prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Graveyard Dragon \n'b'\n'b' Large undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Wisdom +3, Charisma +4 Skills Perception +3, Stealth +3 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Elemental Aura . At the start of each of the graveyard dragon\xe2\x80\x99s turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon\xe2\x80\x99s breath weapon. \n'b' Elemental Resistance . The graveyard dragon has resistance to the type of damage dealt by its breath weapon. \n'b' False Appearance . While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones. \n'b' Reassemble Bones . As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can\xe2\x80\x99t make melee weapon attacks. \n'b' Actions \n'b' Multiattack . The graveyard dragon 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) damage of the type dealt by the dragon\xe2\x80\x99s breath weapon. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Breath Weapon (Recharge 5-6) . The dragon exhales breath in an area based on the dragon it was in life. Each creature in that area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of a type based on the dragon on a failed save, or half as much damage on a successful one.\n'b'\n'b' Black . Acid damage in a 30-foot line that is 5 feet wide. \n'b' Blue . Lightning damage in a 30-foot line that is 5 feet wide. \n'b' Green . Poison damage in a 30-foot cone. \n'b' Red . Fire damage in a 30-foot cone. \n'b' White . Cold damage in a 30-foot cone. \n'b'\n'b' About \n'b' This draconic skeleton is surround by a nimbus of light, colored in such a way to betray the undead creature\xe2\x80\x99s living origins. \n'b' Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy. \n'b' One of the most prominent homes of such dragons is the Dragon Graveyard on the edge of the Ghoul Imperium. \n'b' Vindictive Undead . Graveyard dragons are vengeful like many other intelligent undead are, but they focus their retribution on the ones responsible for their deaths rather than their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non?evil dragons, but most good?aligned dragons view the existence of graveyard dragons with distaste. \n'b' Intimidating Appearance . Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon\xe2\x80\x99s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Goo \n'b' Large swarm of Tiny constructs , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 130 (20d4 + 80) Speed fly 50 ft.\n'b' STATS STR: 23 (+5) DEX: 26 (+8) CON: 18 (+4) INT: 18 (+4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning, piercing, slashing Damage Immunities cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that are not adamantine Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Skills Acrobatics +13 Senses blindsight 10 ft., darkvision , low light vision, passive Perception 10 Languages understands all languages, but cannot speak Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Disassembler Protocol . A gray goo automatically destroys it\xe2\x80\x99s choice of one medium object, a 5 foot cube out of a large or larger object, or 1d6 smaller unattended objects in its space at the beginning of its turn. \n'b' Mechanical Nature . The robot swarm does not 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 creature to pass through. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Dismantle . Melee Weapon Attack : +10 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 71 (10d12 + 5) slashing damage. The target must succeed at a DC 18 Dexterity saving throw or a random piece of equipment that they are wearing or wielding is destroyed. If this damage reduces the target to 0 hit points , its body becomes a pile of fine gray dust. \n'b' Infest . Melee Weapon Attack : +10 to hit, reach 0 ft., one medium or larger target in the swarm\xe2\x80\x99s space. Hit : The target must succeed at a DC 18 Constitution saving throw or the swarm infests the target. At the beginning of the infested creature\xe2\x80\x99s turns it takes 100 (18d10) slashing damage. If this damage reduces the host to 0 hit points , its body becomes a pile of fine gray dust. A gray goo cannot use it\xe2\x80\x99s dismantle attack or disassembler protocol abilities while infesting a host, but it can be targeted normally. A gray goo infesting a host can be expelled by any effect that cures disease. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Replicate . The gray goo splits into a second cloud of identical tiny robots. 1 new gray goo coalesces in an unoccupied space adjacent to the original goo. A gray goo can only use this ability after having dealt 250 points of damage with its dismantle or infest attacks. Each use of its disassembler protocol ability counts as having dealt 20 damage for this purpose. \n'b'\n'b' ABOUT \n'b' Over millennia, explorers from across the known galaxy pass down fearful tales of a sentient, liquid-like swarm of nanites that can envelop creatures and quickly turn them to dust. Once connected to a mysterious species of abductors who used advanced fringe technology with a similar silvery sheen, these creatures gained the moniker gray goo. \n'b' Absorb and Copy . When not engaged in the consumption of material, most gray goos seem to have two driving directives: replicate and assimilate. The clouds of nanites have even hacked computer systems and technological constructs of sufficient sophistication, usually through brute force methods, to access and incorporate any useful data within. If a computer system\xe2\x80\x99s countermeasures block it, the goo attempts to dismantle the console and reduce it to its essential components before stripping even those parts to a fine metallic dust.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Lancer \n'b' Small beast , unaligned\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 18 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 30 (4d6 + 16) Speed 20 ft., climb 15 ft., fly 30 ft. Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Distraction . The gray lancer can use a bonus action to lift up its carapace. The intricate patterns have a hypnotic effect on animals and humanoids. Each creature that can see its carapace must make a DC 11 Wisdom saving throw or have disadvantage on any attacks against the gray lancer until the end of their next turn. \n'b' Poisonous Mandibles . When it makes a successful bite attack , the gray lancer can use a bonus action to inject poison into the wound. An affected creature must make a DC 12 Constitution saving throw or be poisoned for 1 minute. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and see above. \n'b' Horn . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Tactics \n'b' A gray lancer is a ferocious fighter, never giving up until either it or its opponent is dead. The insect usually charges into combat attempting to gore its opponent with its massive horn. If the enemy still stands after the initial attack, then it falls back to its secondary tactic, trying to poison the opponent with its bite. In desperation, it will lift its carapace in an attempt to distract the opponent and then either flee or attack with its horn again. \n'b' Description \n'b' The size of a small dog, this beetle is a shiny gray with an intricate black swirls on its carapace, each a unique pattern. Above its head is a single spiky growth of its exoskeleton, a horn facing forward like a knight\xe2\x80\x99s lance. It is found in forested regions, but it is most common in jungles. \n'b' Fighting Bugs . Lancers are very aggressive, a trait that causes some folk to have them battle while onlookers bet on the outcome. Such individuals are normally kept in cages, often with their wings clipped or even plucked to prevent them from flying away. \n'b' Keepers of the Past . Druids teach local tribes to respect and honor gray lancers, believing them to be mirrors to the past, their beautiful back patterns telling fantastic stories from long ago. Many druids claim to know the secrets of interpreting a gray lancer\xe2\x80\x99s carapace pattern, and these individuals are always in demand as sages and storytellers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anointer \n'b' Medium humanoid (any), any good \n'b' Armor Class 16 (chain mail) Hit Points 130 (20d8 + 40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Wisdom +6 Skills Athletics +7, Perception +6, Religion +3 Senses passive Perception 16 Languages Celestial, Common, any one language Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapon . The anointer\xe2\x80\x99s attacks are magical and it has advantage on attack rolls against evil-aligned creatures. \n'b' Restless Traveler . While traveling, the anointer can choose to ignore one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anointer makes three attacks with its Censer Flail. \n'b' Censer Flail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 6 (1d12) fire damage. Also, because of the smell that the censer gives off, enemies within 10 feet of the anointer have disadvantage on saving throws against spells. \n'b'\n'b' ABOUT \n'b' An anointer visits villages, hamlets, towns, and bigger cities to pray with the followers of their deity. \n'b' They carry with them fresh and sacred essences, and burn them in their censers, which they also use as flails when they are required to protect themselves. \n'b' Although they are not spellcasters and do not have healing powers, they are people of religion and can conduct religious ceremonies. \n'b' Religious Duty . An anointer thinks that it is their duty to travel and meet with people, providing religious guidance and services to even those who live in even the most desolate of places. \n'b' Restless Travelers . An anointer can walk for miles and not get tired. They can be seen in cities shopping for traveling equipment. They are also known for their hospitality; they happily share their food and water with other travelers. \n'b' Speaker of the Holy Words . An anointer has the necessary knowledge as well as the right to conduct religious ceremonies such as atonements, funerals, or weddings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Nisp \n'b' Large fey , chaotic neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 85 (9d10 + 36) \n'b' Speed 10 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 19 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., tremorsense 180 ft., passive Perception 11 \n'b' Languages Gray Nisp \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Scent . A gray nisp can taste blood in the surrounding water from a distance of up to one mile. \n'b' Innate Spellcasting . A gray nisp can use the following spell-like abilities, using Wisdom as its casting ability (spell save DC 12, +4 to hit with spell attacks). The gray nisp doesn\xe2\x80\x99t need material components to use these abilities: At will: confusion , detect thoughts , minor illusion (auditory only), hold monster , slow \n'b' Water Dependent . A gray nisp can survive out of water only for 10 minutes. After that, it begins to suffocate. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A gray nisp makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d12 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) slashing damage. If both claws hit the same target, it takes an additional 8 (1d10 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Nisps are a race of water-based fey creatures that dwell in swamps, rivers, lakes, and seas. They are aggressive hunters and dine on anything they can catch and kill. \n'b' Gray nisps dwell in deeper water, in caves on the ocean floor or hollows at the bottom of sizeable lakes. They are isolative and territorial. They are also smart enough to realize how dim they are, and this realization makes them irritable and unpredictable. They have a keen sense of smell, and immediately investigate creatures that stray too close to their lair. Their curiosity usually takes the form of pulling apart intruders to see how they are built. Though technically sentient, nisps do not reason the way most creatures do. They have no concept of love, duty, or hatred, though they do seem capable of nearly insatiable curiosity and malice. \n'b' This fearsome creature is 9 feet tall, with light gray skin and a white underbelly, and weighs well over 300 pounds. It has large, wicked talons and an unusually large mouth, filled with dagger-like teeth. Gray nisps surprise intruders if they can. They may start with their spell-like powers, or engage directly in melee; they may even attempt to speak with intruders, though their innate stupidity usually results in increasing frustration, and finally a burst into action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gray Thirster \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances necrotic Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Thirst Aura . A creature that starts its turn within 30 feet of the gray thirster must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion . On a successful saving throw, the creature is immune to the gray thirster\xe2\x80\x99s Thirst Aura for the next 24 hours. \n'b' Thirsting Dead Nature . The gray thirster doesn\xe2\x80\x99t require air, food, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gray thirster makes two Claw attacks, or it makes one Claw attack and one Withering Turban attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Withering Turban . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. The target has disadvantage on this saving throw if it failed the saving throw against the thirster\xe2\x80\x99s Thirst Aura. This reduction lasts until the target finishes a long rest with no levels of exhaustion . The target dies if this effect reduces its hp maximum to 0. \n'b' Drought (1/Day) . The gray thirster draws the moisture from containers and creatures around it. Nonmagical water and other liquids within 20 feet of the thirster that aren\xe2\x80\x99t being worn or carried turn to dust. Each creature within 20 feet of the thirster that isn\xe2\x80\x99t a Construct or Undead must make a DC 12 Constitution saving throw. On a failure, a creature takes 9 (2d8) necrotic damage and up to 5 gallons of nonmagical liquid it is wearing or carrying turn to dust. On a success, a creature takes half the damage, and nonmagical liquids it is wearing or carrying don\xe2\x80\x99t turn to dust. Plants, Oozes, creatures with the Amphibious or Water Breathing trait, and creatures made mostly of water, such as water elementals or steam mephitis, have disadvantage on the saving throw. \n'b'\n'b' ABOUT \n'b' This dried-out body of a long dead traveler is still clad in the tattered remains of its clothes. Its skin, as dry as parchment, clings to its bones, and a hoarse moaning emanates from its dry, cracked lips. \n'b' Thirsting Undead . The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers. \n'b' Destroy Wells and Oases . Gray thirsters destroy or foul sources of water and often lurk near such sources to ambush those seeking clean water. \n'b' Thirsting Caravan . Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skin-changing gnolls, shrieking ghouls, and a mummy lord, building a strange, nomadic army.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Charybdis, the Fleet Eater \n'b' Gargantuan aberration , chaotic neutral \n'b' Armor Class 21 (natural armor) Hit Points 703 (38d20 + 304) Speed 40 ft., swim 200 ft.\n'b' STATS STR: 29 (+9) DEX: 16 (+3) CON: 26 (+8) INT: 4 (-3) WIS: 24 (+7) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +16, Wisdom +14 Skills Athletics +16, Perception +14 Damage Resistances fire, lightning, necrotic, thunder Damage Immunities acid, cold Condition Immunities frightened , prone Senses blindsight 300 ft., darkvision 600 ft., passive Perception 24 Languages Aquan (can\xe2\x80\x99t speak) Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Amphibious . Great Charybdis, the Fleet Eater can breathe both water and air. \n'b' Vortex . Great Charybdis, the Fleet Eater can create a whirlpool around itself as an action, as long as it is in water that is at least 100 feet deep. The whirlpool ends if it loses Concentration. The whirlpool\xe2\x80\x99s diameter at the water\xe2\x80\x99s surface is half its depth, to a maximum diameter of 250 feet if the water is 500 feet deep or greater. A creature that enters the whirlpool or starts its turn there must make a DC 26 Strength saving throw. On a failure, the creature is caught up in the whirlpool and suffers 35 (10d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool, which follows Great Charybdis, the Fleet Eater\xe2\x80\x99s movement. A ship that enters the whirlpool or starts its turn there must have its captain or helmsman succeed on a DC 21 Strength (water vehicles) or Wisdom (water vehicles) check. On a failure, the ship takes 35 (10d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool. \n'b' Legendary Resistance (3/Day) . If Great Charybdis, the Fleet Eater fails a saving throw, it can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Great Charybdis, the Fleet Eater makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 31 (5d8 + 9) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by Great Charybdis, the Fleet Eater. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside Great Charybdis, the Fleet Eater, and it takes 35 (10d6) acid damage and 35 (10d6) bludgeoning damage at the start of each of Great Charybdis, the Fleet Eater\xe2\x80\x99s turns. If Great Charybdis, the Fleet Eater takes 70 damage or more on a single turn from a creature inside it, it must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of it. If Great Charybdis, the Fleet Eater dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 20 (3d6 + 9) piercing damage. \n'b'\n'b' Legendary Actions \n'b' Great Charybdis, the Fleet Eater 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. Great Charybdis, the Fleet Eater regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . Great Charybdis, the Fleet Eater makes a claw attack . \n'b' Dire Currents . Great Charybdis, the Fleet Eater chooses one creature or ship within 1 mile that is in contact with the water. If it is a creature, it must succeed on a DC 21 Strength saving throw or be pulled to any space up to 250 feet closer to Great Charybdis, the Fleet Eater. If it is a ship, its captain or helmsman must succeed on a DC 21 Strength (water vehicles) or Wisdom (water vehicles) check or be pulled to any space up to 100 feet closer to Great Charybdis, the Fleet Eater. \n'b' Recover . Great Charybdis, the Fleet Eater regains 75 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn. \n'b'\n'b' About \n'b' Great Charybdis, the Fleet Eater, is one of the better known dangers of sea voyages, particularly in the treacherous, rocky waters that are its home. Ships that come too near to it are drawn into its vortex, and only the greatest captains or helmsmen could hope to endure such a danger. \n'b' Bottomless Hunger . There is no known substance that Great Charybdis, the Fleet Eater can\xe2\x80\x99t eat, as even deadly poisons are unlikely to prove fatal to something as powerful as it is. Its hunger has never been sated, not even the times that it earned its moniker. It perpetually drinks the sea surrounding it and belches it back out again. \n'b' Misbegotten of the Gods . Great Charybdis, the Fleet Eater was born of a sea god\xe2\x80\x99s passion, or perhaps madness. Some scholars have suggested that its purpose is to test the sailors who pass by, for the sea god hopes to identify the greatest of them for some grand honor. Naturally, none have yet been found worthy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Drillmaster \n'b' Family: Clockwork \n'b' Medium construct (iron, clockwork), unaligned \n'b' Armor Class 22 (natural armor) Hit points 36 (8d8) Speed 30 ft., burrow 60 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \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 , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands Gnomish and Common but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the construct dies, it inflicts 10 (3d6) slashing damage in a 5 ft. radius. Creatures in the radius can make a DC 13 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' Earth Armor . The clockwork doesn\xe2\x80\x99t provoke opportunity attacks when it burrows. \n'b' Hose . The drillmaster can use its action to extend a hose up to 60 feet, and it adheres to anything that touches it. A creature adhered to the hose is grappled by the drillmaster (escape DC 13), and ability checks made to escape this grapple have disadvantage. The hose can be attacked (AC 15; 5 hit points ; immunity to poison and psychic damage). Destroying the hose causes no damage to the drillmaster, which can extrude a replacement hose on its next turn. \n'b' Magic Resistance . The clockwork has advantage on saving throws against spells and other magical effects. \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 drillmaster deals double damage to objects and structures. \n'b' Tunneler . The drillmaster can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 5-foot-high tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drillmaster makes two attacks with its drill \n'b' Drill . Melee Weapon Attack : +5 to hit, reach 5 it, one target. Hit : 10 (2d6 + 3) piercing damage. The drillmaster also drills through nonmagical objects. If the object isn\xe2\x80\x99t being worn or carried, the attack destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the effect. If the object drilled is either armor or a shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. \n'b' Inflate . One creature grappled by the drillmaster\xe2\x80\x99s hose must make a DC 13 Constitution saving throw or it begins to inflate like a balloon for 1 minute. It increases by one size , loses all forms of movement, has disadvantage on Dexterity -based checks, and gains vulnerability to piercing damage. On each of the creature\xe2\x80\x99s turns it floats upwards at a speed of 20 feet (but no further than 60 feet as it is connected by the drillmaster\xe2\x80\x99s hose). If some solid object (such as a ceiling) is encountered, it remains there, oscillating slightly, for the duration. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. The effect also ends if the target suffers piercing damage, causing the target to fall back down. Constructs and elementals are immune to this effect. \n'b' Overinflate . Melee Weapon Attack : +5 to hit, reach 60 ft., one incapacitated creature grappled by the drillmaster\xe2\x80\x99s hose. Hit : The target takes 55 (10d10) bludgeoning damage. If this damage reduces the target to 0 hit points , the drillmaster kills the target by inflating it so much it explodes. Constructs and elementals are immune to this effect. \n'b'\n'b' ABOUT \n'b' This humanoid clockwork has a drill tip for its left hand and its right is a long hose. Drillmasters are used by gnomes to clear areas of debris. The underground complexes and traps they build are first hollowed out by drillmasters, and then other clockworks move in to build the framework. But drillmasters go beyond digging. They are often required to pump water, air, or other materials in or out of an area. Drillmasters can use this to dangerous effect against creatures, pumping them full of gas until they explode.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Gray Owl \n'b' Small beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 10 (3d6) \n'b' Speed 5 ft., fly 60 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 16 (+3) CON: 11 (+0) INT: 3 (\xe2\x80\x934) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4 \n'b' Skills Perception +4, Stealth +5 \n'b' Senses darkvision 120 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The owl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight . The owl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Great gray owls are stealthy predators, and the largest of the non-giant varieties of owls. Unlike other owls, great grays aren\xe2\x80\x99t territorial\xe2\x80\x94with the exception of females raising young\xe2\x80\x94and don\xe2\x80\x99t flush or spook when other creatures approach. Rather, they remain still on their low perches, often going overlooked.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Harrier \n'b' Huge beast , neutral good\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 15 (+2) INT: 7 (-2) WIS: 9 (-1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (natural armor) Hit Points 170 (20d12 + 40) Speed 30 ft., fly 120 ft Saving Throws Dexterity +9, Charisma + 10 Skills Perception +4 Condition Immunities frightened Senses darkvision 120 ft., passive Perception 14 Languages Elvish, Ledean Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Frightful Presence . Any creature (except for other harriers and elves) within 60 feet of a great harrier and aware of it must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened of the harrier for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the harrier is flying, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. \n'b' Keen Vision . The great harrier has advantage on Perception checks that depend on vision. They can make out Tiny creatures from a mile away. \n'b' Grasp . If the harrier succeeds with two claw attacks in one turn against a single target that is Medium or smaller, it may use a bonus action to grapple the target (escape DC 20). Until the grapple ends, the target is restrained , and the harrier can\xe2\x80\x99t use its claw attacks. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The harrier can make one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Ward . If the harrier or a rider it carries is attacked by a weapon or targeted with a spell, as a reaction the harrier surrounds itself with a magical globe of protection, imposing disadvantage on attack rolls against itself or its rider, and granting both harrier and rider advantage on saving throws versus magic. The ward lasts for 1 minute, then the harrier must take a short rest before using this ability again. \n'b'\n'b' Tactics \n'b' If carrying a passenger, the harrier will use its speed and Ward feature to quickly escape danger. In combat, the harrier will often try to grapple an enemy and then fly off to dispose of its victim in a creatively fatal way. \n'b' About \n'b' An enormous hunting bird of striking appearance floats on a thermal high above. Though some distance away, it is clear that the creature is huge, for as it passes overhead its wings momentarily obscure the sun. \n'b' Allies of the Elves . Revered by elves as almost holy, the great harrier is a magnificent sight to behold in the skies. They are famed for their role when they helped scour the of dragons and other titanspawn. Today, though, the great harriers are mainly used to scout, patrol, and defend the elven lands. \n'b' Elite Steeds . Difficult to train but staunchly loyal, the harriers are sometimes used for travel on important secret or diplomatic missions, as they can protect their riders from harm as well as take a battle to an enemy. \n'b' Precious Eggs . Great harriers are closely associated with elves, but that doesn\xe2\x80\x99t rule out the possibility that they may still exist in the wild. Adventurers who capture a wild harrier or its eggs, and are willing to risk the wrath of the elves, would find many wealthy nobles willing to pay a king\xe2\x80\x99s ransom.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Ogre \n'b' Large giant (ogre), chaotic evil \n'b' Armor Class 10 (leather) Hit Points 73 (7d10 + 35) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 5 (-3) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 8 Languages Common (understands but doesn\xe2\x80\x99t speak), Giant Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Tree Swipe . Melee Weapon Attack : +7 to hit, reach 10 ft., up to two adjacent targets. Hit : 18 (3d8 + 5) bludgeoning damage. The great ogre sweeps its tree-club in a wide arc, hitting up to two creatures that are within 5ft. of each other. \n'b' Rock . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ogres stand over ten feet fall, with broad shoulders, and hugely muscular bodies layered with dense fat. They bear curiously similar features to dwarves, and some scholars believe they may be distantly related with some shared heritage in Azoth\xe2\x80\x99s long history. \n'b' Were it not for their lack of foresight and planning, the ogre might be the most dominant creature on Azoth. Their immense size, strength, and tendency to travel in groups create a formidable force, even if taken by surprise. \n'b' Ogres live in roaming communities, utilizing their size and numbers to ward off dangers. While it might seem strange that such a formidable creature needs numbers to keep their predators at bay, their general lack of cleverness means that they are quite easily tricked and captured. \n'b' Despite their profound lack of subtlety they aren\xe2\x80\x99t to be written off as unthreatening. Ogres know their own weaknesses quite well and are smart enough to only pick fights they can win. It\xe2\x80\x99s not uncommon to see remote towns tested by probing attacks from ogres who are sizing up their future victims, and their chances of victory. In battle ogres are quite fond of working together and will quickly abandon a fight if it isn\xe2\x80\x99t going their way. \n'b' Great Ogres \n'b' What the great ogre lacks in intelligence they make up for in strength and resilience over their more common brethren. They wield a club made from a small tree ripped out of the ground, and carry a collection of large rocks in a deer hide tied to their waist. The great ogre is often the head of a wandering troupe of ogres, and rarely travels without a few of them in tow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Old One, Hastur \n'b' Family: Great Old One \n'b' Large mythic aberration (Great Old One), unaligned \n'b' Armor Class 30 (yellow robes) Hit Points 3,503 (226d10 + 2,260) Speed 30 ft., fly 120 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 30 (+10) INT: 26 (+8) WIS: 19 (+4) CHA: 36 (+13) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +17, Con +22, Int +20, Wis +16, Cha +25 Skills Arcana +32, Deception +37, Insight +28, Perception +16, Religion +32 Damage Resistances acid, cold Damage Immunities psychic; damage from non-Epic creatures Condition Immunities blinded , charmed , exhaustion , frightened , stunned , unconscious Senses blindsight 120 ft., passive Perception 26 Languages telepathy, unlimited range to any creature on the same plane Challenge Mythic 10 \n'b' SPECIAL TRAITS \n'b'\n'b' Great Old One Magic . Hastur does not require material components for spells, may speak a spell\xe2\x80\x99s verbal components telepathically, and does not need to concentrate on spells to maintain their effects for the duration. \n'b' Infectious Madness . Hastur\xe2\x80\x99s spells and abilities induce madness. Each time a creature fails a death, Intelligence , Wisdom , or Charisma saving throw against Hastur, the creature gains one level of yellow mania. Mythic Resistance . If Hastur fails a saving throw, it may expend the use of an unspent legendary action to succeed instead. \n'b' Out of Touch . Hastur barely registers reality as we know it. If Hastur takes 30 or less damage from a single instance of damage it instead takes no damage. \n'b' Spellcasting . Hastur is a 30th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +25 to hit with spell attacks). When Hastur would deal damage with a spell or magical effect, it may choose to instead deal psychic damage. Hastur can innately cast the following spells:\n'b'\n'b'\n'b' At will (cast as an 8th-level spell) : harm , hideous laughter , mass suggestion , phantasmal force, synaptic static* \n'b' 9/day : feeblemind , globe of invulnerability , planeshift, psychic scream, teleport \n'b'\n'b' Hastur has the following Epic spells prepared: \n'b'\n'b' Tier 1 (7 slots) : antimagic ray, dimensional mastery, hideous mandate, infinity room, magic bullet, night terror \n'b' Tier 2 (6 slots) : determinism, enslave, implosion, kinetic control \n'b' Tier 3 (5 slots) : soul harvest, sphere of ultimate destruction \n'b' Unearthly Grace . Hastur moves with an otherworldly air, granting him the following benefits: \n'b'\n'b' Hastur may take both a Dash and Disengage action as a single bonus action. \n'b' Once on each of its turns, if Hastur is prevented from taking an action (including bonus, legendary, and mythic actions) as the result of a condition or magical effect, it may spend half its movement (minimum of 5 ft.) to become immune to that condition or magical effect until the end of that turn. