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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grolar Bear \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 68 (8d10 + 24) \n'b' Speed 40 ft., swim 30 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 13 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Resistances cold Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The grolar bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grolar bear makes one Bite attack and one Claw attack . If it hits one creature with both attacks, that creature must succeed on a DC 13 Strength saving throw or take 7 (2d6) bludgeoning damage and be forced prone . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aoandon \n'b' Medium undead , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 210 (20d8+120) Speed 30 ft.\n'b' STATS STR: 1 (-5) DEX: 20 (+5) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities cold, necrotic, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The aoandon 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' Innate Spellcasting . The aoandon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness \n'b' 1/day : blight , circle of death , confusion , hypnotic pattern \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aoandon makes 3 mote attacks. \n'b' Motes . Ranged Weapon Attack : +9 to hit, range 10 ft./30 ft. Hit : 14 (2d8 + 5) force damage and 14 (4d6) psychic damage. \n'b' Etherealness . The aoandon enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet she can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'\n'b' ABOUT \n'b' An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. \n'b' An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate-someone who reminds her of the wrongdoer-and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare. The aoandon appears as a translucent figure of a woman that begins fading below the neck and trails off entirely below the waist into scattered motes, shapes, and symbols of blue light.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grolar Bear Alpha \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 152 (16d10 + 64) \n'b' Speed 40 ft., swim 30 ft., climb 20 ft.\n'b' STATS STR: 23 (+7) DEX: 10 (+0) CON: 18 (+4) INT: 2 (\xe2\x80\x934) WIS: 13 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 \n'b' Damage Resistances cold Senses passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 8 (700 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Dismembering Strike . If the grolar bear scores a critical hit against a stunned creature, it tears off one of the creature\xe2\x80\x99s limbs. A creature is immune to this effect if it is immune to slashing damage. \n'b' Keen Smell . The grolar bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Forest and Snow Camouflage . The grolar bear has advantage on Dexterity ( Stealth ) checks made to hide in forest terrain while its fur is brown and snowy terrain while its fur is white. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grolar bear makes one Bite attack and two Claw attacks. If it hits one creature with two attacks, that creature takes 14 (4d6) bludgeoning damage and must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Versatile Coat . The grolar bear changes its fur from white to brown or vice versa. \n'b'\n'b' ABOUT \n'b' Standing on its hind legs, this bear displays its long ivory teeth. \n'b' It raises its claws menacingly, showing its considerable paws and razor-sharp claws. \n'b' A grolar bear is a hybrid between a brown bear and a polar bear whose coats have the fur from both their parents. Grolar bears grow in numbers when their parents share hunting grounds and habitats. Like their parents, they are as comfortable swimming in frigid waters as they are scaling trees, leaving its prey with few sanctuaries. \n'b' Alpha Brute . Many wrongly assume that the alpha is the monarch of grolar bears. In fact, these lumbering hulks are the product of arcane experiments that transform modest bears into aggressive killing machines. These magically enhanced alphas can change their fur to match either of its parent bears, allowing it to easily hide in forests or snow\xe2\x80\x94or among other more mundane brown or polar bears.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gronk \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 51 (6d10 + 18) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 8 (\xe2\x80\x931) WIS: 11 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Prehistoric Giant \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The gronk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gronk makes one Gore attack and one Greatclub attack . \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Greatclub . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Gronks are fiercely territorial creatures with mottled gray skin and shaggy brown hair. They have massive arms and legs that are attached to their barrel-like torso. Their faces are almost lost amid the long hair hanging over their heads, but there\xe2\x80\x99s no missing the long rhinoceros -like horn that grows between their eyes. \n'b' Primarily hunter-gatherers, gronks live in small family bands or nomadic packs that wander the cold plains they call home. Gronk packs never remain in one place for more than a month before moving on to greener pastures and better hunting grounds. They have been known to engage in barter with traders who cross their territories. Of particular interest to gronks are frost giants, with whom they have some sort of kinship or bond (though the extent of such a bond is unknown).