a DC 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Extraordinary Leap . The distance of the cablespinner\xe2\x80\x99s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. \n'b' Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b' Spider Climb . The cablespinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. Antifungal Spray (Recharge 5-6). The cablespinner exhales antifungal foam in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Undead and constructs are unaffected, and plants have disadvantage on the saving throw. A plant that fails its save takes maximum damage. \n'b' Net Cannon . Ranged Weapon Attack : +6 to hit, range 5/15 ft., one target, size Large or smaller. Hit : the target is restrained . A mechanism within the cablespinner\xe2\x80\x99s chest can fire a chain net with a 20-foot trailing cable anchored within the cablespinner chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 20 Strength check or by dealing 10 slashing damage to the net. The cablespinner can fire up to four nets before it must be reloaded. \n'b' Reel . The cablespinner pulls each creature each creature restrained by its net up to 20 feet straight toward it. \n'b'\n'b' ABOUT \n'b' This large mechanical spider trails a cable made of chains from its abdomen. \n'b' Cablespinners are mindless automatons dedicated to capturing humanoids. Any living moving creature is attacked. It jumps to close the distance, then fires its net cannon, and then bites any creature captured in its net. It repeats this process until every visible prey stops moving or it runs out of nets, whereupon it spends an action to reload.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Graven Guardian, Moon \n'b' Medium construct , unaligned \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 102 (12d8+48) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Language \xe2\x80\x93 \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Faith Bound . The graven guardian cannot attack any creature that openly wears or displays the holy or unholy symbol of the deity to which the graven guardian is dedicated unless that creature first attacks the graven guardian. \n'b' Innate Spellcasting : The graven guardian\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The graven guardian can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day each : etherealness (is still perceptible as a shadow , cannot enter areas of bright light) \n'b'\n'b' Magic Weapons : The graven guardian deals an extra 2d6 damage with its critical hit if it rolls a 20 on its attack roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The graven guardian makes three bludgeoning attacks with its mirror. \n'b' Mirror . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b'\n'b' Reactions \n'b'\n'b' Spell Mirror (Recharge 6) . When the graven guardian is targeted with a spell, as a reaction it cast dispel magic ; if that spell would be dispelled, the graven guardian is unaffected and the spell is reflected back to target its caster instead. It cannot use this reaction against area effects or effects with a range of touch. \n'b'\n'b' About \n'b' Graven guardians are human -sized constructs of clay, stone, wood, or similar materials, crafted and painted to resemble a deity or a deity\xe2\x80\x99s favored servants. When not in motion, a graven guardian appears identical to a temple or crypt\xe2\x80\x99s statue, but while active, graven guardians look extremely lifelike. \n'b' Faithful Guardians . Graven guardians are inexorably tied to a specific deity\xe2\x80\x99s faith. While unintelligent and thus lacking any real personality, a graven guardian has the ability to recognize fellow worshipers or minions of its deity and does not treat them as enemies unless they first attack . This recognition does not extend so far as to allow these worshipers (or those cunningly disguised as worshipers) to give a graven guardian new orders. As with all constructs, a graven guardian follows only the orders of its creator.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gravestone Dryad \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8+48) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +7, Dex +7 Skills Deception +7, Perception +6, Stealth +7 Damage Immunities necrotic, poison Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 16 Languages Common, Elven, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Grave Meld . A gravestone dryad can meld with a grave, similar to how the spell meld into stone functions, though the grave need only be half the size of the gravestone dryad . The gravestone dryad can remain melded with a grave as long as it wishes. \n'b' Innate Spellcasting : The grave dryad\xe2\x80\x99s spell casting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : charm person , entangle , fog cloud \n'b' 1/day each : animate dead , suggestion \n'b'\n'b' Magic Resistance . The gravestone dryad has advantage on saving throws against spells and other magical effects. \n'b' Speak With Undead . The gravestone dryad can communicate with any undead as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gravestone dryad makes 4 claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 3 (1d6) necrotic damage. \n'b' Entomb (3/Day) . A gravestone dryad can entomb a living being within 100 feet in a hard-packed dirt coffin set in a shallow grave. A creature must succeed a DC 14 Dexterity saving throw to avoid this effect. The victim is restrained and it has no air so must hold its breath to avoid suffocating. It can escape the grave by making a DC 14 Strength saving throw as an action or destroying the coffin which has 15 Hit Points and immunity to poison and psychic damage. A creature killed in this manner automatically rises as a zombie under the gravestone dryad \xe2\x80\x98s control, breaking free of the coffin 1 round after it dies. \n'b' Entomb (3/Day) . A gravestone dryad can entomb a living being within 100 feet in a hard-packed dirt coffin set in a shallow grave. A creature must succeed a DC 14 Dexterity saving throw to avoid this effect. The victim is restrained and it has no air so must hold its breath to avoid suffocating. It can escape the grave by making a DC 14 Strength saving throw as an action or destroying the coffin which has 15 Hit Points and immunity to poison and psychic damage. A creature killed in this manner automatically rises as a zombie under the gravestone dryad \xe2\x80\x98s control, breaking free of the coffin 1 round after it dies. \n'b'\n'b' ABOUT \n'b' Gravestone dryads are twisted versions of their former selves, created when a dryad\xe2\x80\x99s tree is felled near a cemetery. \n'b' The combination of the dryad\xe2\x80\x99s death, loss of her tree, and collective sorrow of the cemetery\xe2\x80\x99s mourners calls to the dryad\xe2\x80\x99s soul and reunites it with its former body, which immediately sets out for the graveyard. They crave life\xe2\x80\x94despite not needing it for sustenance\xe2\x80\x94and despise the living for having what they no longer have. They lurk, listen, and watch during the day while melded with gravestones, and send out zombie minions by night to lure or drag back victims, but they are not above opportunistic kills during the day. Gravestone dryads feel compelled to kill at least once per month but exercise patience to avoid discovery, going weeks between taking victims. \n'b' Fey Slayers . Much as gravestone dryads wish to destroy life, there is nothing they hate more than living fey and they go out of their way, even if it risks exposure, to destroy any fey they find. The dryads often travel to areas containing portals to the Fey World, simply to destroy fey as they pass from this world to the other. In return, fey seek out gravestone dryads to destroy them permanently\xe2\x80\x94though often fey fall prey to their own self-assurance and wind up as zombies under a gravestone dryad\xe2\x80\x99s control. Fey fear that gravestone dryads and corrupted treants might work together in the future to destroy the fey realms, but so far these fears have been unfounded.'} |
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