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), Hastur takes a mythic action to cause one of the following effects. Hastur can cause the same effect multiple times in a row. Active Hallucinations. Hastur magically teleports to a space it can see within 80 feet of it. Additionally, six illusory copies of Hastur are created in unoccupied spaces it can see within 80 feet of it. The illusions function as Hastur does and act on its turn, but their actions cannot harm or affect anything. If damaged, the illusions are destroyed, but otherwise are indistinguishable from Hastur. If they are not destroyed, the illusions disappear on the next initiative count of 20. \n'b'\n'b' Present the Yellow Sign . Hastur presents the Yellow Sign, an eldritch glyph that heralds its profane power. All creatures within 60 feet of it that can see Hastur must succeed on a DC 33 Wisdom saving throw or gain three levels of yellow mania, or one level on a success. Unless surprised, a creature can use its reaction to avert its eyes to automatically succeed on the saving throw. A creature that averts its eyes in this manner cannot target Hastur until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hastur makes three Tattered Lash attacks or casts two non-Epic spells. \n'b' Overwhelming Presence (Recharge 5\xe2\x80\x936) . Hastur asserts total authority over the minds of creatures around it. Until the start of Hastur\xe2\x80\x99s next turn, the first time a creature attempts a saving throw against Hastur, it cannot succeed on that saving throw. \n'b' Revel in Madness (Recharge 5\xe2\x80\x936) . Hastur shatters the minds of its enemies. Each creature with one or more levels of yellow mania in a 1-mile radius centered on Hastur must succeed on a DC 33 Intelligence saving throw or take 55 (10d10) psychic damage per level of yellow mania it has. A successful saving throw halves the damage. \n'b' Tattered Lash . Melee Weapon Attack : +17 to hit, reach 50 ft., one target. Hit : 38 (6d10 + 5) slashing damage and the creature is pushed up to 50 feet away from Hastur. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Hastur can take 4 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. Hastur regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Spell . Hastur casts a non-Epic spell. \n'b' Cast an Epic Spell (Costs 2 Actions) . Hastur casts an Epic spell. \n'b' Dark Impulse . Hastur chooses a creature it is aware of with one or more levels of yellow mania and forces it to attempt a DC 33 Wisdom saving throw. On a failure, the creature immediately uses its reaction to take an action of Hastur\xe2\x80\x99s choice that the creature could ordinarily take as an action on its turn. \n'b' Tattered Lash . Hastur makes a Tattered Lash attack . Violent Paranoia. Hastur instils a maddening paranoia in a creature it is aware of. The creature must succeed on a DC 33 Wisdom saving throw or be forced to consider all allies as enemies for 1 hour. The creature still considers Hastur a primary threat, but will not make efforts to avoid injuring its former allies and will actively defend itself if approached. The extremity of this effect should be determined by the creature\xe2\x80\x99s personality and the GM. A creature may attempt a DC 33 Wisdom saving throw at the end of each of its turns, ending the effect on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Old One, Cthulhu \n'b' Gargantuan aberration (mythic, mythos), chaotic evil \n'b'\n'b' Armor Class 21 (natural armor) Hit Points 702 (36d20+324) Speed 40 ft., fly 60 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 13 (+1) CON: 29 (+9) INT: 22 (+6) WIS: 25 (+7) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +19, Con +18, Int +15, Wis +16, Cha +19 Skills Arcana +15, Perception +16 Damage Immunities cold, poison, psychic Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., darkvision 60 ft., truesight 60 ft., passive Perception 26 Languages Deep Speech, telepathy 300 ft. Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . Cthulhu\xe2\x80\x99s spell casting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components: \n'b' At will : dream, sending, suggestion \n'b' 3/day : confusion (as a 9th level spell), control weather, feeblemind, weird \n'b' 1/day : dispel magic, gate, symbol \n'b' Magic Resistance . Cthulhu has advantage on saving throws against spells and other magical effects. \n'b' Overwhelming Mind . Cthulhu\xe2\x80\x99s mind is overwhelming in its power and alien structure. He is immune to any effect that would sense his emotions or read his thoughts, and divination spells. This even foils wish spells and spells or effects of similar power used to affect his mind or gain information. The first time a creature other than a fiend or aberration makes mental contact with Cthulhu, it must succeed at a DC 27 Wisdom saving throw or contract indefinite madnessSRD. On a successful save, the creature cannot take reactions and can make either an action or a bonus action (not both) for 1 round; creatures that are immune to being stunned are unaffected. This effect can occur whether Cthulhu initiates mental contact (such as via a dream, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to Cthulhu\xe2\x80\x99s overwhelming mind, it is immune to this effect for 24 hours. \n'b' Resurrection . If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as fog cloud but can\xe2\x80\x99t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 26 Constitution save or be poisoned for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but for 2d6 rounds cannot take reactions and can take either an action or a bonus action on his turn but not both. If slain again while he is suffering from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R\xc3\xaf\xc2\xbf\xc2\xbdlyeh until he is released again. \n'b' Starflight . Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM\xe2\x80\x99s discretion). \n'b' Actions \n'b' Multiattack . Cthulhu can use his Unspeakable Presence. He then makes six attacks: two with its claws and four with its tentacles. It can shove a creature in place of a claw attack. \n'b' Claw . Melee Weapon Attack : +19 to hit, reach 40 ft., targets all creatures in a 10-foot square. Hit : 19 (4d6 + 10) slashing damage. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw. \n'b' Tentacle . Melee Weapon Attack : +19 to hit, reach 40 ft., one target. Hit : 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 29). Until this grapple ends, the target is restrained. Cthulhu has four tentacles with which to grapple targets; while a tentacle is being used to grapple, it cannot be used to attack a different target. \n'b' Unspeakable Presence . Each non-aberration, non-fiend within 300 feet of Cthulhu and aware of him must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature that becomes frightened drops to 0 hit points and begins dying. A creature that is immune to being frightened and fails the saving throw becomes incapacitated for 1 minute; at the end of each of the target\xe2\x80\x99s turns it may make a new saving throw, becoming no longer incapacitated on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Cthulu\xc3\xaf\xc2\xbf\xc2\xbds Unspeakable Presence for the next 24 hours. \n'b' Reactions \n'b' Non-Euclidean . Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. He may add a +9 bonus to AC when an attack would hit or +9 to his Dexterity saving throw when he would fail. This can cause an attack to miss or Cthulhu to succeed at a saving throw. \n'b' Legendary Actions \n'b' Cthulhu 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. Cthulhu regains spent legendary actions at the start of his turn. \n'b' Detect . Cthulhu makes a Wisdom (Perception) check. \n'b' Claw Attack . Cthulhu makes a claw attack. \n'b' Trample (Costs 2 Actions) . Cthulhu moves or swims his movement rate without provoking opportunity attacks. He may move through the spaces of other creatures of less than Gargantuan size, ending in an unoccupied space. Each creature whose space he passed through must succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + 10) bludgeoning damage and be knocked prone. \n'b' Lair \n'b' Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds lair is typically a grand temple, fallen into obscurity from aeons of neglect. He may also be found keeping court in deep undersea caves. Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds dread presence permeates the lair, making it sick with the taint of madness and causing its cyclopean proportions to distort in the mind. \n'b' On initiative count 20 (losing all initiative ties), Cthulhu can use one of his lair action options. He can\xc3\xaf\xc2\xbf\xc2\xbdt do so while incapacitated or otherwise unable to take actions. If surprised, he can\xc3\xaf\xc2\xbf\xc2\xbdt use one until after his first turn in the combat. \n'b' Chill . Unnatural chill permeates a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage. \n'b' Madness . Shadows of the mind afflict a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Wisdom saving throw or suffer a short-term madness. \n'b' Non-Euclidean Shifts . Cthulhu chooses two creatures within 120 feet that he can see. The targets must succeed on a DC 15 Intelligence saving throw. On a failure, the creature moves up to 10 feet in a direction of Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds choice, without provoking opportunity attacks or causing the target to leave a solid surface or a body of water. If both targets fail, Cthulhu can instead switch their positions. \n'b' Regional Effects \n'b' Creatures that sleep within 1 mile of the lair can sense Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds dreams. Dreamers may be inspired, frightened, or bewildered. \n'b' Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds huge temples seem to defy ordinary geometry. Passages and rooms may overlap or differ in length, seemingly in contradiction of physical possiblity. \n'b' Intelligent creatures within 1 mile of the lair may gradually develop various forms of madness. The more sensitive or powerful the intellect, the worse the madness. \n'b' These effects end within 1d10 hours of Cthulhu\xc3\xaf\xc2\xbf\xc2\xbds final defeat, as he slips into a death that is not death. \n'b' About \n'b' Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork\xc3\xaf\xc2\xbf\xc2\xbdparticularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopusshaped head. His actual form is somewhat fluid\xc3\xaf\xc2\xbf\xc2\xbdthe Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall. \n'b' It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R\xe2\x80\x99lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb. \n'b' Cthulhu\xe2\x80\x99s Cult . Although Cthulhu is imprisoned on a farflung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society\xc3\xaf\xc2\xbf\xc2\xbds notice. Central among his cult\xc3\xaf\xc2\xbf\xc2\xbds beliefs is the prophecy that one day, the stars will be right and Great Cthulhu shall rise from his corpse-city to usher in the end times, wiping clean all worlds to make them ready for his kind. The cultists believe they might be spared this fate through proper obeisance and fealty, when in truth Cthulhu is unlikely to notice the difference between those who worship him and anyone else. \n'b' Cthulhu\xe2\x80\x99s cult is associated with cataclysms, dreams, and the stars, and his sacred symbol is a complex rune surrounding an open eye. Cthulhu\xe2\x80\x99s temples are monolithic structures of a stark and cyclopean architectural style, but most of his faithful lack the resources to build such temples and instead make do with what they can, hiding away personal shrines in underground chambers or in shacks or glades in the remote wilderness. \n'b' Immortality . Cthulhu does not age, nor does he need to eat or breathe. Only violence can bring about the death of a Great Old One, and even then, only temporarily.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Old One, Hastur \n'b' Medium aberration (mythic, mythos), chaotic evil \n'b' Armor Class 24 (natural armor) Hit Points 435 (30d8 + 300) Speed 60 ft., fly 60 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 24 (+7) CON: 30 (+10) INT: 30 (+10) WIS: 28 (+9) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +16, Deception +19, Perception +18, Sleight of Hand +16 Damage Resistances acid, fire, lightning Damage Immunities cold, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , diseased, frightened , paralyzed , petrified , prone Senses truesight 120 ft., passive Perception 28 Languages all, telepathy 100 ft. Challenge 30 (155,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Hastur\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dispel magic , dream , sending \n'b' 3/day : mass suggestion , project image , teleport \n'b' 1/day : feeblemind , symbol (one of each type) \n'b'\n'b' Legendary Resistance (3/Day) . If Hastur fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Hastur has advantage on saving throws against spells and other magical effects. \n'b' Unspeakable Presence . A creature that comes within 100 feet of Hastur and is aware of him must make a Wisdom saving throw (DC 23). If it fails, the creature suffers from short-term madness. A creature already suffering madness instead is affected as if by confusion until it is more than 100 feet from Hastur. If the creature fails its saving throw by 5 or more, it suffers from long-term madness instead. \n'b' The Yellow Sign . Once per day, as a bonus action, Hastur can touch any solid surface and inscribe the Yellow Sign upon it. The Yellow Sign remains for 1 year but is only active when light from the sun of Hastur\xe2\x80\x99s distant home world shines in the night sky as a star. Any creature that looks upon the Yellow sign must succeed at a DC 23 Wisdom saving throw or fall under the control of Hastur (as dominate monster ). Regardless of the results of the saving throw, that particular Yellow Sign has no further effect on the creature for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hastur makes 4 attacks with his tattered lash. \n'b' Tattered Lash . Melee Weapon Attack : +16 to hit, 40 ft. reach, one target. Hit : 16 (4d8+7) slashing damage and 5d6 necrotic damage, plus the wound made by the tattered lash continues to bleed, and the target takes an additional 5d6 necrotic damage at the beginning of its turn. The target can then make a DC 23 Constitution saving throw, ending all the effects of such wounds on itself on a success. Alternately, the target, or a creature within 5 ft. of it, can use an action to make a DC 23 Wisdom ( Medicine ) check, ending the effects of the wounds on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Hastur 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. Hastur regains spent legendary actions at the start of his turn. \n'b'\n'b' Spellcasting (2 Actions) . Hastur innately casts dispel magic . \n'b' Tattered Lash . Hastur makes one attack with a tattered lash. \n'b' Teleport . Hastur magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' ABOUT \n'b' Hastur, the Great Old One, is an enigmatic figure of frightening power. His physical manifestation is the King in Yellow, a tall, thin, humanoid form draped in a tattered yellow robe, its features draped and hidden. \n'b' Cult of Hastur . Followers of Hastur are often aristocrats from the upper crust of society. They are jaded and world\x02weary, their quest for fulfillment leading them down bizarre and deviant paths. Their places of worship are often hidden rooms in lavish settings\xe2\x80\x94theaters, bathhouses, mansions\xe2\x80\x94where their perverse pursuits can be conducted in private. These decadent and often nihilistic cultists delight in the corruption of the innocent, attempting to place them under the sway of the Yellow Sign, to enslave them to the King in Yellow and perhaps even draw his physical manifestation to their world. \n'b' Immortal . Death has no true hold on the Great Old Ones. If Hastur is slain, his tattered robes fall to the ground, whatever form they may have garbed simply vanishes. Any humanoid creature that touches them must succeed at at a DC 23 Wisdom saving throw or be unable to resist the urge to don the yellow robes as its next action. Once it has donned the robes, the creature immediately dies and its body is destroyed. In its place, Hastur lives again, as if brought back via true resurrection . If the robes are not donned within 24 hours, they crumble away, leaving a faint, but indelible, yellow stain behind. In this instance, Hastur cannot manifest a physical form again until the conditions are right, or some brazen person or persons manage to call him forth again. \n'b' Reveal Visage . As a bonus action, Hastur may reveal the true form that lies beneath his robes to one adjacent creature. The creature must succeed at a DC 23 Wisdom saving throw or be paralyzed for 1d4 rounds and suffer disadvantage on all Wisdom -based rolls. A lesser or greater restoration will remove the latter effect, and a calm emotions spell suppresses this disadvantage for its duration. Dark Wishes. As an optional ability, the GM may allow Hastur to innately cast wish once per day, requiring no material components. He can only grant the wishes of other creatures, and only once to any given creature. The results of the wish , however it is worded, should inevitably serve the purposes of Hastur in some fashion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anophiloi \n'b' With a needle-like snout and a gut full of blood, the anophiloi are hard to miss. The buzz of the creature\xe2\x80\x99s wings haunts the jungles and marshes, sending warm?blooded creatures for cover. \n'b' Small monstrosity , neutral \n'b' Armor Class 12 Hit Points 33 (6d6 + 12) Speed 30 ft., climb 20 ft., fly 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Vulnerabilities cold Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Blood Frenzy . The anophiloi has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Blood Sense . The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it. \n'b' Actions \n'b' Multiattack . The anophiloi makes two attacks: one with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn\xe2\x80\x99t attack . Instead, at the start of each of the anophiloi\xe2\x80\x99s turns, the target loses 5 (1d6 + 2) hp due to blood loss. The anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' Blood Drinkers . Predators of the swamplands, jungles, and other humid places, the anophiloi, intelligent mosquitoes the size of large dogs, feed mainly on livestock and large game animals. Their choice of food, however, is a pragmatic one and has nothing to do with morality; game animals won\xe2\x80\x99t organize to wipe them out, humanoids will. When famished, anything that bleeds becomes prey for the anophiloi. \n'b' Seasonal Menace . The anophiloi require heat and humidity to thrive. They spend the cold months of the year dwindling in size and dehydrating while hidden in hibernation after one last gluttonous feeding. By the end of this dormant period, the creatures resemble a bundle of gray and black sticks. As soon as the temperature increases, the anophiloi take to the air and seek out easy prey. \n'b' Barely Kept in Check . The anophiloi\xe2\x80\x99s period of dormancy allows farmers and keepers of livestock to keep the creature\xe2\x80\x99s population thin. At the first dip in temperature, hunts are organized. If not for the frenetic pace and frequency of their egg laying, the anophiloi would be an unpleasant memory in settled regions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Great Yithian \n'b' Large aberration (alien, mythic, mythos), lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 180 (12d10 + 60) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 20 (+5) INT: 23 (+6) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +10, Wis +7, Cha +7 Skills Animal Handling +10, Arcana +10, Deception +10, History +10, Insight +10, Intimidation +10, Investigation +10, Medicine +10, Nature +10, Performance +10, Persuasion +10, Religion +10, Survival +10 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 60 ft., darkvision 60 ft., passive Perception 20 Languages Aklo, Yithian, any 10 other languages, telepathy 100 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Innate Spellcasting (Psionics) . The great yithian\xc3\xaf\xc2\xbf\xc2\xbds spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: \n'b' At will : astral projection (self only), detect thoughts, hold monster, modify memory \n'b' 1/day : foresight \n'b' Keen Sight . The great yithian has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Knowledgeable . The great yithian uses its Intelligence modifier on all Intelligence, Wisdom, and Charisma-based skills. \n'b' Legendary Resistance (2/Day) . If the great yithian fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A yithian\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Precognitive Anticipation . A great yithian adds its Intelligence modifier on initiative checks and can always act during a surprise round. This bonus does not apply against creatures using mind blank. \n'b' Severing Snap . When a great yithian scores a critical hit with its pincers, it may choose to sever one of the target\xc3\xaf\xc2\xbf\xc2\xbds limbs in lieu of dealing extra hit point damage. This deals 1d4 points of Strength, Dexterity, and Constitution damage, and 7 (2d6) necrotic damage, and the target may not perform actions requiring that limb. A creature missing an arm cannot use items requiring two hands and has a 50% chance of spell failure when casting spells with somatic components. A creature missing a leg is considered restrained; these penalties stack if the creature also becomes entangled. Ability damage can be healed in the normal fashion, but restoring the severed limb requires a magic like a regenerate spell. \n'b' Suction . A great yithian can establish or release powerful suction against any horizontal or vertical surface as a swift action. While using suction, its speed is halved but it is immune to the prone condition as well as any effect that would move it against its will. If such an effect also deals damage, that damage is halved while the great yithian is using suction. \n'b' Temporal Projection . A great yithian can propel its consciousness forward or backward in time. It can use foresight once per day. If it is touching a willing or helpless creature, it can project itself into that person\xc3\xaf\xc2\xbf\xc2\xbds past or future self. Projecting itself into the future allows it to obtain visions of the future as if using divination. Projecting itself into the past enables it to seek out the answer to specific questions about that creature\xc3\xaf\xc2\xbf\xc2\xbds past, as if interrogating a corpse using speak with dead. \n'b' Actions \n'b' Multiattack . The great yithian makes either two pincer attacks or two electric gun attacks. \n'b' Deadly Pincer . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 23 (3d8 + 10) bludgeoning damage. If the great yithian scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Electric Gun (6/day) . Ranged Spell Attack: +10 to hit, range 150/600 ft., one target. Hit : 22 (3d10 + 6) lightning damage. \n'b' Amnesia (1/Day) . The great yithian attempts to erase the memories of a creature it can communicate with telepathically. The target must make a DC 18 Intelligence saving throw. On a failure, it loses all memories except those the yithian chooses to leave intact and the yithian can choose to deal 82 (15d10) psychic damage to it. While amnesiac, the target can\xc3\xaf\xc2\xbf\xc2\xbdt apply its proficiency bonus on ability checks or Intelligence or Wisdom saving throws. A remove curse or greater restoration spell or similar magic cast on the target restores lost memories. If your game uses insanity and dread (see chapter 4), treat this as an insanity. A creature that succeeds on its saving throw against this effect takes half as much psychic damage and can\xc3\xaf\xc2\xbf\xc2\xbdt have its memory erased by Amnesia for 24 hours (although it still takes psychic damage if targeted again during that time). \n'b' Mind Swap . The great yithian attempts to exchange minds with a creature it can communicate with telepathically. The target must make a DC 18 Charisma saving throw or be possessed by the yithian. On a failed save, the yithian\xc3\xaf\xc2\xbf\xc2\xbds soul moves into the target\xc3\xaf\xc2\xbf\xc2\xbds body and the target\xc3\xaf\xc2\xbf\xc2\xbds soul moves into the yithian\xc3\xaf\xc2\xbf\xc2\xbds body. On a successful save, the target is unaffected and becomes immune to that yithian\xc3\xaf\xc2\xbf\xc2\xbds Mind Swap for 24 hours. Once the yithian swaps minds with a creature, it takes complete control of that creature\xc3\xaf\xc2\xbf\xc2\xbds body. The yithian\xc3\xaf\xc2\xbf\xc2\xbds game statistics are replaced by the target\xc3\xaf\xc2\xbf\xc2\xbds, though the great yithian retains its alignment and its Intelligence, Wisdom, and Charisma scores. The yithian keeps its Innate Spellcasting trait and its Amnesia and Mind Swap. The yithian can\xc3\xaf\xc2\xbf\xc2\xbdt use the target\xc3\xaf\xc2\xbf\xc2\xbds class features. Meanwhile, the target gains the yithian\xc3\xaf\xc2\xbf\xc2\xbds statistics except for alignment and Intelligence, Wisdom, and Charisma scores. The target retains the use of class features compatible with the yithian\xc3\xaf\xc2\xbf\xc2\xbds physical form but can\xc3\xaf\xc2\xbf\xc2\xbdt use the yithian\xc3\xaf\xc2\xbf\xc2\xbds Innate Spellcasting trait, Amnesia, or Mind Swap. The target\xc3\xaf\xc2\xbf\xc2\xbds ability to use the yithian\xc3\xaf\xc2\xbf\xc2\xbds equipment might be limited (for example, trying to wield the large sized lightning gun built for pincers would be challenging for a non-yithian). While the yithian controls another creature\xc3\xaf\xc2\xbf\xc2\xbds body, it can use its action to reverse the effect at any range, instantly returning both minds to the proper bodies. If the yithian wishes, it can use its Amnesia action on the creature as a bonus action immediately after reversing the swap. If a possessed body dies, its possessing mind dies with it and the other body permanently retains its possessing mind. Casting dispel magic (treat this as a 6th-level spell) or remove curse on either creature with a swapped mind causes each of the two swapped minds to return to its previous body unless either body is dead. Reviving a body that died while possessed by a swapped mind causes that original mind to return to the revived body, which kills the body left mindless. \n'b' Legendary Actions \n'b' The great yithian can take 2 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\xc3\xaf\xc2\xbf\xc2\xbds turn. The yithian regains spent legendary actions at the start of its turn. \n'b' Pincer . The great yithian makes one pincer attack. \n'b' Auto-Lightning . The great yithian uses its electric gun. \n'b' Surgical Pincers (Costs 2 Actions) . The great yithian makes a pincer attack against one creature within 10 feet of it. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can\xc3\xaf\xc2\xbf\xc2\xbdt maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' These alien creatures resemble mollusks with an iridescent, vaguely cone-shaped body about ten feet tall and a wide, snaillike foot. Four protrusions sprout from the dorsal side of the body: two claws, a grasping mouth, and a horrific head bristling with sensing tentacles. Untold eons ago, the yithians inhabited a dying world. To escape their doomed planet, they cast their minds through time and space, eventually coming to rest in the strange, alien bodies they possess today. While these strange beings now reside in a distant galaxy, the yithians make use of their ability to astrally project to explore other planets, eager to find new worlds to explore. \n'b' Psychic Explorer . When a yithian arrives upon a new world, it often swaps minds with the creatures it encounters there so as to experience that world as if it were a native. Those who spend time in a yithian\xc3\xaf\xc2\xbf\xc2\xbds body rarely tell of the strange times they have experienced, for yithians guard themselves well, and leave those they use in this manner amnesiacs who remember the truth only as fragmentary nightmares. Great yithians are the leaders of these psychic expeditions, seeking out new worlds they might inhabit, probing for hidden cells of their enemies, and coordinating the dream intrusions of their lesser kin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Greater Priest Ghost \n'b' Medium undead , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 150 (20d8 + 60) Speed fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 26 (+3) CON: 37 (+3) INT: 38 (+4) WIS: 40 (+5) CHA: 59 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +10, Cha +9 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Skills Perception +11 Senses darkvision 60 ft., passive Perception 21 Languages ancient Khemitian Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The greater priest ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The greater priest ghost 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. \n'b' Sense the Living . The greater priest ghost can sense the presence of all living beings within 30 feet, even if they are behind total cover . \n'b' Spellcasting . A greater priest ghost is a 16th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). A greater priest ghost has the following spells prepared, but may cast them only while possessing a target:\n'b'\n'b'\n'b' 1st level (4 slots) : command , hellish rebuke, inflict wounds , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , dispel magic , fear \n'b' 4th level (3 slots) : banishment , black tentacles , blight \n'b' 5th level (2 slots) : contagion , flame strike \n'b' 6th level (1 slot) : circle of death \n'b' 7th level (1 slot) : finger of death \n'b' 8th level (1 slot) : power word stun \n'b'\n'b' ACTIONS \n'b'\n'b' Withering Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (6d6 + 6) necrotic damage. \n'b' Etherealness . The greater priest ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the greater priest ghost that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this greater priest ghost\xe2\x80\x99s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. \n'b' Possession . One humanoid that the greater priest ghost can sense with Sense the Living must succeed on a DC 18 Charisma saving throw. On a failure, the greater priest ghost\xe2\x80\x99s soul moves into the target\xe2\x80\x99s body, and the target\xe2\x80\x99s soul becomes trapped in the dead body of the greater priest ghost. The greater priest ghost now controls the body, while the target is aware only of being trapped in a corpse. The greater priest ghost can\xe2\x80\x99t be targeted by any attack, spell, or other effect, except ones that turn undead; it retains its alignment, Intelligence , Wisdom , and Charisma , and immunity to being charmed or frightened ; and it retains its spellcasting. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the greater priest ghost ends it as a bonus action, or the greater priest ghost is turned or forced out by an effect such as the dispel evil and good spell. When the possession ends, the greater priest ghost reappears in an unoccupied space within five feet of the body. The target is immune to this greater priest ghost\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'\n'b' ABOUT \n'b' In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect. \n'b' Greater priest ghosts may not move more than 100 feet from their bodies, either on the Material Plane or the Ethereal Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Gearwolf \n'b' Family: Clockwork \n'b' Large construct (iron, clockwork), unaligned \n'b' Armor Class 21 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 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 12 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' Keen Hearing and Smell . The gearwolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The gearwolf has advantage on an attack roll against a creature if at least one of the gearwolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \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' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' This dog-like construct has massive mechanical jaws. \n'b' Gearwolves are used by other casters to sniff out and overwhelm forces. They are relatively easy to construct and thus expendable on the battlefield. Most gearwolves are run in packs of five to ten, and although they do not need to eat or hunt, they are programmed to act like bloodthirsty wolves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Greed Swarm \n'b' Medium swarm of Tiny constructs, unaligned \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 9 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities force Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The swarm is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the 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' Deafening Clatter . A creature in the swarm\xe2\x80\x99s space is deafened. \n'b' False Appearance . While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables. \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 object. Except for Gather, the swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Coin Slam . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the greed swarm\xe2\x80\x99s space. Hit : 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Coin Barrage . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer. \n'b' Gather (1/Day) . The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass. \n'b' About \n'b' The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass. \n'b' Located in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion. \n'b' Bad Penny . The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground. \n'b' All that Glitters . The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms. \n'b' Construct Nature . The greed swarm doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Brain \n'b' Small plant (fungus), lawful evil \n'b' Armor Class 12 \n'b' Hit Points 31 (9d6) \n'b' Speed 10 ft., fly 30 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 13 (+2) CON: 10 (+0) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities psychic damage \n'b' Condition Immunities frightened , stunned , unconscious \n'b' Senses telepathy 60 ft., truesight 60 ft., passive Perception 11 \n'b' Languages Common, Undercommon, Sylvan, telepathy \n'b' Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Psychic Bolt . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : 21 (4d8 + 3) psychic damage. \n'b' Psychic Waves (recharges after a short or long rest) . The green brain emits a pulse of psychic energy at potential foes. The pulse affects all creatures with an Intelligence of 3 or higher that are within 30 feet of the green brain. Each creature that starts its turn within 30 feet of the green brain must succeed on a DC 13 Intelligence saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can\xe2\x80\x99t make such an attack . \n'b'\n'b' ABOUT \n'b' Myconids and other creatures skilled at shaping plants grow green brains. These fleshy green brains are hidden behind the leaves of a large cauliflower-like plant. These small plant monstrosities lack ambitions or much personality, making them ideal systems to control the lesser-minded and weaker-willed servants of their creators. When threatened, the green brain uses its servants to defend itself, supplementing their attacks with its own powerful psychic powers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Child \n'b' Small undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 104 (16d6+48) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +5 Skills Perception +6, Stealth +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common (can\xe2\x80\x99t speak) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dead Mob . Once per round, when it hits with a melee attack , the green child deals an additional 1d6 damage for each other green child who is within 5 ft. and not incapacitated . \n'b' Innate Spellcasting : The green child\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The green child can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : mirror image \n'b'\n'b' Pack Tactics . The green child has advantage on an attack roll against a creature if at least one other green child is within 5 feet of the creature and not incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The green child makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) slashing damage. \n'b' Gaze of the Green Child (Recharge 5-6) . A green child can allow its haunting gaze to fall upon a foe, cursing the unsuspecting victim with the woes and pains of the green child\xe2\x80\x99s former life. The green child targets a foe within 30 feet who can see the green child. If at least one other green child is within 5 feet of the creature and that green child isn\xe2\x80\x99t incapacitated , a victim has disadvantage on saving throws against the gaze. A green child can target his opponent with any of the following curses: \n'b' Gaze of Anguish (Recharge 5-6) . This gaze attack imparts the anguish and agony of the green child\xe2\x80\x99s death. The anguish floods the cursed victim, dealing 5 (1d10) psychic damage and making the victim frightened . A successful DC 14 Wisdom saving throw negates the damage and the victim is not frightened . At the end of each of the victim\xe2\x80\x99s turns, the victim may make a new saving to end the frightened condition. The victim\xe2\x80\x99s maximum Hit Points are reduced by the damage taken until the victim completes a long rest. Remove curse removes the reduction to maximum Hit Points . \n'b' Gaze of Nightmares (Recharge 5-6) . This gaze attack curses the victim with dreaded and horrific nightmares, unable to sleep for more than a few hours without waking in a cold sweat. The victim can\xe2\x80\x99t complete a long rest until remove curse is cast upon them. This ability has no effect on creatures that are immune to being frightened . A successful DC 14 Wisdom saving throw negates this effect. \n'b' Gaze of Starvation (Recharge 5-6) . This gaze attack fills the victim with gnawing and insatiable hunger. The cursed victim believes they are starving and takes 10 (3d6) points of psychic damage and gains a level of exhaustion . On a successful DC 14 Wisdom saving throw, the victim does not take damage or suffer exhaustion , but has disadvantage on attack rolls and ability checks until the end of their next turn. \n'b' Phase Jaunt (Recharge 5-6) . A green child can shift his physical location by temporarily phasing out of existence and then re-manifesting in a new location somewhere within the range of movement on the following round. During the phase jaunt, the green child dematerializes and passes through the Astral Plane, then re-enters the Material Plane and materializes at the end of the jaunt. Phase jaunt does not provoke opportunity attacks. If the green child uses phase jaunt in conjunction with mirror image , the images flicker out during the jaunt, but reform when the green child returns. If the green child rematerializes next to an opponent, he can attempt a Dexterity ( Stealth ) check as a bonus action. This can allow him to gain surprise . \n'b'\n'b' ABOUT \n'b' Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man\xe2\x80\x99s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter. \n'b' Green children are named for their hideous appearance, and sodden decomposing flesh that is steeped and covered with greenish bog slime. While on few occasions one may encounter a solitary green child, more often they travel in small gangs of about 2-8 individuals. When encountered alone, the creatures are less likely to launch a direct attack, instead stalking their prey for days, plaguing them with nightmares until they round up enough other green children to launch an attack. As a group, they hunt with patience, surrounding prey in large circles. From this vantage point they use their mental powers to drive victims to harrowing anguish before slowly closing their ranks around strays and unsuspecting stragglers. \n'b' Driven by near insatiable fury, most often, a gang of green children will fight until destroyed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Knight of The Woods \n'b' Clad in emerald green plate mail and a cloak woven from leaves, this mysterious knight wields a mighty battle axe. A shield decorated with greenery is strapped to his arm. \n'b' Medium fey , lawful neutral \n'b' Armor Class 20 (plate, shield) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +5 Skills Athletics +7, Intimidation +6, Survival +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Headsman\xe2\x80\x99s Woe . If the green knight\xe2\x80\x99s head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight\xe2\x80\x99s next turn, preventing the green knight from dying from the loss of its head. \n'b' Knight\xe2\x80\x99s Challenge (3/day) . As a bonus action , the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On its turn, the affected creature must move towards the green knight and make a melee attack against the green knight. \n'b' Magic Resistance . The green knight has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The green knight can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Multiattack . The green knight makes two attacks: one with its battle axe and one with its shield bash. \n'b' Battle Axe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight\xe2\x80\x99s shield , and the green knight can\xe2\x80\x99t make shield bash attacks against other targets. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Reactions \n'b' Knight\xe2\x80\x99s Rebuke . When the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker. \n'b' About \n'b' Fey Champions . Green knights serve the Fey Lords and Ladies, acting as their champions and protecting those ancient forests where the borders between the Material Plane and the lands of the fey are thin. They are creatures of honor, and they are sometimes sent by a fey noble to test the integrity and honesty of a mortal knight by challenging the mortal to a duel or other contest. Beneath their plate armor, green knights appear as heavily built humanoids with a greenish tinge to their skin. \n'b' Forest Hideaways . Green knights make their homes in \xe2\x80\x9cgreen chapels\xe2\x80\x9d deep in the woods. These places are sometimes ruined churches or keeps overgrown with moss, vines and other foliage, or hidden forest gorges guarded by woodwoses or other fey creatures. Green knights often ride green-skinned, fey warhorses into battle (use warhorse statistics with the Magic Resistance trait and plate barding).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Man \n'b' Medium plant (shapechanger), neutral \n'b' Armor Class 26 (natural armor) Hit Points 437 (38d8+266) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 27 (+8) DEX: 22 (+6) CON: 25 (+7) INT: 19 (+4) WIS: 23 (+6) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +15 Skills Acrobatics +14, Insight +14, Stealth +14 Damage Immunities lightning; bludgeoning and piercing damage from nonmagical attacks Condition Immunities charmed , frightened , petrified Senses darkvision 60 ft., lifesense, passive Perception 16 Languages Druidic, Sylvan, speak with plants Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Absorb Magic . When the green man hits with a slam attack , it may use a bonus action to absorb one magical effect from the target. This works like dispel magic . When the green man absorbs magic in this way, it regains a number of Hit Points equal to double the level of the spell effect he absorbed. \n'b' Innate Spellcasting : The green man\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 22). The green man can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : cure wounds , druidcraft, faerie fire , guidance , pass without trace , plant growth \n'b' 3/day each : call lightning (9th level), create or destroy water (create only, 9th level), detect magic , dispel magic , dominate monster (plant creatures only). entangle , fog cloud , heal , spike growth , sunburst , wall of thorns , warp wood \n'b' 1/day each : antipathy/sympathy , awaken , barkskin , commune with nature , conjure treant (like conjure fey but summons a treant , 9th level), foresight , freedom of movement scrying , transport via plants \n'b'\n'b' Lifesense . The green man notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. \n'b' Legendary Resistance (3/Day) . When the green man fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The green man has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The green man regains 20 Hit Points at the start of its turn if it has at least 1 hit point. \n'b' Shapechanger . The green man can use its action to polymorph into a Gargantuan or smaller tree or shrub, or back into its true form. In plant form, it has a Dexterity of 1, natural armor that grants it an AC of 26, and its Speed is reduced to 0. Otherwise, its statistics 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' Speak with Plants . The green man can speak with plants , as though under the spell speak with plants . \n'b' Trackless . The green man can\xe2\x80\x99t be tracked except by magical means and leaves no tracks or marks of its passage. \n'b'\n'b' ACTIONS \n'b'\n'b' Mulitattack . The green man uses Green Caress. Then the green man makes six vine attacks. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) bludgeoning damage. \n'b' Vine . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage and the target is grappled (escape DC 26). \n'b' Green Caress . Creatures of the green man\xe2\x80\x99s choice within 60 feet that it can see must make a DC 22 Wisdom saving throw. On a failure, the creature suffers a level of exhaustion , and is cursed. The creature begins to take on plant-like characteristics (leaves, greenish skin, etc.). Every 24 hours, the cursed creature must make a new saving throw. On a failure, the creature takes one level of exhaustion ; on a failure by 5 or more, the creature polymorphs into an ordinary plant and their equipment melds with them. A creature that takes enough levels of exhaustion to die instead polymorphs into a plant as well. The curse expires after seven days; creatures transformed into plants revert to their normal form. A creature that succeeds at the initial saving throw is immune for 24 hours. \n'b' Tree Stride . The green man enters a tree and moves from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as it. The green man must use 5 feet of movement to enter a tree. It instantly knows the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree it\xe2\x80\x99s in. It appears in a spot of its choice within 5 feet of the destination tree, using another 5 feet of movement. If it has no movement left, it can appear within 5 feet of the tree it entered. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The green man 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 green man regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Cast a Spell . The green man uses its Innate Spellcasting to cast a spell with a casting time of one action. \n'b' Move . The green man moves up to its Speed without provoking opportunity attacks. It may use Tree Stride as part of the same action. \n'b' Slam Attack . The green man makes one slam attack . \n'b'\n'b' ABOUT \n'b' Ancient beyond measure, the legendary green men are avatars and guardians of the primeval forest. Green men are the naturally occurring apotheosis of such woodland terrains. \n'b' Most care little for other aspects of nature, from animals to geology, focusing exclusively on the flora of their home forest and the seasonal impact of weather. They grant spells enthusiastically to intelligent plants that worship them and somewhat more hesitantly to other sentient races who prove themselves friends of plants. Sometimes called \xe2\x80\x9cleshy kings\xe2\x80\x9d in esoteric texts, the enigmatic green men are said to be the ones who first taught druids the secrets of creating leshies, yet they themselves are far more powerful than these tiny creations. \n'b' Shepherd of the Trees . Most green men keep out of the way of the \xe2\x80\x9canimal races\xe2\x80\x9d as long as they leave the forest alone, while the rare benevolent and malevolent green men actively spread their influence over their home forests. Benevolent green men are kindly and nurturing patriarchs to all within their domain, even non-plants. Their territories are blessed with beautiful flowers and peaceful groves. \n'b' Malevolent green men are twisted and sadistic bullies and are fortunately the rarest of these paragons of plant life. Their territories are marred with poisonous plants, thorny vines, and twisted trees. \n'b' What few animals remain in such regions are either vicious enough to stand up to their plant tormentors or are allowed to remain to provide sport.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Scout \n'b' Small humanoid (alai), neutral \n'b' Armor Class 16 (natural armor) Hit Points 55 (10d6+20) Speed 35 ft., climb 15 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +4, Perception +4, Stealth +5, Survival +4 Damage Resistances poison; bludgeoning, piercing Condition Immunities poisoned Senses passive Perception 14 Languages Cetikal, Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Flitting Leaf . The green scout increases its horizontal jump distances by 20 feet and its vertical jump distances by 15 feet. \n'b' Pack Tactics . The green scout has advantage on an attack roll against a creature if at least one of the green scout\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Plant Ancestry . The green scout has advantage on saving throws against being charmed or frightened , and magic can\xe2\x80\x99t put it to sleep. In addition, the green scout does not need to eat and does not sleep (instead using photosynthesis; page 32). \n'b' Regeneration . The green scout regains 5 hit points at the start of its turn. If the green scout takes fire damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The green scout dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The green scout attacks three times with its lashing limb, twice with its explosive saplings, or it attacks once and throws a tangling root. \n'b' Lashing Limb . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. Instead of dealing damage, the green scout can grapple the target (escape DC 12). \n'b' Explosive Sapling . Ranged Weapon Attack : +5 to hit, range 40/120 ft., one target. Hit : 5 (1d4+3) force damage plus 2 (1d4) poison damage. \n'b' Tangling Root . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : The target becomes covered in hardening sap and must succeed a DC 10 Strength check or gain the grappled condition. At the start of each of its turns, the target receives another check to remove the grappled condition. The sap can also be destroyed (AC 13, 6 hp ). \n'b' About \n'b' Whenever an alai proves themselves as true wards of nature they receive a special enchantment, unlocking powers over the wooded environment hidden deep within their heritage and unearthed only by the bloody sacrifice of a user of arcana. These rigorous wardens of nature are the most likely to listen to reason and be convinced that an arcane magic user should not suffer a bloody, painful end for their blasphemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Green Spirit \n'b' Tiny plant \n'b' Armor Class 13 (natural armor) Hit Points 5 + five times your druid level Speed 30 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Challenge \xe2\x80\x93 Proficiency Bonus (PB) equals your bonus \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Camouflage . The green spirit has advantage on Dexterity ( Stealth ) checks made to hide in terrain with ample obscuring plant life. \n'b' Part of the Green . Difficult terrain composed of magical or nonmagical plants and undergrowth doesn\xe2\x80\x99t cost the green spirit extra movement. In addition, the green spirit can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard \n'b'\n'b' ACTIONS \n'b'\n'b' Thorn Attack . Ranged Weapon Attack : your spell attack modifier to hit, range 30 ft., one target you can see. Hit : 1d8 + PB piercing damage. \n'b'\n'b' ABOUT \n'b' A spirit of the Green is a manifestation of primordial plant life, typically summoned by a Circle of the Green druid. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material. \n'b' When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the goodberry spell \n'b' When summoned by a druid, the spirit shares the druids\xc2\xa0 initiative count, but takes its turn immediately after the druid. The green spirit can move and use its reaction on its own, but, not commanded, the only action it takes is the Dodge action. The druid can use a bonus action to direct it to take the Attack , Dash , Disengage , Help , Hide , or Search action or an action listed in its statistics. If the druid becomes\xc2\xa0 incapacitated , the spirit can take any action of its choice, not just Dodge .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Greenmaster \n'b' Medium plant , neutral \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d8+64) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 19 (+4) INT: 15 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +5, Perception +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Cetikal, Common, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The Greenmaster\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material, somatic, or verbal components:\n'b'\n'b' At will : druidcraft, poison spray \n'b' 5/day each : entangle , pass without trace , spike growth \n'b' 1/day each : commune with nature , conjure woodland beings , plant growth \n'b'\n'b' Magic Resistance . The Greenmaster has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The Greenmaster regains 10 hit points at the start of its turn. If the Greenmaster takes fire damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The Greenmaster dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Speak with Plants . The Greenmaster can communicate with plants as if they shared a language. \n'b' Tree Stride (1/Turn) . The Greenmaster can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b' Actions \n'b' Multiattack . The Greenmaster attacks three times or attacks once and casts a spell. \n'b' Lashing Limb . Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 6 (1d8+2) bludgeoning damage plus 14 (4d6) poison damage. Instead of dealing damage, the greenmaster can grapple the target (escape DC 13). \n'b' About \n'b' When a druid or a truly zealous hunter has distinguished themselves they are gifted with the Truest Green\xe2\x80\x99s blessing, ascending to a sense of true oneness with nature on a wave of power driven by the spilling of a powerful magician\xe2\x80\x99s blood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Acronical \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 38 (5d10 + 10) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 120 ft. passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The acronical makes two hook attacks. \n'b' Hook . Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage. \n'b' Drain . Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) slashing damage plus plus 7 (2d6) poison damage. If the target is a creature other than an undead or a construct , it must succeed on a DC 13 Constitution saving throw or lose 5 (1dl0) hit points at the start of each of its turns. Each time the acronical hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. \n'b' Invisible Passage . The acronical magically turns invisible until it attacks, or until it\xe2\x80\x99s concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible also. \n'b' About \n'b' The acronical is a large insectile predator that strides on six armored legs. Eight feet tall at the shoulder, it has a dark maroon exoskeleton and serrated black hooks at the end of both arms. It reeks of vomit. \n'b' Created by priests many centuries ago, this nocturnal creature stalks and kills adulterers. It hunts married people who stray from their spouses, and those who tempt or dally with married people. \n'b' Acronicals are drawn to the scent of such persons, and can detect it from miles away. The beasts crawl across walls and ceilings, silent and careful, closing in on their victims. They stalk everyone who was peripherally involved in the duplicity, neighbors who turn a blind eye, innkeepers who knew exactly what was going on, and so forth. Those involved are tracked down, attacked while alone, hamstrung, and devoured by the acronicals while still alive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ant Lion \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Saving Throws Con +5 Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Stealth +2 Condition Immunities Charmed Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages None Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 18 (3d10 + 2) piercing damage and the target is grappled (escape DC 12). \n'b'\n'b' TACTICS \n'b' Ant lions lurk at the bottom of deep, funnel-shaped pits and holes, where they feed on unfortunates who fall in. An ant lion pit is about 60 feet across and about 20 feet deep. A creature that steps on the pit must make a DC 16 Dexterity saving throw or slip and fall into the funnel. It is there where the ant lion waits, buried just under the surface of the ground. When prey falls to the center of the funnel, the ant lion surfaces and attacks, using its mandibles to grab and tear at its prey. \n'b' ABOUT \n'b' The vicious ant lion resembles a giant gray or brown ant with leathery skin covered in coarse, black bristles. Its deep, inset eyes are black, and its mouth is filled with rows of jagged teeth. Two large silver mandibles protrude just above its mouth. Each mandible has a barb on the inside midway between the creature\xe2\x80\x99s mouth and the end point of the mandible. An ant lion is about nine feet long and weighs nearly 700 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Hammerfist \n'b' Family: Clockwork \n'b' Huge construct (iron, clockwork), unaligned \n'b' Armor Class 21 (natural armor) Hit Points 60 (8d12 + 8) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses blindsight 10 ft., passive Perception 13 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 21 (12d6) slashing damage in a 15 ft. radius. Creatures in the radius can make a DC 13 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' Constrict . Melee Weapon Attack : +7 to hit, reach 35 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained , and the hammerfist can\xe2\x80\x99t constrict another target. \n'b' Fling . One Large or smaller object held or creature grappled by the hammerfist is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone . \n'b' > Punch . Melee Weapon Attack : +7 to hit, reach 35 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be pushed 15 feet and knocked prone . \n'b'\n'b' ABOUT \n'b' This massive hand is connected to the ground and swings wildly at you! \n'b' Legend has it that the keygnomes originally planned to build a giant automaton to conquer their enemies, similarly to what nomes created in Faerie. In both cases, but two versions are known to exist and both were failures. Still, the gnomes pressed on, determined to create something even greater than their Faerie brethren. \n'b' But due to a lack of funding, resources, and willingness to complete the project, they were only able to create these fists instead. They are dangerously powerful but have little purpose other than grabbing and smashing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Pugwampi Leader \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), neutral evil \n'b' Armor Class 13 (tiny chain mail) Hit Points 17 (5d4+5) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0, Intimidation +0, Stealth +5 Senses darkvision 120 ft., passive Perception 12 Languages Deep Speech, Gnoll Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (Recharges After a Short of Long Rest) . The pugwampi leader can take one additional action on top of its regular action and a possible bonus action. \n'b' Hard of Hearing . A pugwampi has disadvantage on Wisdom ( Perception ) checks reliant on hearing. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 1/day : shatter \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Second Wind (Recharges After a Short or Long Rest) . The pugwampi leader can use a bonus action to regain 7 (1d10+2) hit points . \n'b' Speak with Animals . The pugwampi can magically speak with animals , as though under the spell speak with animals . \n'b' Unluck Aura . Creatures except for gremlins, beasts, and gnolls within a radius of 20 ft. are at disadvantage on attack rolls, ability checks, and saving throws. Creatures that are immune to being charmed are immune. Creatures that benefit from a spell or ability that grants advantage or a bonus to attacks, ability checks, or saving throws (such as bless ) are immune to this aura; effects that affect only one ability score do not grant this immunity. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pugwampi leader makes two weapon attacks. \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 0 ft. or range 20/60 ft., one target. Hit : 1 slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Azza Gremlin \n'b' Family: Gremlins \n'b' Small fey , neutral \n'b' Armor Class 14 Hit Points 7 (2d6) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Senses darkvision 120 ft., passive Perception 11 Languages Common, Primordial Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Contagious Lightning . A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Lightning Jolt . Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit : 6 (1d6 + 3) lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be affected by Contagious Lightning. \n'b'\n'b' REACTIONS \n'b'\n'b' Ride the Bolt . The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage. These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears. \n'b'\n'b' ABOUT \n'b' Lightning Lovers . Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning. \n'b' Magnetic Flight . Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures. \n'b' Work with Spellcasters . Although they aren\xe2\x80\x99t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. Azza gremlins stand 12 to 18 inches tall and weigh approximately 8 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bilge Gremlin \n'b' Family: Gremlins \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 \n'b' Hit Points 36 (8d4 + 16) \n'b' Speed 20 ft., climb 10 ft., swim 20 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 9 (\xe2\x80\x931) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +5, Stealth +5 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 9 \n'b' Languages Aquan, Sylvan \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The bilge gremlin can breathe air and water. \n'b' Aura of Mechanical Mishap . The bilge gremlin\xe2\x80\x99s presence interferes with nonmagical objects that have moving parts, such as clocks, crossbows, or hinges, within 20 feet of it. Such objects that aren\xe2\x80\x99t being worn or carried malfunction while within the aura, and, if in the aura for more than 1 minute, they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts, roll a d6. On a 5 or 6, weapons such as crossbows or firearms misfire and jam, and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Intelligence check. \n'b' Filth Dweller . The bilge gremlin is immune to disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease. \n'b' Makeshift Weapon . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) bludgeoning, piercing, or slashing damage. \n'b'\n'b' ABOUT \n'b' The blue-skinned creature hangs from the rigging, cackling with glee through pointed teeth as it flaps its fin-like ears. These aquatic fey resemble goblins with scaly, blue skin. When confronted, they use whatever is at hand to defend themselves. \n'b' Sinister Stowaways . Bilge gremlins can be found anywhere ships drop anchor, sneaking aboard and making themselves at home. They eat shipboard vermin, but this benefit is outweighed by their cruel pranks and the uncanny failure of mechanical devices in their presence. \n'b' Vile and Verminous . Sensing others of their kind, bilge gremlins often board infested ships passing through ports or over reefs. Disease, mishaps, and sabotage can lead crews to abandon ship, leaving the vessel adrift until someone investigates and unknowingly provides the gremlins with a new home. \n'b' Gremlin Leaders . If a population of bilge gremlins grows large enough, one bilge gremlin increases in size and power. These bosuns become the de facto leaders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bilge Gremlin Bosun \n'b' Family: Gremlins \n'b' Small fey , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 60 (11d6 + 22) \n'b' Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +6, Stealth +6 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages Aquan, Sylvan \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The bilge gremlin can breathe air and water. \n'b' Aura of Mechanical Mishap . As the bilge gremlin , except an object malfunctions on a roll of 4, 5, or 6. \n'b' Filth Dweller . The bilge gremlin is immune to disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bilge gremlin bosun makes one Bite attack and two Makeshift Weapon attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease. \n'b' Makeshift Weapon . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) bludgeoning, piercing, or slashing damage. \n'b'\n'b' ABOUT \n'b' The blue-skinned creature hangs from the rigging, cackling with glee through pointed teeth as it flaps its fin-like ears. These aquatic fey resemble goblins with scaly, blue skin. When confronted, they use whatever is at hand to defend themselves. \n'b' Sinister Stowaways . Bilge gremlins can be found anywhere ships drop anchor, sneaking aboard and making themselves at home. They eat shipboard vermin, but this benefit is outweighed by their cruel pranks and the uncanny failure of mechanical devices in their presence. \n'b' Vile and Verminous . Sensing others of their kind, bilge gremlins often board infested ships passing through ports or over reefs. Disease, mishaps, and sabotage can lead crews to abandon ship, leaving the vessel adrift until someone investigates and unknowingly provides the gremlins with a new home. \n'b' Gremlin Leaders . If a population of bilge gremlins grows large enough, one bilge gremlin increases in size and power. These bosuns become the de facto leaders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Filcher Gremlin \n'b' Family: Gremlins \n'b' Small fey , chaotic evil \n'b' Armor Class 15 (studded leather) Hit Points 45 (10d6 + 10) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Intelligence +5 Skills Acrobatics +6, Arcana +5, Perception +5, Sleight of Hand +9, Stealth +9 Senses passive Perception 15 Languages Common, Goblin, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Evasion . If the gremlin filcher is subjected to an efect that allows it to make a Dexterity saving throw to take only half damage, the filcher instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Innate Spellcasting . The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells without requiring material components.\n'b'\n'b'\n'b' At will : arcane lock , knock \n'b' 3/day : find traps \n'b' 1/day : \n'b'\n'b' Knot Expert . The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects. \n'b' Sneak Attack . Once per turn, the filcher deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gremlin that isn\xe2\x80\x99t incapacitated and the gremlin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The filcher makes two shortsword attacks and one bite attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' Bonus Actions \n'b'\n'b' Cunning Action . The gremlin filcher can take the Dash , Disengage , or Hide actions . \n'b' Fast Hands . The gremlin filcher can use a bonus action to use an object or to make a Dexterity ( Sleight of Hand ) check to pickpocket one object on a target\xe2\x80\x99s body which it is not holding. The target makes an opposed Dexterity ( Acrobatics ) check if it is aware of the gremlin\xe2\x80\x99s presence, avoiding the attempt if the target wins. If the target is unaware of the gremlin, the filcher\xe2\x80\x99s attempt to pickpocket the target succeeds. \n'b'\n'b' About \n'b' Gremlin filchers are a force to be reckoned with (when it comes to securing your valuables or hiring one to secure someone else\xe2\x80\x99s valuables). Their small size and high Stealth bonus allow them to easily slip unnoticed into most places. Their knack with ropes not only aids them in climbing into hard to reach spaces (which could be several given their small size) but also allows them to bind any person(s) who would stop them from their task at hand.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Fuath Gremlin \n'b' Family: Gremlins \n'b' Small fey , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d6 + 8) Speed 20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages Aquan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the gremlin has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Water Breathing . The fuath gremlin can only breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The fuath gremlin makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Congeal Water (1/day) . One creature of the fuath gremlin\xe2\x80\x99s choice within 30 feet of it must succeed on a DC 10 Dexterity saving throw or be coated with a thick, viscous coating of clinging watery fluid for 1 minute. While coated with this substance, the target is restrained and must hold its breath to keep from drowning (reference the SRD for Suffocating rules). The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This small, aquatic, vaguely humanoid creature exhibits keen interest in boaters and beachgoers. Its green, scaly skin and webbed fingers and toes befit its environment, and a thick yellow mane along its spine continues on to its long tail. The playful creature teases and splashes onlookers, ushering them into the water. \n'b' This scanty scourge of the sea (and other bodies of water) delights in trickery and causing misery. The size of a newborn human, it is capable of wreaking havoc and even murder. A fuath gremlin will sabotage boats just to watch the fear and mayhem as the passengers cling desperately to life on the open sea. \n'b' The evil creature will attempt to drown anyone it entices into the water and can hasten the process by expelling a viscous, suffocating watery liquid from its throat, foiling the efforts of even the best swimmers. It attacks with two claws if close up and dealing with a flailing swimmer or from a distance with darts it fashions from stout underwater reeds and sharpened seashells.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin \n'b' Family: Gremlins \n'b' Subpages \n'b' Small fey , chaotic evil \n'b' Armor Class 14 (leather) Hit Points 10 (3d6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Arcana +4, Perception +4, Sleight of Hand +5, Stealth +5 Senses passive Perception 14 Languages Common, Goblin, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells without requiring material components.\n'b'\n'b'\n'b' At will : arcane lock , knock \n'b' 3/day : find traps \n'b' 1/day : passwall \n'b'\n'b' Knot Expert . The gremlin has advantage on any check or saving throw to break free of any effect grappling or restraining it when the effect is made of rope or rope-like objects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This creature resembles a goblin with long floppy ears, a pinched wrinkled face, nasty claws, a mouth full of sharp teeth and a wicked glint in its eyes. \n'b' Gremlins are wicked fey beings who revel in destruction and creating mayhem. They are known to wreck machinery and equipment, often laying nasty traps behind, ensuring that repair is next to impossible. Due to their phase door ability, they can get inside even the most complicated and tight areas without fear of detection and remain as long as they like. \n'b' Here they reside undetected until towers begin collapsing, forges explode, gates jam, and catapults begin to misfire. Once a village, city, or castle finds itself the unhappy host of a gremlin, it is almost impossible to root the creature out and remove it once and for all. \n'b' Individual gremlins tend to scout out new areas in which to wreak havoc. Within weeks their numbers double, especially in high population areas where they may remain undetected for an extended period of time. \n'b' A gremlin stands 3\xc2\xbd feet tall and weighs about 40 pounds. \n'b' When pressed into combat, gremlins fight with bites, claws and their wicked blades which are frequently slick with nasty venoms. They prefer to hide in shadows and lash out with their sneak attack and use their phase door ability to beat a hasty retreat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Erinat \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), chaotic evil \n'b' Armor Class 13 Hit Points 27 (6d4+12) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Perception +1, Sleight of Hand +5, Stealth +7 Senses passive Perception 11 Languages Common, Deep Speech Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day : confusion (affects only 1 target and has a duration of 1 round) \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Malicious Mischief . A pair of erinats working together can use both their actions to touch a creature within 5 feet. The creature must make a DC 13 Wisdom check. On failed save, the creature is magically compelled to use the Attack action against a random non-gremlin within range or reach. As part of this action, one of the erinats may offer a weapon or object; if the target fails the save, the creature must take the object attack with it as a weapon or improvised weapon. A gang of six erinats can curse a helpless creature over the course of an hour. The creature must make a DC 13 Wisdom check. On a failure, the creature becomes hostile toward someone of the erinats\xe2\x80\x99 choice for 1 week. Thoughts of harming that second creature overwhelm the target of malicious mischief\xe2\x80\x99s thoughts. If the creature goes 24 hours without taking a deliberately hostile act (such as contaminating food, opening an animal pen, attacking them, or so forth), the creatures suffers 5 (2d4) psychic damage and has their maximum hit points reduced by the same amount. If their maximum hit points reach 0, they become incapacitated but stable. Remove curse ends this effect and restores a creature\xe2\x80\x99s maximum hit points . Creatures that are immune to being charmed are immune. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The erinat makes two lashing chain attacks. \n'b' Lashing Chain . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Incite Murder . The erinat targets one creature within 30 feet it can see. The target must make a DC 13 Wisdom saving throw. On a failed saving throw, the target is magically compelled to kill another creature of the target\xe2\x80\x99s choice, to the best of its ability. The target must use the Attack command, moving closer if necessary or useful and if it is able to do so without placing itself in unreasonable danger. The effect lasts until the beginning of the erinat\xe2\x80\x99s next turn. Creatures that are immune to being charmed are immune. \n'b' Change Shape . The erinat magically polymorphs into the shape of a Small humanoid child or returns to 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 erinat\xe2\x80\x99s choice). In a new form, the erinat retains its game statistics, other than its size and having normal 5-foot reach with melee attacks . \n'b'\n'b' ABOUT \n'b' Well known for their mischievous natures, their nasty Senses of humor, and their destructive habits, the fey creatures known as gremlins rightfully earn their reputations as cruel pranksters and sadistic saboteurs. Ranging in size from 3 feet in height down to barely over a foot tall, numerous types of gremlins stalk the world\xe2\x80\x99s dark and unseen reaches, tending to linger near thin spots in reality between the Material Plane and the realms of the fey. The smaller a gremlin is, the stronger its ties to the realm of the fey remain, and the stranger and more potent its powers. \n'b' Ruinous . While all gremlins share certain traits in common, such as a resistance to damage from weapons save those made of silver, a cruel and sadistic sense of humor, and their slight statures, all are famed for their ability to break, curse, and otherwise ruin the works of other creatures. Gremlins take great delight in ruining and breaking things, and while each gremlin race has a particular \xe2\x80\x9cspecialty\xe2\x80\x9d (be it magical auras, complex machinery, coordinated tactics, or even luck itself ), all gremlins are fascinated by complex devices and intricate social constructs. Nothing pleases a gremlin more than being involved in the collapse of something complex. \n'b' Against larger creatures, particularly humanoids (whom gremlins particularly love to torment and vex), gremlins adopt a subtler approach. Lacking the physical strength to fight even the weakest humanoid societies, they seek out urban areas where the \xe2\x80\x9cbig folk\xe2\x80\x9d don\xe2\x80\x99t visit often, like sewers, dumps, graveyards, and abandoned buildings. Once established in the shadows of society, the gremlins move out singly or in pairs to undo anything that can be undone. \n'b' They love leaving objects, relationships, or situations looking stable to casual observation, but ready to collapse or fail spectacularly at the slightest touch, hiding nearby so they can observe the calamitous results but keeping well out of range of the disaster. \n'b' Countermeasures . In areas where gremlin activity is well established, many societies have developed unique and clever ways to both protect themselves from gremlin-related mayhem and root out the little monsters from their lairs. One common method of dealing with gremlins is to use objects known as gremlin bells. Crafted from bronze, brass, or other semiprecious metals and measuring no more than an inch tall, gremlin bells are hung from delicate chains or silken cords over door frames and windows or affixed to precious objects. The belief is that the presence of a gremlin bell sickens the creatures and even renders their supernatural and spell-like abilities useless. Strangely enough, many gremlins believe this as well, and even when the gremlin bells aren\xe2\x80\x99t magic, gremlins won\xe2\x80\x99t risk tinkering with most objects that seem to be warded in such a manner. \n'b' Other communities take a much more active path in ridding themselves of gremlins, training small animals like cats, dogs, falcons, or even weasels to seek out and attack gremlins on sight. Tiny trained animals can pursue gremlins into their cramped warrens with ease and, when their claws are fitted with cleverly constructed silvered spikes, can inflict significant damage on a tribe of these creatures. Many gremlin tribes have learned from such tactics, however, and utilize trained (or not) animals in their lairs for protection. \n'b' Erinats are obsessed with conflict and discord. They love nothing more than starting fights\xe2\x80\x94the more inane and pointless the struggle, the better. Erinats change shape to appear as unfed, unwashed humanoid children as appropriate to their surroundings, allowing the gremlins to move freely through settlements (and accuse anyone who attempts to stop their malicious conduct of trying to kidnap them). Erinats don\xe2\x80\x99t care who wins the fights they start; they simply wish to be entertained by the largest brawls they can arrange. The mischievous gremlins delight in creating chaos and are prone to making outrageous claims in the hope of sparking riots, aided by forcing bystanders to attack each other with random, often ridiculous objects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Fuath \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 7 (2d4+2) Speed 20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Animal Handling +5, Athletics +0, Perception +3, Stealth +5 Damage Resistances cold Senses darkvision 120 ft., passive Perception 13 Languages Aquan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The fuath can breathe air and water. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , prestidigitation \n'b' 1/day : sleep \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Vulnerable to Sunlight . Every hour the fuath is in sunlight and not in at least one foot of water, the fuath must make a DC 10 Constitution saving throw. On a failure, it takes one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : 6 (2d4 +1) slashing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4+1) piercing damage. \n'b' Congeal Water (1/Day) . The fuath targets one creature within 30 feet it can see and surrounds the creature in a thin layer of magically viscous water. The creature must make a DC 11 Dexterity saving throw. On a failed saving throw, the creature is restrained . A restrained creature begins drowning on its turn. A creature may use an action to make a new saving throw on its turn, ending the effect if it succeeds. Otherwise the effect ends after 1 minute. A fuath can use this ability even if there is no source of water nearby. \n'b'\n'b' ABOUT \n'b' Drowners of sailors and sinkers of ships, a fuath (FOO-ah) climbs aboard ships in the dead of night to sever ropes, bore holes in barrels, soil provisions, and murder any hapless crew it puts to sleep or catches alone. It delights in drowning creatures by surrounding them with magically thickened water, cackling with wicked glee as its victims claw desperately for the air only inches from their mouths. \n'b' A fuath wears seaweed, shells, and coral like other creatures wear armor, clothes, and jewelry. Its body is protected by a hard, hunchbacked carapace. It stands less than 2 feet tall and weighs 12 to 15 pounds. \n'b' Fuaths don\xe2\x80\x99t share a common language with other types of gremlins, though they can pantomime to each other fairly effectively. They have a surprising rapport with other sea creatures, even foul-tempered beasts like giant crabs and crayfish. \n'b' Small groups of fuaths lair in sea caves or rocky crevices. Larger groups frequently lay claim to whole sections of ruined ships. Their lairs usually include several trained guard animals. Fuaths prefer the taste of \xe2\x80\x9cland-meat\xe2\x80\x9d to anything from the sea, and often raid shore and ships to slake their hunger. \n'b' They adore sea hags to the point of worship.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Fuath Depth-Caller \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 24 (7d4+7) Speed 20 ft., climb 10 ft., swim 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +7, Nature +3, Religion +3, Stealth +5 Damage Resistances cold Senses darkvision 120 ft., passive Perception 13 Languages Aquan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The fuath can breathe air and water. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , prestidigitation \n'b' 1/day : sleep \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Spellcasting . The depth-caller is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The depth-caller has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , resistance \n'b' 1st level (4 slots) : cure wounds , fog cloud , thunderwave \n'b' 2nd level (3 slots) : lesser restoration , moonbeam \n'b' 3rd level (2 slots) : conjure animals , dispel magic \n'b'\n'b' Vulnerable to Sunlight . Every hour the fuath is in sunlight and not in at least one foot of water, the fuath must make a DC 10 Constitution saving throw. On a failure, it takes one level of exhaustion . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : 6 (2d4 +1) slashing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4+1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Knight \n'b' Family: Clockwork \n'b' Medium construct (iron, clockwork), lawful evil \n'b' Armor Class 21 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +2, Perception +2 Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockobo Egg . The clockwork knight wears spurs that are part of clockwork tack, which allow it to summon its clockobo companion. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Egg Rejuvenation . When the knight\xe2\x80\x99s body is destroyed, its corpse retracts into a Small egg. The egg has an AC of 15, is immune to bludgeoning damage, and 8 hit points . Eggs bounce up to 15 feet high in a random direction if the knight dies while on a flying mount (bouncing twice more, at 10 feet and then 5 feet). Destroying the egg stops the rejuvenation process. After 1 round the egg unfolds into a stronger body. A clockwork bounder transforms into a clockwork hunter. \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 knight makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Lance . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This mechanical humanoid wields a lance in one hand and wears a shield in the other. \n'b' Clockwork knights are relentless constructs that often are paired with clockobos. They are chiefly known for their ability to become more powerful over time, collapsing into small insulated eggs (formed from their shields) when destroyed, only to reemerge more powerful than before. \n'b' The most basic model of clockwork knight, these bounders make a beeline straight for opponents and show little strategy in their tactics. \n'b' More advanced clockwork knights are capable of teamwork and tactics. They work together to overcome enemies and use height to their advantage. \n'b' Clockwork lords act as commanders and leaders of the other knights, capable of acting independently while guiding their minions in coordinated attacks in more powerful foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ant, Iron \n'b' Medium swarm of Tiny elementals , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 39 (6d8 +12) Speed 20 ft., climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances piercing, slashing Damage Immunities bludgeoning Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 15 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\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 insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites (Swarm) . Melee Weapon Attack : +9 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 8 (2d6+1) piercing damage, or 4 (1d6+1) piercing damage if the swarm has half its hit points or fewer. \n'b' Bite (Individual Ant) . Melee Weapon Attack : +4 to hit, reach 0 ft., one target being crawled upon. Hit : 1 piercing damage. \n'b'\n'b' TACTICS \n'b' Initial Round -A swarm of iron ants will go after whatever person or creature bearing the most iron, copper, or other objects made from natural metals. It is their instinct to seek out concentrations of their primary diet. \n'b' Subsequent Rounds -A swarm of iron ants that finds itself attacking a target that has been knocked prone , paralyzed , and/or unconscious will crawl all over the target-but only to seek out juicy metal bits to tear off and take away to feed the swarm. The ants are looking for a meal; they don\xe2\x80\x99t bear vengeance or ill will, and they do not fathom their advantage in any tactical sense at all. \n'b' Defensive Round -Destroying the swarm is as much dispersing it as it is killing the individual creatures. Considering how sturdy individual iron ants are, when the swarm reaches 0 HP it is effectively destroyed, but 2d10 individual ants scatter from the last space the swarm was in \xe2\x80\x93 and can be caught using DC 12 Dexterity saving throw. \n'b' ABOUT \n'b' The sound of a thousand needle-pointed legs scurrying across the cobblestone floor, the occasional clink of ferrous exoskeletons mingled throughout, announces a carpet of inch-long elemental vermin-the iron ants. \n'b' Serving as carrion scavengers on the elemental plane of earth, iron ants are almost omnipresent there, scurrying about to find and claim bits and flecks of raw metal throughout the landscape and returning with them to their central nest and their enormous, hidden queen. \n'b' Individually the iron ants are roughly one inch long, bearing the same body structure as a large, steel-grey carpenter ant with a body comprised entirely of solid cold iron. If it weren\xe2\x80\x99t for their constant scurrying and wriggling, an onlooker might think of an iron ant as some kind of forge-born sculpture. \n'b' Iron ants are commonplace vermin on the elemental plane of their origin. They are often tucked away in the cracks of a proper elemental , or stashed in the folds of a dao\xe2\x80\x99s flowing robes. However, they might be hidden, when those beings are called to the prime plane for whatever reason, or when travelers carelessly dimension door their way through, the occasional iron ant might accidentally come along for the ride and end up stranded on the prime plane. When that happens, the straggler ants instinctively begin to seek out each other to form swarms to better their chances of survival. \n'b' On their home plane, iron ants roam about finding ore scraps and other metallic leftovers to dine upon and bring back to their queen. on the Prime Plane their instincts have not changed, but their menu has. Raw ore is not as easy to come by as it is on their home plane, so these roving swarms are drawn to collections of smelted materials, worked metals, and if they must \xe2\x80\x93 alloys. The ants do not individually eat much, leaving behind tiny scratches on metallic objects, taking weeks to scrape a dagger or ingot to bits as they carry it around within the swarm, searching for a way to their impossibly distant nest queen. \n'b'\n'b' d6 \n'b' Iron Ant Treasures \n'b'\n'b' 1 \n'b' 1d4 gp worth of natural iron/copper ore. \n'b'\n'b' 2 \n'b' 2d8 copper pieces; 50% chance for a slightly chewed upon dagger. \n'b'\n'b' 3 \n'b' A random metal martial weapon, only slightly chewed upon. \n'b'\n'b' 4 \n'b' A suit of half-plate with the buckles chewed off, requiring 2d10 gp worth of repairs. \n'b'\n'b' 5 \n'b' 3d20 silver pieces in a hollow monster skull. \n'b'\n'b' 6 \n'b' A buckler shield made from either mithril or adamant (50% chance of either).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Grimple \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), chaotic neutral \n'b' Armor Class 11 Hit Points 7 (2d4+2) Speed 20 ft., climb 20 ft., fly 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Sleight of Hand +5, Stealth +5 Senses passive Perception 12 Languages Deep Speech Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gremlin Lice . All grimples are infested with gremlin lice. Whenever a warm-blooded creature comes in physical contact with a grimple, the creature must make a DC 11 Constitution check. On a failed save, the creature begins to itch on its next turn. The itch proves so distracting that for the duration of the infestation, the individual has disadvantage on initiative checks and saving throws to maintain concentration. Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 24 hours. Submersion in water or exposure to freezing temperatures also kills a gremlin lice infestation. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 3/day each : grease , mage hand \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : 3 (1d3 + 1) piercing damage. \n'b' Rock . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Putrid Vomit (Recharge 5-6) . The gremlin spews vomit in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Constitution saving throw, becoming poisoned on a failed save. At the end of each its turns, the creature can make a new saving throw; on a success, the creature is no longer poisoned . \n'b'\n'b' Grimples are filthy urban scavengers that lurk beneath the eaves of abandoned buildings, clock towers, belfries, and steeples. Sickly-looking and ragged, they shed constantly as a result of the small parasites they host. Quick climbers, grimples also have loose flaps of skin that stretch between their arms and allow them to glide short distances. Voracious omnivores, grimples feast off garbage. They frequently target inns, restaurants, and other places where they can scavenge a steady supply of food. \n'b' Grimples despise humans and show it by attacking drunks, unlocking stables, torturing guard dogs, and loosening hanging storefront signs so that they fall on people. This does not stop them from sometimes allying with humans and other humanoids, but such collaborations are always temporary, as a grimple is ever plotting betrayal. Although a grimple is often arrogant and overbearing, its ability to vomit at will (and propensity for doing so constantly) remains its most unappealing quality.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Haniver \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), neutral \n'b' Armor Class 11 Hit Points 7 (2d4+2) Speed 10 ft., fly 20 ft., swim 20 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The haniver can breathe air and water. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion , prestidigitation \n'b' 1/day : major image (sounds only) \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Misplacement . Hanivers are swift and curious, possessing an uncanny ability to meddle with the possessions of any character whose square they enter. Any time a haniver succeeds at a Dexterity ( Sleight of Hand ) check against a creature, it also rearranges that creature\xe2\x80\x99s possessions. The next time that creature attempts to produce a weapon or item, it finds its possessions misplaced or disarranged; retrieving a stored item or drawing a weapon then requires an action. After spending this action, the character takes mental inventory and is no longer affected by this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : 3 (1d3 + 3) piercing damage. \n'b' Scare (1/Day) . One creature of the gremlin\xe2\x80\x99s choice within 20 feet of it must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the gremlin is within line of sight, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Hanivers haunt the stories of sailors and fishing communities, featuring prominently in parables told to naughty children by disapproving parents. A thousand such tales exist, each a variation on a common theme\xe2\x80\x94the gremlins flap up from the sea, startle nasty fishermen or disobedient youths, and make off with their trinkets. Yet as is rarely the case with such tales, nearly every word of these stories\xe2\x80\x94no matter how unlikely or comic\xe2\x80\x94proves near to the truth. Hanivers possess flat, leathery bodies with only a few thin bones. Most stand little more than a foot tall and 1-1/2 feet across and weigh less than 5 pounds. \n'b' Savage Curiosity . Strange, capricious fey creatures that enjoy skimming whitecaps, flipping over solitary horseshoe crabs, and suicidally teasing dolphins and sharks, hanivers endlessly indulge a mad racial curiosity. Such is their obsession that every haniver must know what is under every rock, in every basket, and beneath every hat. Should they like what they find, they typically attempt to make off with it, clinging to their prize like a beloved heirloom until the next curiosity or shiny treasure catches their attention. \n'b' Hanivers have no concept of worth, though they know much of desirability, and might hang onto an item they would otherwise discard in moments if another creature\xe2\x80\x94or former owner\xe2\x80\x94expresses desire for it. The gremlins don\xe2\x80\x99t steal out of any sense of maliciousness, but rather out of curiosity and selfishness. \n'b' The most intelligent occasionally even believe that they\xe2\x80\x99re tradin and leave behind old \xe2\x80\x9ctreasures\xe2\x80\x9d\xe2\x80\x94often strange or natural items that barely fit the description\xe2\x80\x94in place of things they\xe2\x80\x99ve claimed. Regardless, folklore advises those who have something stolen by a haniver to simply abandon it rather than face the frustration of attempting to rescue it\xe2\x80\x94hence the tendency of sailors to blame the hanivers whenever something goes missing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Hobkins \n'b' Family: Gremlins \n'b' Small fey (gremlin) , neutral evil \n'b' Armor Class 12 Hit Points 9 (2d6+2) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Intimidate +6, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightener . A hobkins never suffers disadvantage on Intimidate checks. \n'b' Innate Spellcasting : The hobkins\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , ghost sound, silent image \n'b'\n'b' Minor Levitation . Hobkins generally float (hover)1 inch above the ground. A hobkins can fly up to 20 feet straight up, but at the end of the movement, unless it\xe2\x80\x99s found something to cling to, it returns to 1 inch above the nearest flat surface below. \n'b' Out of Phase . Hobkins are slightly out of phase, causing disadvantage on ranged attack rolls against them. Anything that ignores blink or that can affect creatures on the Ethereal Plane ignores this. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Collateral Damage . When an attack roll misses the hobkins, the hobkins can redirect the attack to any target that was in range of the original attack (if any). The attack can\xe2\x80\x99t be redirected against the original attacker. The attacker rolls a new attack against the new target. Hobkins delight in using this ability to force creatures to destroy their own prized possessions. \n'b'\n'b' ABOUT \n'b' Like many gremlins, hobkins enjoy destroying things that others cherish, but unlike their jinkin cousins, hobkins delight in manipulating people into destroying their own belongings. \n'b' Their favorite strategy is to use their magical abilities and their Intimidate skill to frighten a family. A hobkins may wait at a child\xe2\x80\x99s window during a storm so that it appears pressed up against the glass when the lightning flashes, only to hide away when they check again. Once its victims work themselves into a frenzy, the gremlin gives them time to arm themselves, then reveals itself, leaping and floating out of reach to force panicked victims to throw anything at hand. A hobkins stands 3 feet tall and weighs 15 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Jinkin \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), chaotic evil \n'b' Armor Class 14 Hit Points 7 (3d4) Speed 40 ft.\n'b' STATS STR: 3 (-1) DEX: 19 (+4) CON: 11 (+0) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Perception +4, Sleight of Hand +6, Stealth +8 Senses darkvision 120 ft., passive Perception 14 Languages Deep Speech Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Sneak Attack (1/Turn) . The jinkin deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jinkin that isn\xe2\x80\x99t incapacitated and the jinkin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Tinker . A group of six jinkins working together over the course of an hour can cast bestow curse on a non-construct, non-undead creature, without using a spell slot or requiring components. This effect has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a DC 12 saving throw to resist). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half alter the function of the item. The item may gain a random magic item quirk, or its normal functions may be suppressed and replaced with those of a cursed item. For instance, a normal magical axe might become a berserker axe . A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn\xe2\x80\x99t already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 0 ft., one target. Hit : 6 (1d3 + 4) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 0 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Teleport (Recharge 6) . The jinkin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. \n'b'\n'b' ABOUT \n'b' Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they\xe2\x80\x99re strategically positioned, retreating with stolen goods when they can. Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while \xe2\x80\x9cfleeing\xe2\x80\x9d to remain visible to their target so that they can lure the victim into a trap. The average jinkin stands almost 2 feet tall and weighs about 13 pounds. \n'b' Grudges . Jinkins hold dangerous grudges for years, always looking to take revenge for real or imagined slights. They especially despise dwarves, and the feeling is mutual. \n'b' Magical Saboteur . One of the most direct and unwelcome revenges of the jinkins is the destruction or cursing of magical items. Many times they\xe2\x80\x99ll observe camped enemies from a distance and either steal an item to tinker with it or just use their tinkering magic at a distance to annoy the item\xe2\x80\x99s owner. Once a jinkin has worked its sabotage on a stolen item, the jinkin either grows bored with the item or may attempt to return it to its owner. Jinkin lairs are often cluttered with stolen items that bear curses the jinkins themselves have forgotten all about.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Monaciello \n'b' Family: Gremlins \n'b' Small fey (gremlin), chaotic evil \n'b' Armor Class 12 Hit Points 16 (3d6+6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 12 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Deception +4, Perception +4, Stealth +6 Senses passive Perception 14 Languages Deep Speech Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion , prestidigitation \n'b' 1/day each : faerie fire , hypnotic pattern \n'b'\n'b' Magic Bag . A monaciello always carries its pouch with it. This pouch contains an extradimensional space and operates like a bag of holding . If this pouch is separated from the monaciello, all of its former contents are lost, and it becomes a normal bag that contains the monaciello\xe2\x80\x99s treasure of coins. A monaciello that loses its pouch must create a new one, a process that takes 1d4 days. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed. \n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3 + 2) piercing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Putrefy Food or Drink . The manociello targets a potion or one gallon of food and drink it can see within 30 feet. The target potion or consumable is fouled and ruined. If a potion is in the possession of a creature, the creature can make a DC 11 Wisdom saving throw. On a successful save, the potion or consumable is unaffected. \n'b'\n'b' REACTIONS \n'b'\n'b' Stymie Channeling . When a creature within 20 feet uses Channel Divinity, the creature must make a DC 11 Wisdom check or use its action to do nothing instead. \n'b'\n'b' ABOUT \n'b' Most often found in urban environments, this gremlin lives among humanity, taunting religious and scholarly organizations with its pranks. Monaciello gremlins are most commonly found in monasteries and cathedrals where they wriggle their way up from the sewers and catacombs to play tricks on the devout. A monaciello stands 2-1/2 feet tall and weighs approximately 20 pounds. \n'b' Greedy . These tricksters pull blankets off sleeping clergy members, harass servants, spoil food, and hide valuables from their owners. Enamored with gold, they often overinflate the value of things with illusions, and even throw handfuls of gold coins (or illusions of gold coins if they are feeling especially stingy) to distract creatures on their trail. They pull these coins from their ever-present magical bags, confident they can always pilfer more.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Nuglub \n'b' Family: Gremlins \n'b' Small fey (gremlin), chaotic evil \n'b' Armor Class 14 Hit Points 33 (6d6+12) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Intimidation +3, Perception +1, Stealth +8 Senses darkvision 120 ft., passive Perception 11 Languages Deep Speech Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The nuglub has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its Hit Points . \n'b' Innate Spellcasting : The gremlin \xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 1/day each : heat metal , shocking grasp \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Snare Trap . A nuglub can prepare a snare trap in 1 minute, using almost any rope, vine, or length of cord. The Wisdom ( Perception ) DC to spot the trap is 10. A creature that steps into 5-foot square of the trap must make a DC 10 Dexterity saving throw. On a failed save, the creature is restrained and elevated off the ground. If the snare is secured to a tree or similar structure, they are whipped into the air for 5 (1d10) bludgeoning damage. The snare has AC 11, 5 Hit Points and is immune to most bludgeoning and piercing damage. Escaping the snare is an action and requires a DC 10 Dexterity ( Acrobatics ) check. On a failure of 5 or more or if the trap is destroyed, the victim falls prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Recharge 5-6) . The nuglub attacks twice: once with its bite and once with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Atrocity . When a creature within 5 feet of the nuglub takes the Disengage action, the nuglub makes a claws attack against the creature. \n'b'\n'b' ABOUT \n'b' Nuglubs are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn\xe2\x80\x99t come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity. Nuglubs jealously attack armored foes, as the gremlins\xe2\x80\x99 hunchbacked forms make it difficult to wear armor made for other Humanoids. A group may use its heat metal and shocking grasp abilities to weaken an opponent before mobbing it and trying to knock them prone . As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains. Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds. \n'b'\n'b' Trapster . Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the floor of beds, or near cribs in nurseries. \n'b' Small Bullies . Nuglubs are the brutes of gremlin -kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they\xe2\x80\x99re the strongest, and aren\xe2\x80\x99t likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Nuno \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), neutral evil \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses tremorsense 30 ft., passive Perception 13 Languages Deep Speech, Sylvan, Terran Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ant Affinity . Ants will never attack a nuno. The nuno can communicate in a rudimentary way with ants and ask them to perform simple tasks. \n'b' Wax Locator . Any creature cursed by a nuno can spend 1 minute pouring molten wax into a spoon and then into a container of water, causing the wax to run in the direction of the nuno. This allows the accursed creature to find the nuno no matter where it hides and attempt to put an end to the curse. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 bludgeoning damage. \n'b' Nuno\xe2\x80\x99s Curse . The nuno touches a non-construct, non-undead creature within 5 feet. The creature must make a DC 12 Wisdom throw. A creature that harms the nuno, damages the nuno\xe2\x80\x99s home, or steals the nuno\xe2\x80\x99s belongings must also save against the curse with disadvantage. On a failed save, the creature becomes cursed and takes 2 (1d4) necrotic damage. A creature that succeeds at its save is immune to that nuno\xe2\x80\x99s curse for 24 hours. A creature under the effects of the nuno\xe2\x80\x99s curse experiences horrific swelling and hair growth in a location the nuno touched or that was associated with harming the nuno (for instance, a creature\xe2\x80\x99s foot if that creature kicked over the nuno\xe2\x80\x99s anthill). This swelling disadvantage on Dexterity ability checks and causes the affected area to occasionally ooze or expel black pus. The curse is particularly hard to remove with remove curse ; the caster must succeed at a DC 12 ability check using their spellcasting ability or the spell is ineffective. A nuno can remove its curse as an action, and when a nuno dies, all its active curses end immediately. \n'b'\n'b' ABOUT \n'b' Nunos are fungus gremlins that live in anthills. Even young nunos appear as wizened old men, and the creatures are solitary hermits, living among ants in anthills and burrows in tropical regions. Though nunos are as spiteful as any other gremlins, they tend to keep to themselves and reserve their enmity for those who bother them\xe2\x80\x94especially those who dare to harm a nuno\xe2\x80\x99s anthill home. \n'b' Accursed . Due to the relative difficulty of removing a nuno\xe2\x80\x99s curse via magic, the best options for a creature cursed by a nuno are to slay the nuno or parley with the creature. Since the curse could have triggered while the nuno wasn\xe2\x80\x99t present, both approaches are made easier by the nuno\xe2\x80\x99s wax locator ability. \n'b' Conversational . Though inherently grumpy, nunos are easily bribed with offerings of fruit or valuable objects and can at times be swayed by a particularly well-constructed argument. They can also usually be persuaded by humanoids and fey they find beautiful, though a nuno\xe2\x80\x99s predilections are unpredictable at best, and they tend to loathe conventional beauty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Pugwampi \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), neutral evil \n'b' Armor Class 11 Hit Points 7 (3d4) Speed 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 120 ft., passive Perception 12 Languages Deep Speech, Gnoll Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hard of Hearing . A pugwampi has disadvantage on Wisdom ( Perception ) checks reliant on hearing. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 1/day : shatter \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Speak with Animals . The pugwampi can magically speak with animals , as though under the spell speak with animals . \n'b' Unluck Aura . Creatures except for gremlins, beasts, and gnolls within a radius of 20 ft. are at disadvantage on attack rolls, ability checks, and saving throws. Creatures that are immune to being charmed are immune. Creatures that benefit from a spell or ability that grants advantage or a bonus to attacks, ability checks, or saving throws (such as bless ) are immune to this aura; effects that affect only one ability score do not grant this immunity. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 0 ft. or range 20/60 ft., one target. Hit : 1 piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Mean, dog-faced, and cowardly, pugwampis are loved by no one\xe2\x80\x94not even other gremlins. These gremlins take disproportionate amounts of enjoyment from the accidents and missteps of other creatures, often going to great lengths to manufacture the perfect deadfalls or stumbling blocks. \n'b' They then wait nearby, both to laugh at the inevitable mishaps and to make sure their personal unluckiness is passed off on their victims. \n'b' Pranksome . Pugwampis live in caves or ruined buildings, occasionally venturing forth to find victims upon which to inflict their sick senses of humor. Their \xe2\x80\x9cjokes\xe2\x80\x9d tend to involve spikes and excrement, or sometimes pits full of spiders or campsites that flood with swamp water. Certainly only the pugwampis consider their jokes funny. As all pugwampis are somewhat deaf, when not trying to be stealthy, they tend to scream and yell loudly so they can hear themselves and each other. \n'b' Gnollish Sympathy . At some point in the distant past, pugwampis became enamored of gnolls, seeing in the beastmen a kindred form and thus aspiring to the height and deadly prowess of the savage warriors, whom they honor as gods. Gnolls, for their part, hate pugwampis even more than other creatures, mostly because of the gremlins\xe2\x80\x99 weakness and sickening fawning, though they sometimes keep the gremlins around just to torment them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Pugwampi Oracle \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), neutral evil \n'b' Armor Class 12 (tiny hide armor) Hit Points 12 (5d4) Speed 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Religion +2, Stealth +5 Senses darkvision 120 ft., passive Perception 12 Languages Deep Speech, Gnoll Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hard of Hearing . A pugwampi has disadvantage on Wisdom ( Perception ) checks reliant on hearing. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 1/day : shatter \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Speak with Animals . The pugwampi can magically speak with animals , as though under the spell speak with animals . \n'b' Spellcasting . The pugwampie oracle is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The oracle has following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , shillelagh \n'b' 1st level (3 slots) : entangle , faerie fire , fog cloud , healing word \n'b'\n'b' Unluck Aura . Creatures except for gremlins, beasts, and gnolls within a radius of 20 ft. from the pugwampi have disadvantage on attack rolls, ability checks, and saving throws. Creatures that are immune to being charmed are immune. Creatures that benefit from a spell or ability that grants advantage or a bonus to attacks, ability checks, or saving throws (such as bless ) are immune to this aura; effects that affect only one ability score do not grant this immunity. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee or Ranged Weapon Attack : +3 to hit (+4 with shillelagh ), reach 0 ft. or range 20/60 ft., one target. Hit : 1 bludgeoning damage, or 6 (1d8 + 2) with shillelagh .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Amalgamite Swarm \n'b' Large swarm of Tiny constructs , unaligned \n'b' Armor Class 15 \n'b' Hit Points 84 (13d10 + 13) \n'b' Speed 30 ft.; climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 20 (+5) CON: 12 (+1) INT: 6 (-2) WIS: 10 (0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 \n'b' Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine \n'b' Damage Immunities acid, poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , prone , poisoned , restrained , stunned \n'b' Senses darkvision 60 ft., passive perception 10 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dispersion . The amalgamite swarm can disperse itself across a 30-foot cube over the course of 1 round. While dispersed, the swarm has advantage on Dexterity ( Stealth ) checks made to hide and can hide even if it is being observed. The dispersed swarm cannot attack , deal damage, or regain hit points or gain temporary hit points . The swarm can reform over the course of 1 minute, but it loses its advantage on Dexterity ( Stealth ) checks while reforming. \n'b' Reassemble . The amalgamite swarm regains 10 hit points at the start of its turn. If the swarm takes damage from a weapon or an effect that affects an area, this trait doesn\xe2\x80\x99t function at the start of the swarm\xe2\x80\x99s next turn. The swarm dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t reassemble. \n'b' Scuttling 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 amalgamite. The swarm can use its speed to move Medium-sized segments of its area independently from the rest of its area, as long as all segments remain contiguous. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amalgamite swarm makes two attacks: one with its acid spit and one with its bite. \n'b' Acid Spit . Ranged Weapon Attack : +8 to hit, range 15/30 ft., one target. Hit : 21 (6d6) acid damage. \n'b' Bite .. Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 25 (10d4) piercing damage, or 12 (5d4) piercing damage if the swarm has half of its hit points or fewer. \n'b'\n'b' ABOUT \n'b' Originally forged as a self-replicating tool by a now-extinct race of artificers, these tiny animated machines were subverted by the Hegemony, used to destroy their creators, and then utilized by the Ultari as a weapon of conquest. By itself, each individual amalgamite component has sentience but little more. However, when they bring themselves together to form into insect-like amalgamite units, a hive-like consciousness forms. Amalgamites are inextricably bound to follow their programmed commands but they have the capacity to learn and are often quite cunning in how they follow out their orders. \n'b' Metal Destroyers . Amalgamites use their acidic spittle to break down small qualities of common minerals for energy to sustain themselves. They can also rapidly self repair damaged or broken components, but this requires considerably more energy. The process of creating amalgamites is complex and closely guarded secret, but amalgamites can replicate by themselves. This requires qualities of refined metal imbued with significant amounts of magical energy. Due to the potential danger of amalgamites reproducing out of control and destroying their owner\xe2\x80\x99s valuables, amalgamites routinely have strict safeguards integrated into them that limit the total amount of units in a swarm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gremlin, Vexgit \n'b' Family: Gremlins \n'b' Tiny fey (gremlin), lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 9 (2d4+4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0, Investigation +3, Perception +3, Stealth +3 Senses darkvision 120 ft. passive Perception 13 Languages Deep Speech Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The vexgit has advantage on Dexterity ( Stealth ) checks in rocky areas or around metal. \n'b' Innate Spellcasting : The gremlin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Saboteur . The vexgit has advantage on ability checks related to disabling, disassembling, or sabotaging objects. \n'b' Siege Monster . The vexgit deals double damage to objects and structures. \n'b' Traps . Snare Trap : A vexgit can prepare a simple pit trap or snare trap in 1 minute using almost any materials on hand. For a snare trap, the Wisdom ( Perception ) DC to spot the trap is 10. A creature that steps into 5-foot square of the trap must make a DC 10 Dexterity saving throw. On a failed save, the creature is restrained and elevated off the ground. If the snare is secured to a tree or similar structure, they are whipped into the air for 5 (1d10) bludgeoning damage. The snare has AC 11, 5 Hit Points and is immune to most bludgeoning and piercing damage. Escaping the snare is an action and requires a DC 10 Dexterity ( Acrobatics ) check. On a failure of 5 or more or if the trap is destroyed, the victim falls prone . \n'b' Wrecking Crew . A vexgit can Help another vexgit as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 piercing damage. \n'b' Hammer . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) bludgeoning damage. \n'b' Rust (Recharges After a Short or Long Rest) . The vexgit corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn\xe2\x80\x99t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the vexgit\xe2\x80\x99s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. \n'b'\n'b' ABOUT \n'b' Maniacally destructive little brutes, vexgits delight in scrapping and sabotaging the works of larger races. The larger and more complicated the target, the better. While one of these spiteful gremlins might delight in trapping someone behind a door with a jammed lock, loosening the wheels on a carriage, or sneakily removing all the nails from a small boat, it\xe2\x80\x99s when groups of vexgits get together that they\xe2\x80\x99re truly dangerous. In such instances, the portcullis of a vexgit-infested gatehouse turns into a deadly weapon, while a clock tower becomes an avalanche of gears waiting to topple. Engineers warn apprentices of masterful constructions destroyed by these unruly gremlins, with many blaming their greatest failures on such tiny saboteurs. Like most gremlins, vexgits prefer to live underground, but cities and the devices they find there fascinate them, often drawing mobs of the dangerous fey to sewer tunnels and abandoned warehouses. Vexgits stand 1-1/2 feet tall and weigh approximately 16 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Antaean Homesteader \n'b' Large humanoid (antaean), neutral \n'b' Armor Class 13 (breastplate) Hit Points 22 (3d10+6) Speed 35 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +4 Skills Animal Handling +3, Perception +3 Tool Proficiencies Farmer\xe2\x80\x99s Tools Senses passive Perception 13 Languages Aigyptian, Giant Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Child of the Earth . When in skin contact with earth, mud, stone, or sand, an Antaean receives a +2 bonus on all its saving throws. This can generally be assumed if the Antaean is barefoot on, or uses a bonus action to establish contact with, an appropriate surface. \n'b' Enhanced Strength . An Antaean has advantage on Strength ability checks and Strength saving throws. \n'b' Earth Magic . An Homesteader can cast the cantrip Druidcraft at will as a 3rd-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). \n'b' Local Familiarity . An Homesteader has advantage on Insight , Perception , and Stealth skill checks made in or around the immediate vicinity of its farmstead or oasis and knows two secrets or obscure facts about it or the area around it. \n'b'\n'b' ACTIONS \n'b'\n'b' War Pick . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (1d10+4) piercing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/90 ft., one creature. Hit : 8 (1d8+4) slashing damage. \n'b' Sling . Ranged Weapon Attack : +1 to hit, range 45/180 ft., one creature. Hit : 7 (1d6+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Antaeans are hulking, powerfully-built humanoids that tower seven to eight feet in height and which tend to have bronze or grey skin, dark hair, and bronze, silver, or copper eyes. They are descended from a legendary Giant who was slain by a somewhat more formidable demigod and have a reputation for being stoic and fearless. \n'b' Because of their Large size their weapons do greater base damage and have better range than those scaled for Human-sized people. \n'b' Antaeans Homesteaders are skilled at farming, employing a subtle earth magic to increase the fecundity of the land under their care, and are generally capable of dealing with the sorts of threats that can appear on the frontiers where they dwell. They tend to organize themselves into loose but orderly communities in which individuals strike a balance between autonomy and interaction with their neighbors, and where cooperation is exercised most profoundly in matters of survival (e.g., defense against attack).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rum Gremlin \n'b' Family: Gremlins \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 Hit Points 27 (6d4 + 12) Speed 20 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 9 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 10 Languages Common, Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Drunkenness . The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned , a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin\xe2\x80\x99s Aura of Drunkenness for 24 hours. \n'b' Magic Resistance . The rum gremlin has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spellcasting . The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 3/day : command \n'b'\n'b' ABOUT \n'b' Found on docks and ships, these small, pot-bellied creatures have bright green hair, orange eyes, and a drunken stare. They reveal mouths filled with razor-sharp teeth behind lopsided grins. \n'b' Drunken Aura . Rum gremlins make their homes near the docks of seaside towns and some are known to stow away on ships. Each rum gremlin radiates a magic aura that causes those nearby to experience the effects of being drunk. Those affected find it difficult to stay on their feet and may become sick if exposed to rum gremlins for too long. \n'b' Sailor Victims . The little horrors often create distracting sounds and small traps. Rum gremlins prey on sailors and dockworkers, working in groups to swarm affected victims who they drag into their lairs below docks or in the holds of ships. They also take great delight in the collateral damage their magic can wreak, frequently sparking accusations and quarrels in places they inhabit before picking off isolated victims. \n'b' Rat Friends . Rum gremlins are often found with rat swarms or doppelrats they have trained to help protect their nests. The sound of bells drives rum gremlins into a rage, and they will go to great lengths to destroy the source of their torment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rum Story Keeper \n'b' Family: Gremlins \n'b' Tiny fey , chaotic evil \n'b' Armor Class 13 Hit Points 38 (7d4 + 21) Speed 20 ft., climb 10 ft., swim 10 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 9 (\xe2\x80\x931) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Performance +5, Persuasion +5, Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Drunkenness . The story keeper radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned , a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the Aura of Drunkenness of all rum gremlins for 24 hours. \n'b' Magic Resistance . The story keeper has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Mug Slap . Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Rum Splash . Ranged Weapon Attack : +5 to hit, range 40/80 ft., one target. Hit : 7 (2d6) poison damage. \n'b' Drinking Stories . The story keeper tells a story of a rum gremlin celebration. Each story has an initial effect and an additional effect if the story keeper takes a bonus action on its subsequent turns to continue the story. It can stop telling a story at any time, and the story ends if the story keeper is incapacitated . The story keeper can tell only one story at a time. It chooses from the following stories:\n'b'\n'b'\n'b' Tale of Liquid Courage . Each rum gremlin within 30 feet of the story keeper and that can hear it gains 5 temporary hp for 1 minute. While this tale continues, each rum gremlin that starts its turn within 30 feet of the story keeper has advantage on saving throws against being frightened . \n'b' Tale of the Bar Room Rush . Each rum gremlin within 30 feet of the story keeper and that can hear it can use its reaction to immediately move up to its speed. While this tale continues, each rum gremlin within 30 feet of the story keeper can take the Dash or Disengage action as a bonus action on its turn. \n'b' Tale of the Great Shindig . Each rum gremlin within 30 feet of the story keeper and that can hear it can use its reaction to immediately shove a Medium or smaller creature. While this tale continues, each rum gremlin within 30 feet of the story keeper has advantage on Strength ( Athletics ) checks and can shove creatures up to two sizes larger than it. \n'b'\n'b' Spellcasting . The story keeper casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : prestidigitation \n'b' 3/day each : charm person , mirror image \n'b'\n'b' ABOUT \n'b' A potbellied gremlin dressed in a dirty tabard, stained ruff collar, tattered cloak, and puffy breeches takes a swig from a jug of foulsmelling rum. \n'b' Drunken Celebrities . Story keepers are renowned among rum gremlins for always being at the center of any major drunken debauchery. They travel to gremlin gatherings then retell them as stories to other gremlins. The stories often include besting rivals in drinking contests and chaotic hijinks for non-gremlins. Rum lords lure story keepers to their courts with promises of rum and fun when seeking to increase their courts\xe2\x80\x99 prestige. \n'b' Solo Artists . Story keepers don\xe2\x80\x99t like to share the spotlight when telling stories. They are notorious for sabotaging and outright attacking other performers\xe2\x80\x94even performers that aren\xe2\x80\x99t gremlins. Devious rum lords have been known to summon rival story keepers to court at the same time in hopes of sparking a drinking or storytelling duel for the court\xe2\x80\x99s entertainment.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vexgit Gremlin \n'b' Family: Gremlins \n'b' Tiny fey , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 9 (2d4+4) Speed 20 ft.. climb 20 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0, Investigation +3, Perception +3, Stealth +3 Senses darkvision 120 ft. passive Perception 13 Languages Deep Speech Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The vexgit has advantage on Dexterity ( Stealth ) checks in rocky areas or around metal. \n'b' Innate Spellcasting . The gremlin \xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 12). The gremlin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : prestidigitation \n'b'\n'b' Magic Resistance . The gremlin has advantage on saving throws against spells and other magical effects. \n'b' Saboteur . The vexgit has advantage on ability checks related to disabling, disassembling, or sabotaging objects. Siege Monster. The vexgit deals double damage to objects and structures. \n'b' Traps . Snare Trap. A vexgit can prepare a simple pit trap or snare trap in 1 minute using almost any materials on hand. For a snare trap, the Wisdom ( Perception ) DC to spot the trap is 10. A creature that steps into 5-foot square of the trap must make a DC 10 Dexterity saving throw. On a failed save, the creature is restrained and elevated off the ground. If the snare is secured to a tree or similar structure, they are whipped into the air for 5 (1d10) bludgeoning damage. The snare has AC 11, 5 hit points and is immune to most bludgeoning and piercing damage. Escaping the snare is an action and requires a DC 10 Dexterity ( Acrobatics ) check. On a failure of 5 or more or if the trap is destroyed, the victim falls prone . Wrecking Crew. A vexgit can Help another vexgit as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 piercing damage. \n'b' Hammer . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) bludgeoning damage. \n'b' Rust (Recharges After a Short or Long Rest) . The vexgit corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn\xe2\x80\x99t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the vexgit\xe2\x80\x99s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. \n'b'\n'b' ABOUT \n'b' Maniacally destructive little brutes, vexgits delight in scrapping and sabotaging the works of larger races. The larger and more complicated the target, the better. While one of these spiteful gremlins might delight in trapping someone behind a door with a jammed lock, loosening the wheels on a carriage, or sneakily removing all the nails from a small boat, it\xe2\x80\x99s when groups of vexgits get together that they\xe2\x80\x99re truly dangerous. In such instances, the portcullis of a vexgit-infested gatehouse turns into a deadly weapon, while a clock tower becomes an avalanche of gears waiting to topple. Engineers warn apprentices of masterful Constructions destroyed by these unruly gremlins, with many blaming their greatest failures on such tiny saboteurs. Like most gremlins, vexgits prefer to live underground, but cities and the devices they find there fascinate them, often drawing mobs of the dangerous fey to sewer tunnels and abandoned warehouses. Vexgits stand 1-1/2 feet tall and weigh approximately 16 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grendel \n'b' Large fiend , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 147 (14d10 + 48) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +9 Skills Perception +6, Stealth +6 Damage Vulnerabilities thunder Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of a combat, the grendel has advantage on attack rolls against any creature it surprised. \n'b' Bloodthirsty Frenzy . The grendel has advantage on attack rolls against frightened creatures. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the grendel and can see it form must make a DC 14 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 grendel 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 grendel\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised, 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 grendel. \n'b' Shadow Stealth . While in dim light or darkness, the grendel can take the Hide action as a bonus action. \n'b' Actions \n'b' Multiattack . The grendel makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage. If the target is a creature, the target is grappled (escape DC 17). The grendel has two claws. While a claw grapples a target, the claw can attack only that target. When the grendel moves, any Medium or smaller target it is grappling moves with it. \n'b' Swallow . The grendel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the grendel, and it takes 10 (3d6) acid damage at the start of each of the grendel\xe2\x80\x99s turns. The grendel can have only one target swallowed at a time. If the grendel dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b' Reactions \n'b' Bloody Rampage . When the grendel takes damage, it makes one attack with its claws against a random creature within its reach. \n'b' About \n'b' This horrific, hulking beast is only barely humanoid, with large claws, warty skin, and a terrifying visage. \n'b' A whirlwind of teeth and claws, grendels are spawned by ketta and used by them to exact revenge upon all that is good. As fiends, they have an innate hatred of song and revelry; the grendel particularly so. It strikes in the dead of night, murdering as many humanoids as it can, greedily gulping down those it can eat quickly and carrying off any others for devouring later. These victims are shared with the ketta that spawned it, and in this regard the grendel regards the ketta as its \xe2\x80\x9cmother.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grezk, the Drainer of Giants \n'b' In the right season, in most warm and humid climates, one may find ticks and, if one is unlucky, giant ticks. Then there is Grezk, the Drainer of Giants, a tick much larger than the giants of its name. Many who fight Grezk, the Drainer of Giants are so horrified by the discovery that such a thing exists that they are scarcely willing to fight. \n'b' Patient Parasitism . One would not expect something this size to be able to hide, but its ability to climb and drop down on victims, pinning them down as it drains them, changes the matter. As Grezk, the Drainer of Giants exsanguinates its targets, it fills their veins with disease in return. \n'b' Mindless Servant . Grezk, the Drainer of Giants has no appreciable will of its own, but serves a hidden master. Whoever that master may be, they collect blood from Grezk, the Drainer of Giants \xe2\x80\x93 both to keep it hungry, and to serve their own dire purposes. \n'b' Gargantuan beast , neutral \n'b' Armor Class 18 (natural armor) Hit Points 248 (16d20 + 80) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 23 (+6) DEX: 4 (-3) CON: 20 (+5) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4, Charisma +0 Skills Athletics +10, Stealth +1 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Condition Immunities frightened Senses darkvision 600 ft., passive Perception 10 Languages none Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If Inu fails a saving throw, it can choose to succeed instead. \n'b' Latch On . Grezk, the Drainer of Giants has advantage when rolling Strength ( Athletics ) checks to grapple. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 33 (6d8 + 6) piercing damage, and the creature must make a DC 16 Constitution saving throw. On a failure, it contracts sewer rot. If the target loses hit points from this attack , it is grappled . \n'b' Bloody Spittle . To use this ability, Grezk, the Drainer of Giants must have affected a creature with its Blood Drain trait within the last minute. Grezk, the Drainer of Giants spits acidic blood in a line 5 ft. wide and 100 ft. long, or in a cone 50 ft. long. Creatures in the area must roll DC 16 Dexterity saving throws. On a failure, they suffer 21 (6d6) acid damage and are blinded until the end of their next turn; on a successful save, they take half that amount of damage and are not blinded . \n'b' Legendary Actions \n'b' Grezk, the Drainer of Giants 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. Grezk, the Drainer of Giants regains spent legendary actions at the start of its turn. \n'b' Bite . Grezk, the Drainer of Giants makes one bite attack . \n'b' Blood Drain . If Grezk grapples a creature that isn\xe2\x80\x99t a construct or undead, the creature takes 27 (6d8) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Recover . Grezk, the Drainer of Giants regains 50 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Gribbon \n'b' Small monstrosity , neutral evil \n'b' Armor Class 12 \n'b' Hit Points 13 (3d6 + 3) \n'b' Speed 30 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The gribbon has advantage on an attack roll against a creature if at least one of the gribbon\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Dart . Ranged Weapon Attack : +4 to hit, range 26/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' At first glance, gribbons resemble large monkeys with bat wings. Closer examination, however, reveals facial features of a more human than simian nature. Their bodies are covered with a coarse, brown fur, and their hands end in powerful, sharp claws. These creatures are fiercely territorial and prefer to swoop down from the treetops to assault trespassers without warning. Though they greatly prefer forests, gribbons have been known to reside in caves and caverns, especially those higher up with outcroppings where they can perch and survey their territory.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grick \n'b' Medium monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d8) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Stone Camouflage : The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. \n'b' Actions \n'b' Multiattack : The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. \n'b' Tentacles : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' About \n'b' This pallid, slimy, worm-like creature is the size of a human, its mouth a sickening tangle of tentacles and hooked jaws.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grick, Common \n'b' Family: Grick \n'b' Medium ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d8); Wound Threshold 7 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing and slashing from non-magical attacks Senses darkvision 60 ft., passive Perception 12 Languages Phantasm Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the grick, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Stone Camouflage . The grick has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grick makes one tentacle attack . If it hits, the grick can make a beak attack against the same target. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' When under stress, gricks emit a chemical substance that spreads throughout their bloodstream and rises in the air when they bleed. The odorous substance serves as an olfactory alarm, which is transmitted little by little to the cells of the Cankerous nest and the creatures in them. To prevent the alarm from being raised, one must circumvent this particularity. For example: \n'b' Killing the grick without spilling a drop of blood.\xc2\xa0Taking the grick by surprise and killing it in one blow, so that it doesn\xe2\x80\x99t see death coming.\xc2\xa0Wounding it and killing it where the air currents won\xe2\x80\x99t carry the smell to other gricks.\xc2\xa0A grick is a serpentine and creeping creature whose face is the unnatural union between a sharp beak and tentacles, the grick is both discreet and versatile. It functions as a worker, a collector, a scout, and a nurse. This ravager is the first type that a Cankerous nest can produce, making it one of the basic units in ravager troops. \n'b' Gricks can regurgitate a substance sometimes called \xe2\x80\x9cregurgrick.\xe2\x80\x9d It can be used as a building material with a wide variety of applications. When fresh, the regurgrick is slimy, soft and malleable. After drying, it hardens, becoming rigid and delicate like gristle. Here are some applications: \n'b'\n'b' Secondary Alarm System . The grick generates thin threads of regurgrick, stretching them between the walls of passageways that enemies might take. The area is regularly patrolled: if threads are broken, the grick knows that a creature has entered. This method of alarm is used during the early days of a Cankerous nest, when it cannot yet form carnemones in great numbers. \n'b' Mimicry . Seen from a distance, grick threads can be mistaken for spider webs. The wetnurse gricks of a young beating growth may try to disguise the surroundings of their lair as a giant spider\xe2\x80\x99s nest to deter curious creatures from approaching. \n'b' Mortar . Combined with stones or other materials, the substance can also be used as mortar to build protective walls. \n'b' Concealed trap . Several thin layers of the substance covered with rock dust can be used to place a pit trap (simple, holding, etc.).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Carnivorous Plant, Giant Pitcher Plant \n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Resistances acid Condition Immunities blinded , deafened , exhaustion Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Excavator . The area around a giant pitcher plant out to a radius of 20 feet is treated as difficult terrain for all non-plant creatures without a burrow speed. \n'b' Gushing Wound . When a creature deals slashing damage to the giant pitcher plant, they must make a DC 14 Dexterity saving throw. On a failure, they take 10 (3d6) poison damage from the pitcher plant\xe2\x80\x99s poisonous fluids. If the saving throw fails by 5 or more, the affected creature is also poisoned for 1 minute. A creature poisoned in this way can make another saving throw at the end of each of their turns, ending the effect on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant pitcher plant makes one bite attack and one vine attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 5) piercing damage. If the target is Medium sized or smaller, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the pitcher plant. A swallowed creature is blinded and restrained , it has total cover against attacks and effects outside of the pitcher plant and takes 14 (4d6) poison damage at the start of each of the pitcher plant\xe2\x80\x99s turns. The pitcher plant can hold one Medium sized creature or two Small sized or smaller creatures in its body at a time. If the pitcher plant takes 15 damage or more in a single turn from a creature inside it, the pitcher plant must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the pitcher plant. If the pitcher plant dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone . \n'b' Vine . Melee Weapon Attack : +8 to hit, reach 20 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 14). The pitcher plant has two vines, each of which can grapple one target. \n'b' Toxic Splash (Recharge 5-6) . The pitcher plant sprays its poison out to a radius of 20 feet. Each creature in this radius must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failure, and half as much on a success. Creatures that fail this saving throw by 5 or more are also considered poisoned for 1 minute. A creature poisoned in this way can make another saving throw at the end of each of their turns, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Hardy 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, Knight (Leader) \n'b' Family: Clockwork \n'b' Medium construct (iron, clockwork), lawful evil \n'b' Armor Class 22 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +3, Athletics +5, Perception +3, Survival +3 Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockobo Egg . The clockwork knight wears spurs that are part of clockwork tack, which allow it to summon its clockobo companion. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Egg Rejuvenation . When the knight\xe2\x80\x99s body is destroyed, its corpse retracts into a Small egg. The egg has an AC of 15, is immune to bludgeoning damage, and 8 hit points . Eggs bounce up to 15 feet high in a random direction if the knight dies while on a flying mount (bouncing twice more, at 10 feet and then 5 feet). Destroying the egg stops the rejuvenation process. After 1 round the egg unfolds into a stronger body. A clockwork hunter transforms into a clock-work lord. \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 knight makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Lance . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 9 (1d12 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' This mechanical humanoid wields a lance in one hand and wears a shield in the other. \n'b' Clockwork knights are relentless constructs that often are paired with clockobos. They are chiefly known for their ability to become more powerful over time, collapsing into small insulated eggs (formed from their shields) when destroyed, only to reemerge more powerful than before. \n'b' The most basic model of clockwork knight, these bounders make a beeline straight for opponents and show little strategy in their tactics. \n'b' More advanced clockwork knights are capable of teamwork and tactics. They work together to overcome enemies and use height to their advantage. \n'b' Clockwork lords act as commanders and leaders of the other knights, capable of acting independently while guiding their minions in coordinated attacks in more powerful foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grick, Hunting \n'b' Family: Grick \n'b' Medium ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 16 (natural armor) Hit Points 55 (10d8 + 10); Wound Threshold 14 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances bludgeoning, piercing and slashing from non-magical attacks Senses darkvision 60 ft., passive Perception 14 Languages Phantasm Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the hunting grick, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Devastating Critical . The hunting grick\xe2\x80\x99s weapon attacks score a critical hit on a roll of 18, 19, or 20. On a critical hit, the target\xe2\x80\x99s armor (on the condition that it isn\xe2\x80\x99t magical) takes a -1 AC penalty and becomes fragile. Moreover, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. \n'b' Sneak Attack (1/Turn) . The hunting grick deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hunting grick that isn\xe2\x80\x99t incapacitated and the hunting grick doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Stone Camouflage . The hunting grick has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hunting grick makes two tentacle attacks and one beak attack against the same target. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' When under stress, gricks emit a chemical substance that spreads throughout their bloodstream and rises in the air when they bleed. The odorous substance serves as an olfactory alarm, which is transmitted little by little to the cells of the Cankerous nest and the creatures in them. To prevent the alarm from being raised, one must circumvent this particularity. For example: \n'b' Killing the grick without spilling a drop of blood.\xc2\xa0Taking the grick by surprise and killing it in one blow, so that it doesn\xe2\x80\x99t see death coming.\xc2\xa0Wounding it and killing it where the air currents won\xe2\x80\x99t carry the smell to other gricks.\xc2\xa0A grick is a serpentine and creeping creature whose face is the unnatural union between a sharp beak and tentacles, the grick is both discreet and versatile. It functions as a worker, a collector, a scout, and a nurse. This ravager is the first type that a Cankerous nest can produce, making it one of the basic units in ravager troops. \n'b' Gricks can regurgitate a substance sometimes called \xe2\x80\x9cregurgrick.\xe2\x80\x9d It can be used as a building material with a wide variety of applications. When fresh, the regurgrick is slimy, soft and malleable. After drying, it hardens, becoming rigid and delicate like gristle. Here are some applications: \n'b'\n'b' Secondary Alarm System . The grick generates thin threads of regurgrick, stretching them between the walls of passageways that enemies might take. The area is regularly patrolled: if threads are broken, the grick knows that a creature has entered. This method of alarm is used during the early days of a Cankerous nest, when it cannot yet form carnemones in great numbers. \n'b' Mimicry . Seen from a distance, grick threads can be mistaken for spider webs. The wetnurse gricks of a young beating growth may try to disguise the surroundings of their lair as a giant spider\xe2\x80\x99s nest to deter curious creatures from approaching. \n'b' Mortar . Combined with stones or other materials, the substance can also be used as mortar to build protective walls. \n'b' Concealed trap . Several thin layers of the substance covered with rock dust can be used to place a pit trap (simple, holding, etc.).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grick, Minor \n'b' Family: Grick \n'b' Small ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 12 (natural armor) Hit Points 10 (4d6 ? 4); Wound Threshold 3 Speed 40 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 9 (-1) INT: 6 (-2) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Senses darkvision 80 ft., passive Perception 13 Languages Phantasm Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the minor grick, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Stone Camouflage . The minor grick has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Opportunistic Escape . When an attack misses the minor grick, it can move up to its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' When under stress, gricks emit a chemical substance that spreads throughout their bloodstream and rises in the air when they bleed. The odorous substance serves as an olfactory alarm, which is transmitted little by little to the cells of the Cankerous nest and the creatures in them. To prevent the alarm from being raised, one must circumvent this particularity. For example: \n'b' Killing the grick without spilling a drop of blood.\xc2\xa0Taking the grick by surprise and killing it in one blow, so that it doesn\xe2\x80\x99t see death coming.\xc2\xa0Wounding it and killing it where the air currents won\xe2\x80\x99t carry the smell to other gricks.\xc2\xa0A grick is a serpentine and creeping creature whose face is the unnatural union between a sharp beak and tentacles, the grick is both discreet and versatile. It functions as a worker, a collector, a scout, and a nurse. This ravager is the first type that a Cankerous nest can produce, making it one of the basic units in ravager troops. \n'b' Gricks can regurgitate a substance sometimes called \xe2\x80\x9cregurgrick.\xe2\x80\x9d It can be used as a building material with a wide variety of applications. When fresh, the regurgrick is slimy, soft and malleable. After drying, it hardens, becoming rigid and delicate like gristle. Here are some applications: \n'b'\n'b' Secondary Alarm System . The grick generates thin threads of regurgrick, stretching them between the walls of passageways that enemies might take. The area is regularly patrolled: if threads are broken, the grick knows that a creature has entered. This method of alarm is used during the early days of a Cankerous nest, when it cannot yet form carnemones in great numbers. \n'b' Mimicry . Seen from a distance, grick threads can be mistaken for spider webs. The wetnurse gricks of a young beating growth may try to disguise the surroundings of their lair as a giant spider\xe2\x80\x99s nest to deter curious creatures from approaching. \n'b' Mortar . Combined with stones or other materials, the substance can also be used as mortar to build protective walls. \n'b' Concealed trap . Several thin layers of the substance covered with rock dust can be used to place a pit trap (simple, holding, etc.).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Antelope \n'b' Medium beast , unaligned \n'b' Armor Class : 15 Hit Points 4 (1d8) Speed : 60 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 12 Languages : \xe2\x80\x93 Challenge : 1/4 (10 XP) \n'b' Special Traits \n'b'\n'b' Charge : When there is no other means of escaping danger, an antelope will put down its head and charge a foe; on a successful attack this charge deals full maximum damage (8 points) to its opponent who must make a Dexterity save or be knocked prone . The antelope continues to move double its movement through its target and beyond in a straight line path. \n'b' Multiattack : When in melee combat (but not as part of a charge maneuver) they may make both a hoof and gore attack . \n'b'\n'b' Actions \n'b'\n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Hooves . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. \n'b'\n'b' About \n'b' The name \xe2\x80\x9cantelope\xe2\x80\x9d can apply to a large number of hoofed, horned animals, including pronghorns, gazelles, the straight-horned duikers, the spiral-horned bushbucks, hartebeests and/or other plain antelopes, marsh antelopes, desert antelopes, pygmy antelopes, and many others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Griefgall \n'b' Tiny plant , neutral evil \n'b' Armor Class 14 Hit Points 40 (9d4+18) Speed 5 ft., burrow 5 ft., climb 5 ft.\n'b' STATS STR: 4 (-3) DEX: 19 (+4) CON: 14 (+2) INT: 4 (-3) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +8 Damage Resistances bludgeoning, piercing Senses passive Perception 16 Languages Deep Speech (through host) Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cold Lethargy . A griefgall that takes cold damage, until the end of its next turn, can\xe2\x80\x99t use reactions , and on its turn, it can use either an action or a bonus action, not both, and it can\xe2\x80\x99t make more than one melee or ranged attack . \n'b' Germinate (1/Day) . A parasitizing griefgall can devour its host\xe2\x80\x99s emotions for 1 hour, dealing 5 (2d4) psychic damage. After this psychic feasting, it germinates an attached seedling that must be implanted into a new host within 1 week or perish. A griefgall can have no more than one seedling at a time. \n'b' Hidden . A griefgall that is motionless is completely concealed by its host. \n'b' Innate Spellcasting : The griefgall\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The griefgall can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : bane , calm emotions , fear , sanctuary \n'b'\n'b' ACTIONS \n'b'\n'b' Tendrils . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 1 piercing damage and the target must make a DC 12 Constitution saving throw. On a failure, the creature is paralyzed for 1 minute. At the end of each of its turns, a creature can make a new saving throw; on a success, it is no longer paralyzed . \n'b' Parasitize . A griefgall can implant itself or a seedling inside an adjacent helpless or willing humanoid\xe2\x80\x99s throat. An implanted seedling becomes a fully grown griefgall in 1 minute, during which time the seedling can be removed by a creature other than the target with a successful DC 20 Wisdom ( Medicine ) check. An implanted griefgall\xe2\x80\x99s filaments infiltrate the host\xe2\x80\x99s nervous system, controlling the host. This control is not prevented by protection from good and evil or similar effects, nor does the host receive saving throws to resist control. Each day, the griefgall deals 2 (1d4) psychic damage to its host by feeding on its emotions. The griefgall shares the same space as its host without detriment to either, uses its flowers to see and hear, and can attack independently of its host, including with its tendrils from within the host\xe2\x80\x99s mouth. Area spells affect both the griefgall and the host. An opponent can attack just the griefgall, with disadvantage on the attack roll. If a parasitizing griefgall is slain, its host falls unconscious for 1d4 hours, during which time the griefgall\xe2\x80\x99s filaments wither away, enabling it to be removed without harming the host. Removing it before this occurs requires 1d4 minutes and a successful DC 25 Wisdom ( Medicine ) check or the host is permanently paralyzed . The griefcall issue commands to the parasitized creature (no action required), which it does its best to obey. The griefgall can specify a simple and general course of action, such as \xe2\x80\x9c Attack that creature,\xe2\x80\x9d \xe2\x80\x9cRun over there,\xe2\x80\x9d or \xe2\x80\x9cFetch that object.\xe2\x80\x9d If the creature completes the order and doesn\xe2\x80\x99t receive further direction, it defends and preserves itself to the best of its ability. The griefgall can use its action to take total and precise control of the target. Until the end of its next turn, the creature takes only the actions the griefgall chooses, and doesn\xe2\x80\x99t do anything that it doesn\xe2\x80\x99t allow it to do. During this time the griefgall can also cause the creature to use a reaction , but this requires it to use its own reaction as well. \n'b'\n'b' ABOUT \n'b' Griefgalls are pitiless psychic parasites that feed on emotions. Their bodies appear as tiny, squirming plant pods that closely resemble grubs. \n'b' Long tendrils sprout from the pod, tipped with thorns that drip a paralytic sap. A griefgall and the other griefgalls that sprout from its seedlings often form twisted family units by congregating in abandoned houses in sprawling urban areas. An elder griefgall, identifiable because it sprouts more and more tendrils as it ages, takes on the role of a matriarch. \n'b' Implant . Shorter, blossoming filaments allow the creatures to see and hear. A griefgall must be implanted into a humanoid, and it quickly grows to full size, but can\xe2\x80\x99t survive more than a week without a humanoid host. It attempts to conceal its body and tendrils within the host\xe2\x80\x99s mouth. \n'b' By extruding its filaments through the victim\xe2\x80\x99s neck and scalp, it externalizes its sensory organs, disguising them as a flowery headdress or garland entwined with the victim\xe2\x80\x99s hair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Griever \n'b' Medium construct , unaligned \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 204 (24d8 + 96) \n'b' Speed 60 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 27 (+7) CON: 18 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Perception +10, Stealth +13 \n'b' Damage Resistances acid, cold, fire, poison; slashing, piercing and bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine. \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified \n'b' Senses darkvision 60 ft., truesight 60 ft., passive Perception 20 \n'b' Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bladesharp . The griever\xe2\x80\x99s weapon attacks are magical. When the griever hits with a slashing or piercing weapon, the weapon deals an additional 2d8 damage of the weapon\xe2\x80\x99s type (included in the attack ). \n'b' Magic Resistance . The griever has advantage on saving throws against spells and other magical effects. \n'b' Reactive . The griever can take one reaction on every turn in a combat. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The griever makes four rapier attacks, each of which it can replace with a hand crossbow attack . \n'b' Rapier . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 21 (3d8 + 7) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 10 (1d6 + 7) piercing damage plus 9 (2d8) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflection . When the griever is hit by a ranged attack , it can reduce the damage it takes by 3d8 + 7. To do so, the griever must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' This lithe warrior seems more machine than human , with four spidery arms flanged with razor-like burrs. Its four-fingered hands hold deadly-thin blades and two bent-jointed legs end in clamp-like metal claws. The eyes glaring out of its masklike face are all too human in their scarred sockets, while tubes and wires knit its metallic chest pod to the flesh and mechanized vitals within. \n'b' Cybernetic Construct . Cruel cyborgs created with a fusion of magic and technology, grievers live a tortured existence enslaved to their master\xe2\x80\x99s will and driven to kill, maim, and destroy upon command , though they know it will bring them no succor nor respite from their tortured existence. The metallic exoskeletal devices erupting from a griever\xe2\x80\x99s flesh make it an exceptionally deadly combatant, but they pale beside the impossible grace and blinding speed of its bloody blades. \n'b' Cruel Construction . Creating a griever requires a live and healthy humanoid with Strength and Dexterity of at least 19, as well as the extracted brains of two creatures (one of these can provide the body of the griever if desired), as well as a body carapace and limbs of cast adamantine. Together with alchemical mutagenic serums, wires and cables of drawn mithral, and biomagical reinforcements, these materials cost 40,000 gp. Treat crafting a griever as crafting a legendary item. In addition, each day of construction for a griever requires Wisdom ( Medicine ) and Intelligence ( Arcana ) checks, each against DC 21. If either check fails, work that day is wasted (though no additional gp cost is incurred). If the creator fails one or more checks on three consecutive days, the humanoid being modified dies during the procedure and creation of the griever fails. If this occurs, 18,000 gp of the materials cost can be salvaged for later use. Other investment is lost.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Griffon \n'b' Large monstrosity , unaligned \n'b' Armor Class 12 Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Sight : The griffon has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Multiattack : The griffon makes two attacks: one with its beak and one with its claws. \n'b' Beak : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' About \n'b' This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Griffon, Armored \n'b' Large monstrosity , lawful good \n'b' Armor Class 16 (breastplate) Hit Points 45 (6d10 + 12) Speed 30 ft., fly 80 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Sight . The griffon has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The griffon makes three attacks, two with its claws and one with its beak. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Reactions \n'b' Protect . The griffon can shield an ally within 5 feet and can add 1 to their . \n'b' About \n'b' The sound of beating wings alerts the castle guards to look skyward. A majestic creature, part eagle and part lion, flies up to the highest tower. A knight dismounts and then he and the humble creature bow to each other. This is the armored griffon, a powerful monstrosity that can race through the skies. \n'b' They are fitted with breastplate armor and are ideally suited for combat. \n'b' Great Guardian . The bravery of the armored griffon is known throughout the kingdom. Legends tell of a griffon standing its ground against the terrifying chimera . Some cities have elite troops mounted on these creatures, forming a formidable aerial cavalry. \n'b' Pack Animal . These beasts are able to carry large amounts of equipment or goods. This is one of the many reasons that the griffons are popular with knights. Some warriors bond so closely to their flying mounts they will give their lives to protect their faithful steeds. \n'b' Loyal Mount . Armored griffons often serve as mounts to knights, paladins, and even kings and queens. Like regular griffons, these creatures enjoy feeding on horses and livestock.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grig \n'b' Tiny fey , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d4 + 8) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Performance +6, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The grig\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC12, +4 to hit with spell attacks). It can cast the following spells innately, without requiring material components.\n'b'\n'b' At will : druidcraft \n'b' 3/day each : disguise self , entangle , invisibility \n'b' Surprise Attack . If the grig surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Fiddle (Recharge 5-6) . The grig begins playing with its legs in a lively tune. Creatures within 30 feet that can hear the grig must make a DC13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed by the grig, it uses its action to dance in place, capering comically. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to that grig\xe2\x80\x99s Fiddle ability for 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grig, Fiddler \n'b' Tiny fey , neutral good \n'b' Armor Class 14 (natural armor) Hit Points 45 (13d4 + 13) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Charisma +5 Skills Acrobatics +4, Perception +3, Performance +7, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The grig fiddler\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following spells innately, without requiring material components.\n'b'\n'b' At will : druidcraft \n'b' 3/day each : entangle , invisibility \n'b' Spellcasting . The grig fiddler is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC13, +5 to hit with spell attacks). It can cast the following bard spells.\n'b'\n'b' Cantrips (at will) : dancing light , minor illusion , vicious mockery \n'b' 1st level (4 slots) : animal friendship, charm person , comprehend languages \n'b' 2nd level (3 slots) : blindness/deafness , hold person , see invisibility \n'b' 3rd level (2 slots) : dispel magic , speak with plants \n'b'\n'b' Surprise Attack . If the grig surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b'\n'b' Actions \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Fiddle (Recharge 5-6) . The grig begins playing with its legs in a lively tune. Creatures within 30 feet that can hear the grig must make a DC 14 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed by the grig, it uses its action to dance in place, capering comically. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends for it, the creature is immune to that grig\xe2\x80\x99s Fiddle ability for 24 hours.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Aggregate (Huge) \n'b' Family: Grim Aggregate \n'b'\n'b' Huge undead (greater revnant), neutral evil \n'b' Armor Class 15 Hit Points 237 (19d12+114) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 22 (+6) INT: 7 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 11 Languages all languages spoken in life by its component bodies Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Regeneration . The grim aggregate regains 5 hit points at the start of its turn. If the grim aggregate takes fire damage, this ability doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Woeful . When a grim aggregate causes damage to a living target with an attack , that target must also attempt a DC 13 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half as much on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular grim aggregate for 24 hours. \n'b' Actions \n'b' Multiattack . The grim aggregate makes four attacks, determined randomly from the following options (see table on page 287). Roll 1d6 for each melee attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6+6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (2d12+6) slashing damage. \n'b' Club . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (4d4+6) bludgeoning damage. \n'b' Hoof . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6+6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be pushed 10 feet. \n'b' Rock . Melee or Ranged Weapon Attack : +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 17 (2d10+6) bludgeoning damage. \n'b' Tail Slap . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 26 (3d12+6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' About \n'b' Some particularly noxious Dead demonstrate the ability to incorporate other dead or animal remains into their bodies to repair or strengthen themselves, becoming grim aggregates. \n'b' Grim aggregates incorporate any combination of humanoid and non-humanoid body parts. Some have extra limbs or two or more heads of different creature types, and any grim aggregate can manifest mouths on any parts of its body. \n'b' Many configurations of grim aggregate are possible, and every grim aggregate is unique. \n'b' Ever-Shifting . A grim aggregate\xe2\x80\x99s body is constantly shifting. \n'b' It constantly rots and regenerates in patches all over its body, clearly decayed and obviously dead but never losing its physical integrity or becoming skeletal. Its overall shape is equally protean, bulging and writhing grotesquely as body parts form, merge together, and are reabsorbed. Its individual parts always return to a recognizable state-such as arms, talons, tails, or heads-but may appear amorphous and fluid in the midst of the change. \n'b' A grim aggregate is accompanied by a chorus of slithering, popping, rattling, and bubbling noises, which correspond to its shapeshifting, rotting, and healing at any given moment. \n'b' Adaptable . Grim aggregates can alter their body structures quickly. If a limb is removed, for example, the grim aggregate immediately shifts its bones and flesh to grow a new limb or to replace it with something else. Grim aggregates, therefore, cannot be disabled unless they are destroyed. \n'b' Ever-growing . A grim aggregate grows over time as it incorporates other undead or corpses. It can take weeks to reach Large size or mere minutes, as supplies allow. There is no known upper limit for how large a grim aggregate can become, but Large and Huge are the most common sizes. \n'b' Hunters . Grim aggregates retain some of their former intelligence, utilizing bestial cunning in hunting their prey. \n'b' They gleefully slay any living creatures they encounter, but prefer sapient prey, and particularly prefer prey that was known to one of their heads in life. Because of this, those who find themselves pursued by a grim aggregate often see one of their lost loved ones\xe2\x80\x99 faces peering out at them from within the depths of this horror. \n'b' Undead Nature . A grim aggregate doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Grim Aggregate Attacks \n'b' Result \n'b' Attack Type* \n'b' 1 \n'b' Bite \n'b' 2 \n'b' Claw \n'b' 3 \n'b' Club \n'b' 4 \n'b' Hoof \n'b' 5 \n'b' Rock \n'b' 6 \n'b' Tail slap'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Knight (Lord) \n'b' Family: Clockwork \n'b' Medium construct (iron, clockwork), lawful evil \n'b' Armor Class 23 (natural armor) Hit Points (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Athletics +7, Perception +5, Survival +5 Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Proficiency Bonus +3 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockobo Egg . The clockwork knight wears spurs that are part of clockwork tack, which allow it to summon its clockobo companion. \n'b' Clockwork Engine . When the construct dies, it inflicts 10 (3d6) slashing damage in a 5 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 knight makes three shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Call to Attack . Up to three allies within 120 feet of this clockwork lord that can hear it can each use their reaction to make one weapon attack . \n'b'\n'b' ABOUT \n'b' This mechanical humanoid wields a lance in one hand and wears a shield in the other. \n'b' Clockwork knights are relentless constructs that often are paired with clockobos. They are chiefly known for their ability to become more powerful over time, collapsing into small insulated eggs (formed from their shields) when destroyed, only to reemerge more powerful than before. \n'b' The most basic model of clockwork knight, these bounders make a beeline straight for opponents and show little strategy in their tactics. \n'b' More advanced clockwork knights are capable of teamwork and tactics. They work together to overcome enemies and use height to their advantage. \n'b' Clockwork lords act as commanders and leaders of the other knights, capable of acting independently while guiding their minions in coordinated attacks in more powerful foes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Aggregate (Large) \n'b' Family: Grim Aggregate \n'b' Large undead (greater revenant), neutral evil \n'b' Armor Class 14 Hit Points 189 (18d10+90) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses darkvision 60 ft., passive Perception 11 Languages all languages spoken in life by its component bodies Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Regeneration . The grim aggregate regains 5 hit points at the start of its turn. If the grim aggregate takes fire damage, this ability doesn\xe2\x80\x99t function at the start of its next turn. \n'b' Woeful . When a grim aggregate causes damage to a living target with an attack , that target must also attempt a DC 13 Woe saving throw. The target takes 1d4 spiritual damage on a failed saving throw, or half (minimum 1) as much on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular grim aggregate for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The grim aggregate makes four attacks, determined randomly from the following options (see accompanying table). Roll 1d6 for each melee attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10+5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) slashing damage. \n'b' Club . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (2d4+5) bludgeoning damage. \n'b' Hoof . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet. \n'b' Rock . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d6+5) bludgeoning damage. \n'b' Tail Slap . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' * You can, of course, modify descriptions to suit. For instance, if you\xe2\x80\x99ve described a grim aggregate as being made up entirely of humanoid parts, a claw attack might instead become a rusty dagger; a hoof becomes a gauntleted fist; and a tail slap, a powerful leg sweep. \n'b' About \n'b' Some particularly noxious dead demonstrate the ability to incorporate other dead or animal remains into their bodies to repair or strengthen themselves, becoming grim aggregates.\xc2\xa0Grim aggregates incorporate any combination of humanoid and non-humanoid body parts. Some have extra limbs or two or more heads of different creature types, and any grim aggregate can manifest mouths on any parts of its body.\xc2\xa0Many configurations of grim aggregate are possible, and every grim aggregate is unique. \n'b' Ever-Shifting . A grim aggregate\xe2\x80\x99s body is constantly shifting.\xc2\xa0It constantly rots and regenerates in patches all over its body, clearly decayed and obviously dead but never losing its physical integrity or becoming skeletal. Its overall shape is equally protean, bulging and writhing grotesquely as body parts form, merge together, and are reabsorbed. Its individual parts always return to a recognizable state-such as arms, talons, tails, or heads-but may appear amorphous and fluid in the midst of the change.\xc2\xa0A grim aggregate is accompanied by a chorus of slithering, popping, rattling, and bubbling noises, which correspond to its shapeshifting, rotting, and healing at any given moment. \n'b' Adaptable . Grim aggregates can alter their body structures quickly. If a limb is removed, for example, the grim aggregate immediately shifts its bones and flesh to grow a new limb or to replace it with something else. Grim aggregates, therefore, cannot be disabled unless they are destroyed. \n'b' Ever-growing . A grim aggregate grows over time as it incorporates other undead or corpses. It can take weeks to reach Large size or mere minutes, as supplies allow. There is no known upper limit for how large a grim aggregate can become, but Large and Huge are the most common sizes. \n'b' Hunters . Grim aggregates retain some of their former intelligence, utilizing bestial cunning in hunting their prey.\xc2\xa0They gleefully slay any living creatures they encounter, but prefer sapient prey, and particularly prefer prey that was known to one of their heads in life. Because of this, those who find themselves pursued by a grim aggregate often see one of their lost loved ones\xe2\x80\x99 faces peering out at them from within the depths of this horror. \n'b' Undead Nature . A grim aggregate doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Grim Aggregate Attacks \n'b'\n'b' Result \n'b' Attack Type* \n'b'\n'b' 1 \n'b' Bite \n'b'\n'b' 2 \n'b' Claw \n'b'\n'b' 3 \n'b' Club \n'b'\n'b' 4 \n'b' Hoof \n'b'\n'b' 5 \n'b' Rock \n'b'\n'b' 6 \n'b' Tail slap'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Jester (Frog God Games) \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Constitution +8, Charisma +9 Skills Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10 Damage Resistances cold Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Celestial, Common, Gnomish, telepathy 60 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The jester\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n'b'\n'b' At will : disguise self , grease , inflict wounds , magic mouth , misty step \n'b' 3/day each : contagion , mirror image \n'b' 1/day each : delayed blast fireball , finger of death , mislead , seeming \n'b'\n'b' Last Laugh . Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god\xe2\x80\x99s choosing. \n'b' Mock the Dying . Death saving throws made within 60 feet of the jester have disadvantage. \n'b' Turn Resistance . The jester has advantage on saving throws against any effect that turns undead. \n'b' Actions \n'b' Joker\xe2\x80\x99s Shuffle (recharge 6) . The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17). \n'b' Killing Joke (recharge 6) . The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone . At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points . The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic. \n'b' Reactions \n'b' Ridicule Hope (recharge 4-6) . When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured and is necrotic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Jester (Open Design) \n'b' Medium undead , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +8, Cha +9 Skills Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10 Damage Resistances cold Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 17 Languages Abyssal, Celestial, Common, Gnomish, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Last Laugh . Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god\xe2\x80\x99s choosing. \n'b' Mock the Dying . Death saving throws made within 60 feet of the grim jester have disadvantage. \n'b' Turn Resistance . The grim jester has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The grim jester doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grim jester can use its Killing Joke. It then makes two Necrotic Claw attacks. It can replace one attack with a use of Spellcasting. \n'b' Necrotic Claw . Melee Spell Attack : +9 to hit, range 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. \n'b' Killing Joke . The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success. \n'b' Spellcasting . The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : disguise self , grease \n'b' 3/day each : magic mouth (as an action), mirror image \n'b' 1/day each : mislead , seeming \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Joker\xe2\x80\x99s Shuffle (Recharge 6) . The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other\xe2\x80\x99s space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence ( Investigation ) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality. \n'b' Amusing Death . When a jester on its deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve as a grim jester. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n'b' Grisly Humor . A grim jester\xe2\x80\x99s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd or sheer braggadocio, while others might be high-flown. Grim jesters are famous for grim, bitter mockery, but such humor rarely entertains mortals. \n'b' Randomness . Grim jesters enjoy randomness and often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things \xe2\x80\x94they are quite talented in pulling cards whose magic then applies to foes and spectators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anubian \n'b' Medium elemental , chaotic evil \n'b' Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 Languages Primordial Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The anubian doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Sand Camouflage . The anubian has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sand Form . The anubian can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Vulnerability to Water . For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anubian makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Haboob (1/Day) . A 30-foot-tall cylinder of sand forms in the anubian\xe2\x80\x99s space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a DC 13 Strength saving throw or be restrained by the storm. While restrained, the creature takes 3 (1d6) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the restrained creature, can use its action to free the restrained creature by succeeding on a DC 13 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Sand Step . The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide . The anubian can\xe2\x80\x99t use Sand Step while Haboob is active. \n'b'\n'b' ABOUT \n'b' Swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. \n'b' Anubians are elementals summoned to guard tombs or protect treasures. \n'b' Piles of Dust . An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand. \n'b' Death to the Unarmored . In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren\xe2\x80\x99t shackled by magical bondage. \n'b' Sandstorm Tag Teams . Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Roc \n'b' Gargantuan undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 280 (16d20 + 112) Speed 30 ft., fly 120 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 24 (+7) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The grim roc has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Sunlight Sensitivity . While in sunlight, the grim roc has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Defiance . The grim roc has advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grim roc makes three attacks: one with its beak and two with its talons. \n'b' Beak . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 32 (5d8 + 10) piercing damage. \n'b' Talons . Melee Weapon Attack : +16 to hit, reach 5 ft., one target. Hit : 27 (5d6 + 10) slashing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the grim roc can\xe2\x80\x99t use its talons on another target. \n'b' Evil Eye from the Sky (Recharge 2-3) . The roc shoots green rays out of its eyes in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A bright flash of green light can be seen up in the mountains. All the villagers down below know a grim roc is in the area. This undead monster is one of the most dangerous creatures in the world. Its enormous shadow and glowing green eyes strike fear into the hearts of those who dwell in the mountains. \n'b' Winged Horror . Malevolent necrotic energies reanimated these creatures. The massive evil bird can destroy a city on its own. It simply annihilates everything in its path. \n'b' Distant Peaks . Grim rocs live high up in the mountains and can take over large portions of the world. Only the bravest adventurers will go on quests to deal with this menace. \n'b' Undead Nature . The grim roc doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Spirit \n'b' Medium undead , lawful neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 91 (14d8 + 28) \n'b' Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 19 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +7 \n'b' Skills Insight +7, Perception +7 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , restrained \n'b' Senses truesight 60 ft. (blind beyond this radius), passive Perception 17 \n'b' Languages can\xe2\x80\x99t initiate conversation but can reply in any language spoken to it \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lifesense . The grim spirit knows the exact current hit points and hit point maximum of all living creatures within 60 feet of it. The grim spirit knows if it hears a lie spoken by one of these creatures. \n'b' Spectral Retinue . When the grim spirit rolls initiative , if it is accompanied by fewer than four grimlings it automatically summons enough grimlings so that it has four with it. Newly summoned grimlings appear in the closest unoccupied spaces within 5 feet of the grim spirit. These grimlings vanish when the grim spirit finishes a short or long rest, or if the grim spirit is destroyed. \n'b' Swirling Chaos . When the grim spirit rolls initiative , it conjures two Nether Vortex hazards within 30 feet of itself, which form 10-foot cubes of swirling energy. They are detailed in the \xe2\x80\x9cTerrain\xe2\x80\x9d section. The vortices disappear when the grim spirit is destroyed or if it uses this ability again. \n'b' Vengeful Reaping . When the grim spirit is reduced to 0 hit points , it can immediately use its Scythe (no action required). The grim spirit is then destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grim spirit makes two Reaping Claw attacks. \n'b' Reaping Claw . Melee Spell Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) force damage and the target is pushed up to 10 feet away from the grim spirit. \n'b' Scythe . The grim spirit chooses one creature within 60 feet of it that has been reduced to less than half of its hit point maximum. That creature must succeed on a DC 15 Constitution saving throw or take 33 (6d10) necrotic damage. If this damage reduces the target to 0 hit points , it immediately suffers two failed death saving throws. \n'b' Summon Grimlings . The grim spirit summons up to four grimlings. It can have a maximum of four grimlings summoned in this manner at once.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grim Squirrel \n'b' Tiny fey , lawful evil \n'b' Armor Class 14 Hit Points 7 (2d4 + 2) Speed 35 ft., climb 30 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The grim squirrel has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Magic Resistance . The grim squirrel has advantage on saving throws against spells and other magical effects. \n'b' Pack Tactics . The grim squirrel has advantage on an attack roll against a creature if at least one of the grim squirrel\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' Barksword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 3 piercing damage. \n'b' Nut Sling . Ranged Weapon Attack : +6 to hit, reach 20/40 ft., one target. Hit : 2 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A group of fey warriors walks quietly through the moonlit woods. They watch a nearby elf village and signal two scouts to move into position. Grim squirrels are raiding the village in the middle of the night. Elves, humans, halflings, orcs, goblins, and many other humanoids hate these unpleasant little creatures. \n'b' Fearless Fey . Grim squirrels are often underestimated. The tiny fey are rather dangerous in large groups. Armed with swords and slings, the squirrels take on much larger foes. \n'b' Hidden Hideouts . These evil fey live in hollow trees and have their headquarters in a large burrow. They carefully store their food and treasure and have enough extra supplies to stay in their lair for a long time. \n'b' Flying Mounts . Noble and elite warriors ride gloom owls as their mounts. The bold owls enable these dark fey to conduct daring raids.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimlock \n'b' Medium humanoid (grimlock), neutral evil \n'b' Armor Class 11 Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 12 (+1) INT: 9 (-1) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3, Stealth +3 Condition Immunities blinded Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 Languages Undercommon Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Blind Senses : The grimlock can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Keen Hearing and Smell : The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Stone Camouflage : The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. \n'b' Actions \n'b' Spiked Bone Club : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. \n'b' About \n'b' A muscular humanoid stares with dark, eyeless sockets. It fingers a notched batleaxe and emits a low growl.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimlock Brute \n'b' Medium humanoid (grimlock) \n'b' Armor Class 13 (hide armor) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Athletics +5, Stealth +3 Senses passive Perception 13, blindsight 30 ft. (blind beyond this radius) Condition Immunities blinded Languages Eholan (Undercommon) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The grimlock can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Keen Hearing and Smell . The grimlock has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Stone Camouflage . The grimlock has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grimlock brute makes two attacks with its spiked club or throwing rocks. \n'b' Spiked Greatclub . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 4) bludgeoning damage plus 2 (1d4) piercing damage. \n'b' Rocks . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 15/30 ft., one target. Hit : 7 (1d4 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' Grimlocks were once human, but they now roam through the deep places of the world, settling in any abandoned ruins or empty caverns they can find. They appear as pale skinned humans with no eyes in their eye sockets. Their sightless nature makes them unconcerned with ornaments or fashion. They use their feces as a means to mark their territory and their smell as a way to identify each other, so they have a potent odor as well. \n'b' Grimlocks are hunter-gatherers. They roam the deep earth scavenging what they can. Their gods are the ancient titans that make the deep earth their home. Their chiefs are usually the strongest warrior or the most powerful spellcaster. \n'b' Grimlocks aren\xe2\x80\x99t picky eaters and they are famous cannibals. The deep earth is a harsh environment, and its denizens can\xe2\x80\x99t afford to be picky about their food. \n'b' Grimlocks are not builders. For shelter, they seek out the abandoned lairs of dwarves, or other races that live in the deep earth that have carved out their homes there. \n'b' The perimeter of their dwellings are often marked with offal and viscera as a sort of smell trap. Individuals who step through these traps without taking proper care will give themselves away to the grimlock\xe2\x80\x99s superior sense of smell, making it extremely hard to surprise the blind humanoids. \n'b' In addition to the defenses they set around the perimeter of their realm, they also keep dangerous creatures of the Underworld as both pets and guardians. \n'b' Creatures such as basilisks, darkmantles and otyughs are among the most common.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimlock Priest \n'b' Medium humanoid (grimlock) \n'b' Armor Class 13 (hide armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 9 (-1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Religion +5, Medicine +7 Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13 Condition Immunities blinded Languages Eholan (Undercommon) Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The grimlock can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Keen Hearing and Smell . The grimlock has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Stone Camouflage . The grimlock has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Extended Blindsight . The grimlock priest has been gifted with an extended range of blindsight (included in the stat block). \n'b' Divine Eminence . As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b' Spellcasting . The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at-will) : sacred flame , thaumaturgy , guidance \n'b' 1st Level (4 slots) : inflict wounds , guiding bolt , cure wounds \n'b' 2nd Level (3 slots) : lesser restoration , spiritual weapon \n'b' 3rd Level (2 slots) : dispel magic , spirit guardians \n'b'\n'b' ACTIONS \n'b'\n'b' Spiked Bone Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage. \n'b' Rocks . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 15/30 ft., one target. Hit : 5 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Grimlocks were once human, but they now roam through the deep places of the world, settling in any abandoned ruins or empty caverns they can find. They appear as pale skinned humans with no eyes in their eye sockets. Their sightless nature makes them unconcerned with ornaments or fashion. They use their feces as a means to mark their territory and their smell as a way to identify each other, so they have a potent odor as well. \n'b' Grimlocks are hunter-gatherers. They roam the deep earth scavenging what they can. Their gods are the ancient titans that make the deep earth their home. Their chiefs are usually the strongest warrior or the most powerful spellcaster. \n'b' Grimlocks aren\xe2\x80\x99t picky eaters and they are famous cannibals. The deep earth is a harsh environment, and its denizens can\xe2\x80\x99t afford to be picky about their food. \n'b' Grimlocks are not builders. For shelter, they seek out the abandoned lairs of dwarves, or other races that live in the deep earth that have carved out their homes there. \n'b' The perimeter of their dwellings are often marked with offal and viscera as a sort of smell trap. Individuals who step through these traps without taking proper care will give themselves away to the grimlock\xe2\x80\x99s superior sense of smell, making it extremely hard to surprise the blind humanoids. \n'b' In addition to the defenses they set around the perimeter of their realm, they also keep dangerous creatures of the Underworld as both pets and guardians. \n'b' Creatures such as basilisks, darkmantles and otyughs are among the most common.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Megapede \n'b' Family: Clockwork \n'b' Gargantuan construct (bronze, clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 135 (10d20 + 30) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities piercing Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 120 ft., passive Perception 10 Languages \xe2\x80\x93 Proficiency Bonus +4 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the construct dies, it inflicts 70 (20d6) slashing damage in a 20 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. Smaller variants inflict 35 (10d6) in a 15 ft. radius for Huge, 20 (6d6) in a 10 ft. radius for Large, and 10 (3d6) in a 5 ft. radius for Medium or smaller. \n'b' Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Overrun . The megapede moves up to 30 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature\xe2\x80\x99s space during this move, it makes a ram attack against that creature. If the attack hits, the target must also succeed on a DC 16 Strength saving throw or be pushed ahead of the megapede for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 15 (2d10 + 4) bludgeoning damage, or 26 (4d10 + 4) bludgeoning damage if it was already prone . \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 megapede deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a megapede that is Large or larger is subjected to piercing damage, it splits into two new megapedes if it has at least 10 hit points . Each new megapede has hit points equal to half the original megapede\xe2\x80\x99s, rounded down. New megapedes are one size smaller than the original megapede. Each new megapede\xe2\x80\x99s speed increases by 10 feet and gains the Aggressive trait. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Aggressive (Smaller Megapedes Only) . As a bonus action, the megapede can move up to its speed toward a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' This enormous, chitinous construct trundles along on multitudinous legs that are actually wheels. \n'b' Megapedes are juggernauts of constructs, capable of overrunning virtually every defense. Their one saving grace is that they can be split by firing at their joints with projectiles, which are made to separate under duress. Each megapede segment has its own head, and is thus capable of acting on its own. \n'b' Megapedes aren\xe2\x80\x99t subtle . They charge forward relentlessly, destroying everything in their path and only changing course when confronted by an obstacle.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimlock Warlock \n'b' Medium humanoid (grimlock) \n'b' Armor Class 11 (14 with mage armor ) Hit Points 49 (11d8) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 12 (+1) CON: 11 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +6 Skills Persuasion +6, Athletics +2, Nature +2, Deception +6 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13 Condition Immunities charmed , blinded Languages Eholan (Undercommon) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blind Senses . The grimlock can\xe2\x80\x99t use its blindsight while deafened and unable to smell. \n'b' Keen Hearing and Smell . The grimlock has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Stone Camouflage . The grimlock has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Familiar Sight . Grimlock warlocks have learned to keep familiars, so they can see beyond 30 feet. Grimlock warlocks are so well practiced at this that they can activate this link as a bonus action rather than an action. They are also smart enough to keep the familiar hidden during combat, but it can still be spotted with a DC 15 Perception or Investigation check. \n'b' Innate Spellcasting . The warlock\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells (spell save DC 15), requiring no material components:\n'b'\n'b'\n'b' At-will : false life , mage armor (self only), levitate , speak with animals \n'b' 1/day : conjure fey \n'b'\n'b' Spellcasting . The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:\n'b'\n'b'\n'b' Cantrip (at-will) : eldritch blast, chill touch , mage hand , minor illusion , poison spray, vicious mockery, true strike \n'b' 1st to 5th level (5 5th level slots) : charm person, dimension door , greater invisibility , find familiar, fear , hold monster , misty step , darkness , seeming , sleep , tongues \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grimlock warlock makes three attacks with its eldritch blast when it casts that spell. \n'b' Bone Staff . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 \xe2\x80\x93 1) bludgeoning damage. \n'b' Eldritch Blast . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 5 (1d10) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Misty Escape (Recharges after a Short or Long Rest) . In response to taking damage, the grimlock warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimmlet \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 11 Hit Points 28 (8d4 + 8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Condition Immunities blinded , charmed , deafened, petrified , poisoned , prone , stunned Senses blindsight 60 ft., passive Perception 10 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Reproduce . When a grimmlet takes damage from a spell and isn\xe2\x80\x99t reduced to 0 hp , a number of new grimmlets equal to the spell\xe2\x80\x99s level appear in unoccupied spaces within 10 feet of the grimmlet. If the spell is a cantrip, only one grimmlet is created. Sixteen or more grimmlets within 30 feet of each other can use their reactions to come together and form a grimmlet swarm in a space within 5 feet of one grimmlet. \n'b' Self-destruct . When the grimmlet dies, it explodes in a spray of Void-infused crystal shards. Each creature within 5 feet of the grimmlet must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) slashing damage and 3 (1d6) psychic damage. Grimmlets damaged by this trait don\xe2\x80\x99t Reproduce. \n'b' Innate Spellcasting (Psionics) . The grimmlet\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : eldritch blast, minor illusion \n'b' 3/day each : color spray \n'b'\n'b' Actions \n'b' Crystal Edge . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) psychic damage. \n'b' About \n'b' A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field. \n'b' Strange Families . Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury. \n'b' Whispering Menace . Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. \n'b' When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grimmlet Swarm \n'b' Large swarm of Tiny monstrosities, unaligned \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10 + 64) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 19 (+4) INT: 3 (-4) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities psychic Condition Immunities blinded , charmed , deafened, frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 120 ft., passive Perception 10 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Enervating Maelstrom . When the grimmlet swarm dies, it explodes in a plume of ennui. Each creature within 20 feet of the grimmlet swarm must make a DC 17 Dexterity saving throw. On a failure, a creature takes 21 (6d6) psychic damage and suffers one level of exhaustion . On a success, a creature takes half the damage and doesn\xe2\x80\x99t suffer exhaustion . Grimmlets damaged by this trait don\xe2\x80\x99t Reproduce. \n'b' Maze of Edges . A creature that attempts to move out of or through the grimmlet swarm must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) slashing damage. \n'b' Reproduce . When a grimmlet swarm takes damage from a spell and isn\xe2\x80\x99t reduced to 0 hp , a number of new grimmlets equal to the spell\xe2\x80\x99s level appear in unoccupied spaces within 10 feet of the grimmlet swarm. If the spell is a cantrip, only one grimmlet is created. New grimmlets aren\xe2\x80\x99t subsumed into the swarm. Sixteen or more new grimmlets within 30 feet of each other can use their reactions to come together and form a new grimmlet swarm in a space within 5 feet of one grimmlet. \n'b' Swarm . The grimmlet 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 grimmlet. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Innate Spellcasting (Psionics) . The grimmlet swarm\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : color spray , eldritch blast (3 beams), minor illusion \n'b' 3/day each : hypnotic pattern , lightning bolt , major image \n'b' 1/day each : hallucinatory terrain \n'b'\n'b' Actions \n'b' Multiattack . The grimmlet swarm makes two attacks with its crystal edges. \n'b' Crystal Edges . Melee Weapon Attack : +8 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half of its hp or fewer. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic 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'Grimstalker \n'b' Medium fey , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 67 (9d8 + 27) \n'b' Speed 40 ft., climbing 20 ft.\n'b' STATS STR: 11 (+0) DEX: 19 (+4) CON: 17 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7 \n'b' Skills Acrobatics +7, , Intimidate +6, Perception +4, Stealth +7 \n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that are not silver \n'b' Senses darkvision , passive Perception 14 \n'b' Languages Elvish, Sylvan \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The grimstalker\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' 3/day : entangle \n'b' 1/day : pass without trace \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grimstalker makes three attacks with either its Longbow or Spiked Staff. It can replace one of those attacks with a Claw attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 4) slashing damage plus 5 (2d4) poison damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 9 (1d8 + 4) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for one hour. \n'b' Spiked Staff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 2 (1d4) poison damage, or 9 (1d8 + 4) piercing damage plus 2 (1d4) poison damage if used with two hands. \n'b'\n'b' ABOUT \n'b' The grimstalkers, or banan (as they prefer to call themselves), are fey creatures that do not share the beauty and goodness of their kin. Whereas other fey creatures have come to represent the beautiful or mischievous side of nature, the grimstalker most certainly reflects nature at its worst. They are dark creatures, their hearts tainted with the foulest of evil. Unfortunate souls who wander into a forest guarded by grimstalkers are never seen again \xe2\x80\x93 except for their skulls, which the grimstalkers hang from the trees as a warning to those who would dare trespass into their domain.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anzu \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 152 (16d10 + 64) \n'b' Speed 40 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Damage Resistance(s) fire, lightning \n'b' Senses darkvision 90 ft., passive Perception 16 \n'b' Languages Common, Primordial \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The anzu has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anzu makes three attacks: one with its bite and two with its talons. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage. \n'b' Talons . Melee Weapon Attack : +9 to hit, reach 5ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The anzu uses one of the following breath weapons: \n'b'\n'b' Fire Breath . The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Water Breath . The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone . On a success, a creature takes half as much damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b'\n'b' Lightning Relocation . The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu\xe2\x80\x99s starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once. \n'b'\n'b' ABOUT \n'b' A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers. \n'b' Territorial . Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade. \n'b' Elemental Birthright . Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weather?altering magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grindlwere \n'b' Large aberration , chaotic evil \n'b' Armor Class 14 (see description) Hit Points 52(7d10+14) Speed fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities lightning, thunder, poison Condition Immunities exhausted, frightened , grappled , petrified , poisoned , prone Senses tremorsense 90 ft. Challenge 4 (1100 XP) \n'b' Special Traits \n'b'\n'b' Darkness . The dark swirling clouds that surround the Grindlwere should be treated as magical darkness in a 30 foot radius around the creature. \n'b' Windblast . A storm surrounds the creature at all times. Creatures within 60 ft. of the creature are at disadvantage to all Strength and Dexterity ability checks as well as all concentration checks. Any creature of Small or smaller size must make a Strength save (DC 10) at the end of each turn it is within the cloud. On a failed save, the creature is knocked prone . \n'b' Cloudform . The creature is almost entirely a cloud and is surrounded by clouds. It has advantage on all stealth checks while in an area of clouds or fog. The creature can pass through any crack that normal fog could get through \n'b'\n'b' Actions \n'b'\n'b' Lightning Burst (Recharge 5-6) . The Grindlwere infuses itself with electricity and hurls itself as a bolt of lightning. The creature travels in a straight line up to 90 feet. This creates a bolt 10 feet wide and as long as the creature\xe2\x80\x99s move. Each creature in this area must make a Dexterity Save (DC 14). On a failed save, they take 35 (10d6) lightning damage, or half on a successful save. \n'b' Lightning Fists . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) lightning damage. \n'b'\n'b' About \n'b' The grindlwere is a fiend that comes to life in the bosom of giant storms. Born of the chaos embodied in the violent conflicts of the elements, the creature manifests as a living entity without discernable shape or form. They appear only as a darker mass in the deep dark clouds, for this is where the creature comes to life, drawing the power of the storm within it. They express themselves through the forked tongues of their lightning, which they hurl constantly. This is the most visible form the creature takes; a rush of thick cloud that follows the arc of its own energy as it strikes those around it. The cloud assumes an almost tangible shape as it follows the arcing electricity. \n'b' Clouds Within Clouds . The grindlwere possess no physical form beyond that of the storm which gives them life. They do not eat or need any sustenance; they draw their energy from the storms itself. Their life ends when the storm passes and the magic that gave birth to it fades. These creatures are almost impossible to detect until the storm itself brews, at such times those experienced enough may detect the creature as a ball of lightning or strange undulating darkness in the clouds. \n'b' Mindless Destroyers . These creatures thrive on violence and attack by thundering down upon their victims with a massive bolt of lightning. This is often the first hint that someone has they are being attacked. They are unreasoning creatures without the ability to speak or understand for they hardly recognize that they are alive. On rare occasions, encounters with more than one occur, but these happen only in the midst of massive storms. \n'b' At such times the grindlwere never act in concert or for that matter, even recognize that another grindlwere is present.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grindlwere \n'b' Large aberration , chaotic evil \n'b' Armor Class 14 (description) Hit Points 52 (7d10+14) Speed ; fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities lightning, thunder, poison Condition Immunities exhausted, frightened , grappled , petrified , poisoned , prone Damage Resistances bludgeoning, piercing, and Slashing from non-magical weapons Senses tremorsense 90 ft. Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness . The dark swirling clouds that surround the grindlwere should be treated as magical darkness in a 30-foot radius around the creature. \n'b' Windblast . A storm surrounds the creature at all times. Creatures within 60 ft. of the creature are at disadvantage to all Strength and Dexterity ability checks as well as all concentration checks. Any creature of Small or smaller size must make a Strength save (DC 10) at the end of each turn it is within the cloud. On a failed save, the creature is knocked prone . \n'b' Cloudform . The creature is almost entirely a cloud and is surrounded by clouds. It has advantage on all stealth checks while in an area of clouds or fog. The creature can pass through any crack that normal fog could get through. \n'b'\n'b' ACTIONS \n'b'\n'b' Lightning Burst (Recharge 5-6) . The grindlwere infuses itself with electricity and hurls itself as a bolt of lightning. The creature travels in a straight line up to 90 feet. This creates a bolt 10 feet wide and as long as the creature\xe2\x80\x99s move. Each creature in this area must make a Dexterity save (DC 14). On a failed save, they take 35 (10d6) lightning damage or half on a successful save. \n'b' Lightning Fists . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) lightning damage. \n'b'\n'b' ABOUT \n'b' The grindlwere is a fiend that comes to life in the bosom of giant storms. Born of the chaos embodied in the violent conflicts of the elements, the creature manifests as a living entity without discernable shape or form. They appear only as a darker mass in the deep dark clouds, for this is where the creature comes to life, drawing the power of the storm within it. They express themselves through the forked tongues of their lightning, which they hurl constantly. This is the most visible form the creature takes; a rush of thick cloud that follows the arc of its own energy as it strikes those around it. The cloud assumes an almost tangible shape as it follows the arcing electricity. \n'b' Clouds within Clouds . The grindlwere possess no physical form beyond that of the storm which gives them life. They do not eat or need any sustenance; they draw their energy from the storms themselves. Their life ends when the storm passes and the magic that gave birth to it fades. These creatures are almost impossible to detect until the storm itself brews, at such times those experienced enough may detect the creature as a ball of lightning or strange undulating darkness in the clouds. \n'b' Mindless Destroyers . These creatures thrive on violence and attack by thundering down upon their victims with a massive bolt of lightning. This is often the first hint that someone has they are being attacked. They are unreasoning creatures without the ability to speak or understand for they hardly recognize that they are alive. On rare occasions, encounters with more than one occur, but these happen only during massive storms. At such times the grindlwere never act in concert or for that matter, even recognize that another grindlwere is present.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grindylow \n'b' Medium aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 27 (5d8 + 5) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +3, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Mimicry . The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Slippery . The grindylow has advantage on ability checks and saving throws made to escape a grapple. \n'b' Water Breathing . The grindylow can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The grindylow makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 +1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the grindylow can\xe2\x80\x99t use its claws on another target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the grindylow can use the Dash action as a bonus action . \n'b'\n'b' About \n'b' This creature has a fishlike head that is almost triangular in shape, sloping down and outward toward its wide mouth, filled with small, sharp teeth. Large eyes stare unblinking from its hideous face. A scrawny chest, covered in fish scales, supports two long, wiry arms which end in three clawed digits. Its lower body resembles the long tail of an eel. \n'b' Menace of the Shallows . Grindylows live in small bands of a dozen or so individuals, primarily in warm, coastal waters. \n'b' Often hunted down by merfolk, they are quick to ingratiate themselves with other intelligent predators like the sahaugin in the hopes of gaining some protection. In this way, they often find themselves absorbed into the cults of their allies, dedicated to demon lords and malevolent sea gods. \n'b' A Taste for Fear . Grindylows don\xe2\x80\x99t care much about religious pursuits, however. Their single passion in life consists of lurking in tide pools, rivers, and lagoons, where they wait for gnomes, halflings, or human children to come near the water\xe2\x80\x99s edge so they can leap up with their long, wiry arms and drag their victims under the water. They eat what they kill in this manner, but this is a matter of convenience. Their true enjoyment is derived from the attack and the fearful reactions of their prey, not the resulting meal. \n'b' Murderous Mimics . Grindylows have some talent at voice mimicry which they sometimes use to lure creatures closer to the shore, but the most use this talent sees is in the recounting of the screams of their latest or greatest successes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grisly Remnant, Vile Limb \n'b' Family: Grisly Remnants \n'b'\n'b' Small undead (rotter), neutral evil \n'b' Armor Class 13 Hit Points 27 (6d6+6) Speed 15 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Saving Throws Dexterity +4 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhausted, poisoned Senses blindsight 60 ft. (blind beyond this range), passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Woeful . When a vile limb causes damage to a living target with an attack , that target must make a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed save, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular vile limb for 24 hours. \n'b' Actions \n'b' Swift Strike . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage. \n'b' About \n'b' A vile limb can be any piece of a body large enough to pose a threat. Typically this is an arm or a leg, but a vile limb could be a severed hand or even a rolling head. A vile limb moves by using its muscles and the constantly cracking bones within the limb, resulting in a serpentine length of muscle with shards of bone protruding through its skin.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grisly Remnant, Viscera \n'b' Family: Grisly Remnants \n'b'\n'b' Small undead (rotter), neutral evil \n'b' Armor Class 13 Hit Points 44 (8d6+16) Speed 15 ft., climb 15 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4, Perception +3 Saving Throws Dexterity +4, Wisdom +1 Damage Resistances bludgeoning Damage Vulnerabilities fire Damage Immunities poison, acid Condition Immunities charmed , exhausted, poisoned Senses blindsight 60 ft. (blind beyond this range), passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Deadly Grip . When a viscera makes a successful attack , it wraps around its victim and begins to burn them. The viscera occupies the same space as the victim, and if the victim moves, the viscera moves with it. Any damage done to the viscera by anyone other than its victim is evenly split between the viscera and its victim. If an attack deals slashing damage, the attacker may attempt a DC 13 Dexterity check after the attack hits but before damage is rolled; if this check is successful, the viscera takes the full damage and the victim is unharmed. The victim of Deadly Grip can use its action to attempt to escape from the viscera. This requires a DC 15 Strength ( Athletics ) or Dexterity ( Acrobatics ) check. If successful, the viscera is moved to an adjacent space of the victim\xe2\x80\x99s choice. \n'b' Woeful . When a viscera causes damage to a living target with an attack , that target must make a DC 10 Woe saving throw. The target takes 1d4 spiritual damage on a failed save, or half as much (minimum 1) on a successful saving throw. Once a specific target has taken spiritual damage due to this trait, it is immune to further spiritual damage from this particular viscera for 24 hours. \n'b' Actions \n'b' Entangle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) bludgeoning damage; the viscera moves into the target\xe2\x80\x99s space and wraps around the target. See Deadly Grip. \n'b' Burn . The viscera targets a creature on which it is maintaining Deadly Grip. The target must attempt a DC 13 Constitution save taking 1d4+4 points of acid damage on a failed save, or half as much on a successful one. \n'b' About \n'b' A viscera is a serpentine length of intestine dripping with vile acids. It coils around a victim, constricting and burning its prey. Once it\xe2\x80\x99s wrapped around a victim, it\xe2\x80\x99s very difficult to remove the creature and commensurately difficult to hurt it without also harming its victim.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork, Scrapion \n'b' Family: Clockwork \n'b' Large construct (bronze, clockwork), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 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 12 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' Innate Spellcasting . The scrapion\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It can innately cast invisibility (self only) at will. \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 scrapion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scrapion makes three attacks: two with its claws and one with its sting. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 13). The scrapion has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This bright orange mechanical scorpion disappears before your very eyes! \n'b' Scrapions are dangerous scorpion-like beings with wicked pincers and a lethal sting. But their most terrifying ability is their invisibility cloak, which they can engage at will. \n'b' Scrapions attack any living being they can see, turning invisible and hiding until they attack. They don\xe2\x80\x99t bother resuming to invisibility until their prey stops moving.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grithungur \n'b' Gargantuan elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 410 (20d20 + 200) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Constitution +17 Skills Perception +8 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/Day) . If the grithungur fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The grithungur has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The grithungur\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The grithungur deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the grithungur that starts its turn within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this grithungur\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Trampling Charge . If the grithungur 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 25 Strength saving throw or be knocked prone . If the target is prone , the gorgon can make one attack with its hoof against it as a bonus action. \n'b' Actions \n'b' Multiattack . The makes three attacks: two with its hooves. \n'b' Hoof . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) bludgeoning damage. \n'b' Horns . Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 32 (4d10 + 10) piercing damage. \n'b' Stomp . The grithungur stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foothigh cylinder centered on this point must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the grithungur uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the grithungur and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b' About \n'b' This enormous bull is so large that it takes up most of the horizon. \n'b' Grithungur are protective spirits of the land. Like the bergjotun, they are embodiments of the land itself, roused to defend it when some great evil threatens its territory. \n'b' Unlike bergjotun, they are not intelligent per se, driven more by instinct to defend their turf when something equally large dares invade. \n'b' The Mother Cow . It is rumored that the original grithungur, from which all of this species originate, helped create the world and humanity by licking it free of ice.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Grivid \n'b' Large aberration , neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 180 (19d10 + 76) \n'b' Speed 50 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 2 (\xe2\x80\x934) WIS: 15 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6 \n'b' Skills Perception +6 \n'b' Senses tremorsense 60 ft., passive Perception 16 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 11 (7,200 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Cheek Worm Regrowth . The grivid has twenty worms stored in its cheeks. Used worms regrow when the grivid finishes a long rest. \n'b' Keen Sight . The grivid has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Parasitic Cheek Worm . The grivid produces parasitic worms in its cheeks, and it expels these worms into other creatures when it attacks. The worm burrows into the flesh of the target, and that creature is poisoned while infested with at least one worm. At the start of each of the infested creature\xe2\x80\x99s turns, it takes 5 (2d4) poison damage. Any creature can take an action to remove one worm with a successful DC 12 Wisdom ( Medicine ) check. An effect that cures disease removes and kills one worm infesting the creature. When a grivid dies, all worms currently infesting other creatures die with it, ending the infestation in all infested creatures. \n'b' Worm Regeneration . If it has at least 1 hp , the grivid regains 5 hp for each worm infesting another creature at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grivid makes one Bite attack and two Kicks attacks, or it makes three Spit Worm attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 18 (3d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. \n'b' Kick . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 18 (3d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be forced prone . \n'b' Spit Worm . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one creature. Hit : 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Consume Worms . The grivid consumes up to 3 cheek worms, regaining 5 (2d4) hit points for each worm consumed. \n'b'\n'b' ABOUT \n'b' An orange-skinned ostrich races forward. Something writhes beneath the skin of its bulbous cheeks, and a fluorescent orange worm dangles from its beak. \n'b' Grivid are dangerous, ostrich-like predators that roam the savanna, searching for prey to supplement their diet of parasitic worms.\n'b' Far-Sighted . A grivid can spot objects and creatures up to 3 miles away from its position. This, combined with its ability to travel quickly over long distances, makes it a feared predator in the savanna. \n'b' Guileless . A grivid is incredibly dangerous, but it\xe2\x80\x99s not incredibly cunning. If it loses sight of predators or prey for more than minute or two, it\xe2\x80\x99s likely to forget they were ever there. A careful or clever foe can easily outwit the grivid. \n'b' Worm Food . A grivid\xe2\x80\x99s cheeks bulge with plump, orange, parasitic worms. These worms are only encountered near grivid, leading scholars to conclude the worms are part of their life cycle. Some believe the worms are the grivid\xe2\x80\x99s larvae. They theorize that despite the grivid\xe2\x80\x99s resemblance to an ostrich, it does not lay eggs, instead implanting its larva in the ground for them to mature. The few that survive the grivid\xe2\x80\x99s appetite grow into new grivid.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Groaning Spirit (Legendary Games) \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, lightning necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 16 Languages Druidic, Elven, Gnome, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The groaning spirit can magically detect the presence of living creatures up to 5 miles away. It knows the general direction they are in but not their precise locations. \n'b' Frightful Presence . Each creature of the groaning spirit\xe2\x80\x99s choice that is within 30 feet of the spirit and aware of it must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can attempt this save at the end of each of its turns, ending the effect on itself with a success. If a creature\xe2\x80\x99s save succeeds or the effect ends for it, that creature is immune to the spirit\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Incorporeal Movement . The groaning spirit can move through other creatures and objects, treating them as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Turn Resistance . The groaning spirit has advantage on saving throws to resist effects that turn undead. \n'b' Magic Resistance . The groaning spirit has advantage on saving throws against spells and other magical effects. \n'b' Vulnerability to Dispel Evil and Good . If a creature protected by the dispel evil and good spell succeeds at a melee spell attack against the groaning spirit, the spirit must make a Wisdom saving throw against the spell save DC or be immediately destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Chill Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) necrotic damage plus 9 (2d8) cold damage. The creature struck cannot regain hit points until the start of the groaning spirit\xe2\x80\x99s next turn. \n'b' Keening (1/Day) . Provided it isn\xe2\x80\x99t in sunlight, the groaning spirit unleashes a death wail audible to a distance of 1 mile. Any living creature within 30 feet that hears this wail must make a DC 15 Wisdom saving throw or drop to 0 hit points . On a success, a creature takes 14 (4d6) psychic damage and is frightened until the end of their next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Groaning Spirit (Necromancer Games) \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 58 (13d8) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 14 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 11 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +5 \n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Common, Elvish \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Life . The groaning spirit can magically sense the presence of creatures up to five miles away that are not undead or constructs. It knows the general direction they are in but not their exact locations. \n'b' Incorporeal Movement . The groaning spirit 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. \n'b'\n'b' ACTIONS \n'b'\n'b' Deadly Touch . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 12 (3d6 + 2) necrotic damage. \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the groaning spirit that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for one minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the groaning spirit is within line of sight, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this groaning spirit\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b' Groan . If the groaning spirit is not in sunlight, it unleashes a mournful groan. A creature that is not an undead or construct that is within 30 feet of it that hears the groan must make a DC 13 Constitution saving throw. On a failure, the creature drops to 0 hit points . On a success, it takes 10 (3d6) psychic damage. \n'b'\n'b' ABOUT \n'b' The groaning spirit is the malevolent spirit of a female elf often found haunting swamps, fens, moors, and other desolate places. Groaning spirits hate the living and seek to destroy whomever they meet. A groaning spirit appears as a translucent image of her former self, with a visage horrifying to behold. Far worse is their deadly touch and the groan they can unleash to kill those who hear the mournful sound.'}