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grotesque Plant \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d10 + 24) Speed 10 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 4 (-3) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities blinded , charmed , deafened, paralyzed , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' False Appearance . While the grotesque plant remains motionless, it is indistinguishable from a normal, vine-covered plant. \n'b' Actions \n'b' Multiattack . The grotesque plant makes two Spiked Vine attacks, uses Reel, and makes one Beak attack. \n'b' Spiked Vine . Melee Weapon Attack : +6 to hit, reach 20 ft., one target. Hit : 6 (1d4 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained . The grotesque plant has four spiked vines, each of which can grapple only one target. \n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Reel . The grotesque plant pulls each creature grappled by it up to 15 feet straight toward it. \n'b' Reactions \n'b' Recoil . When the grotesque plant takes fire damage, it stops grappling any creatures and wraps itself in its large leaves and seeps a sickly-sweet fluid. If a creature touches the grotesque plant or hits it with a melee attack while within 5 feet of it before the end of the plant\xe2\x80\x99s next turn, the creature takes 3 (1d6) poison damage. Until the start of its next turn, its Armor Class is increased by 2.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grove Bear \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 13 (2d8 + 4) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4 \n'b' Skills Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Grappler . The bear has advantage on attack rolls against any creature grappled by it. \n'b' Keen Smell . The bear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the bear can\xe2\x80\x99t use its claws on another target. \n'b'\n'b' ABOUT \n'b' Grove bears resemble black bears with blond snouts, but they are slightly smaller and noticeably quicker. When grove bears clash to defend territory or compete for mates, they engage in brutal wrestling matches, each attempting to pin the other until one bear loses its nerve and flees.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork, Springsnake \n'b' Family: Clockwork \n'b' Medium construct (tin, clockwork), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3, Stealth +4 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 2 (450 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 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 Smell . The springsnake has advantage on Wisdom ( Perception ) checks that rely on smell. \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' Standing Leap . The springsnake\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. \n'b' Deadly Leap . If the springsnake jumps at least 15 feet as part of its movement, it can then use this action to land in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 12 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be knocked prone and take 9 (2d6 + 2) bludgeoning damage. On a successful save, the creature takes only half the damage, isn\xe2\x80\x99t knocked prone , and is pushed 5 feet out of the springsnake\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the springsnake\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' This coiled spring-like serpent bounces up and down rhythmically. \n'b' Springsnakes are guardians built for mountainous terrain and cliff faces, where their spring-like coils give them an advantage in bounding along tight crevices or open spaces as needed. Their poisonous bite can incapacitate foes at the worst moment, where a slip can mean certain death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grove Swarm \n'b' Gargantuan swarm of Large plants , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 217 (15d20+60) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 25 (+7) DEX: 6 (-2) CON: 18 (+4) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities charmed , frightened , grappled , petrified , prone , restrained , stunned Senses passive Perception 10 Languages Druidic, Sylvan \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The swarm has advantage on saving throws made against spells and other magical effects. \n'b' Regeneration . The swarm regains 10 hit points at the start of its turn if it has at least 1 hit point. \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 Large plant. The swarm can\xe2\x80\x99t regain hit points from spells or potions, and it cannot gain temporary hit points . \n'b' Titanic . The swarm fills a 50-foot radius circle and ignores difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Thrash . Melee Weapon Attack : +12 to hit, reach 0 ft., all creatures in the swarm\xe2\x80\x99s space. Hit : 24 (5d6+7) magical slashing damage and the target is grappled (escape DC 22).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gruen \n'b' Small fey , neutral \n'b' Armor Class 13 (natural armor) Hit Points 63 (14d6+14) Speed 30 ft., burrow 10 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10 Languages Sylvan Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Ball Roll . The gruen rolls up tightly into a ball. For its movement it can roll safely down a hill or slope at double its Speed. While rolling, the gruen cannot steer or otherwise control the direction it rolls. While in a ball, the gruen gains +2 AC and if it takes damage from slamming into an object placed in its path, it takes half damage. It remains a ball until its next turn. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing damage. A victim who has been bitten must succeed at a DC 11 Fortitude saving throw or become poisoned . Nausea and vomiting cause the victim to become incapacitated while poisoned . The victim may make a new saving throw at the end of each of their turns. On a success, the victim is no longer incapacitated and is poisoned for 1 hour. \n'b'\n'b' REACTIONS \n'b'\n'b' Spring Roll . The gruen is in ball form, takes half damage from falling until its next turn, and is not prone . \n'b'\n'b' ABOUT \n'b' Disturbingly disfigured amalgams of mites and centipedes, these barely intelligent creatures lurk in the lightless warrens of the burrows of their masters and nearest kin\xe2\x80\x94the despicable and craven mites. The gruen\xe2\x80\x99s humanoid features are misshapen and his hairless skin hangs in rubbery, wrinkled folds. While the creature\xe2\x80\x99s face somewhat resembles that of a mite, from either side of its swollen lower lip curl bug-like pinchers. Its upper torso is even more deformed, partially fleshy and humanoid in appearance, with pale bluish skin. From the torso protrude six stunted arms, all of which bow slightly inward. These arms have equally proportioned dwarfish hands, though the hands serve more as feet and the creature cannot effectively use them to manipulate tools, wield weapons, or grapple. The posterior of the creature\xe2\x80\x99s body morphs into the multi-segmented chitin-plated abdomen of a centipede. The lithe centipede legs are well-armored and twist into cruel clattering spikes about the same length as the creature\xe2\x80\x99s stunted forearms. \n'b' To those unfamiliar with gruens, the creatures\xe2\x80\x99 aberrant body shapes and uncanny resemblance to mites seems to suggest foul sorcery and magical inbreeding. Nearly as often, humanoids mistake gruen for undead or even demonic avatars. Yet in truth, gruens are none of these things, but remain, perhaps unexpectedly so, products of Otherworld. \n'b' Mites themselves describe gruens as the living embodiment of the souls of their ancestors, particularly those mites who were grievously erred during their lives and upon death, and made a conscious effort to serve their descendants and to sow their vengeance on the enemies of their people. Yet, despite such origins, gruens are not undead creatures; instead they emerge as the devolved souls that have reformed into a new and bizarre stage of life, morphed into their ghastly bodies through the chaos of Otherworld. \n'b' Gruens often maintain close relationships with mites, particularly large colonies of these creatures. While many mites venerate gruens, almost as often they enslave the creatures and force them into servitude. Particularly those mites who fear that a gruen might one day remember their former life, and turn violent and vengeful. Despite being more powerful than mites, gruen often accept, and even delight in the somewhat masochistic role of the servant. . Still, mites treat their slaves with great respect and often value their gruen slaves above the lives of their kin. Perhaps more unnerving are those dark and twisted tales of mites that uncover the former name and identity of a gruen. In nearly all these stories, the gruen turns out to be the reincarnation of a revered and powerful mite ancestor. These tales typically resolve with the mite taking the gruen for her lover, though in the end, the ghastly beast ends up consuming the mite, and turning its unfortunate lover into another gruen.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grunchlak \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 77 (9d10 + 27) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Senses blindsight 60 ft.; passive Perception 15 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Ambush Predator . The grunchlak has advantage on its attacks in the first round of combat against any creatures that go after it in initiative . \n'b' Echolocation . The grunchlak can\xe2\x80\x99t use its blindsight while deafened . \n'b' Keen Hearing . The grunchlak has advantage on Wisdom (Perception) checks that rely on hearing. \n'b' Standing Leap . The grunchlak\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The grunchlak makes a bite and claw attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 15 (2d10 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage and the target must succeed on a DC 16 Constitution saving throw or take an additional 11 (2d10) poison damage and become grappled by the creature (escape DC 15). While grappled the creature is also considered restrained . \n'b' Slake . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature grappled by the grunchlak. Hit : The target takes 36 (8d8) piercing damage. If this damage reduces the target to 0 hit points , the grunchlak kills the creature by draining it completely of blood. \n'b' About \n'b' Said to be a foul abomination first born from the womb of a matron vampire on a midsummer\xe2\x80\x99s eve, the grunchlak has since become a species unto itself. At first sight, one might perceive the creature as an overgrown satyr , but closer inspection reveals a leathery hide and the head of a monstrous bat. The grunchlak knows only the hunger it inherited from its ancient mother and the fear it instills upon all who gaze upon it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Grunthumplema \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 153 (18d12+36) \n'b' Speed 20 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Immunities cold \n'b' Senses blindsight 120 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Echolocation . The grunthumplema can\xe2\x80\x99t use its blindsight while deafened. \n'b' Freezing Blood . The blood of a grunthumplema freezes anything it touches. If a creature damages the grunthumplema with a melee piercing or slashing weapon, the creature must make a DC 13 Constitution saving throw or take 18 (4d8) cold damage, and be restrained (half damage and not restrained on a successful save). The restrained creature takes 18 (4d8) cold damage at the beginning of its turn and may attempt a saving throw to remove the condition at the end of its turn. If the restrained creature is in frigid water or another environment with extreme cold, they have disadvantage on the saving throw. If the creature fails the saving throw by 5 or more, they are instantly petrified, as their body turns to ice. A restrained creature reduced to 0 hit points from cold damage is instantly petrified. \n'b' Hold Breath . The grunthumplema can hold its breath for 30 minutes. \n'b' Ice Swim . The grunthumplema can swim through nonmagical ice and snow. While doing so, the grunthumplema doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Keen Hearing and Smell . The grunthumplema has advantage on Wisdom (Perception) checks that rely on hearing and smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The grunthumplema makes four attacks: Two with its bite, one with its tusk, and one with its claw. The grunthumplema can make an attack with its tail slap instead of a claw. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6+4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (2d8+4) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6+4) bludgeoning damage. \n'b' Tusk . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (2d8+4) slashing damage. \n'b'\n'b' ABOUT \n'b' Grunthumplema are an arctic marine variant of chimeras. Ferocious but not evil, they hunt for food and to protect their underwater dens. \n'b' Grunthumplema are omnivorous but prefer to eat meat from great beasts. If needed, though, it can adapt to nearly any kind of diet. \n'b' Both settled and roaming schools of these creatures exist, and don\xe2\x80\x99t usually interfere with each other. The young are raised in common by all the school\xe2\x80\x99s member.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gryllus, Leering \n'b' Family: Gryllus \n'b' Medium fiend , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Abyssal, Common, telepathy 120 ft. \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brass Head . A gryllus requires its brass head as a focus for its innate spells. If this brass head is removed or destroyed, the gryllus cannot use its innate spellcasting until it acquires a new one and mounts it on its back. A gryllus generally keeps its brass head strapped to its back so tightly that any ability check to remove it is made with disadvantage. \n'b' Innate Spellcasting . The gryllus\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The gryllus can innately cast the following spells, requiring its brass head as the only material component. \n'b'\n'b' At will : detect magic, command \n'b' 3/day : guiding bolt \n'b' 1/day : healing word (3rd level) \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or contract skinshine (page 124). \n'b' Bark . Ranged Spell Attack : +5 to hit, range 50 ft., one target. Hit : 17 (5d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b'\n'b' ABOUT \n'b' The most common of grylluses, leering grylluses seek position and power just as vigorously as the rest of their kin, but also prioritize hedonistic pleasures along the way. They have a voracious appetite for rare wines, fine food, and powerful drugs, which they consume almost as quickly as they can get them. The leering eyes and slobbering mouth of this deformed creature twitch unpleasantly. It wears robes of exotic materials and bears a highly polished brass head atop its back.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gryllus, Shining \n'b' Family: Gryllus \n'b' Medium fiend , neutral evil \n'b' Armor Class 14 (natural armor; 16 with shield of faith) \n'b' Hit Points 58 (9d8 + 18) \n'b' Speed 25 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Abyssal, Common, telepathy 120 ft. \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brass Head . A gryllus requires its brass head as a focus for its innate spells. If this brass head is removed or destroyed, the gryllus cannot use its innate spellcasting until it acquires a new one and mounts it on its back. A gryllus generally keeps its brass head strapped to its back so tightly that any ability check to remove it is made with disadvantage. \n'b' Innate Spellcasting . The gryllus\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The gryllus can innately cast the following spells, requiring its brass head as the only material component. \n'b'\n'b' At will : detect magic, command (2nd level) \n'b' 3/day each : guiding bolt (2nd level), shield of faith \n'b' 1/day each : dispel magic, glibness, mass healing word \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or contract skinshine (page 124). \n'b' Bark . Ranged Spell Attack : +6 to hit, range 50 ft., one target. Hit : 14 (4d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 14 Strength saving throw or be knocked prone and take 3 (1d6) bludgeoning damage from the impact of the fall. \n'b'\n'b' ABOUT \n'b' As a sign of their power and prestige, the most accomplished grylluses keep the brass heads strapped to their back shined to a dazzling polish. Although their clothing is as mismatched as that of any other gryllus, they prefer to wear colors of white and gold. Shining grylluses usually have bodyguards nearby, even if those \xe2\x80\x9cbodyguards\xe2\x80\x9d are lesser grylluses who would betray their superior in an instant. Even in their lofty stations above their kin, shining grylluses constantly scheme to acquire more prestige or the subservience of fiends from higher circles. Shining grylluses are more inclined to consider their natural faces exceptionally handsome and keep them exposed when speaking with others. They continue this practice no matter how often derogatory comments about their appearance send them into a frothing rage. This deformed figure wears clothing of white and gold, as well as a life-size brass head mounted on the hump of its back. Its tiny arms are practically invisible beneath its draped clothing. Its hideous, toothy face bears a smug grin.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aothsil \n'b' Small aberration , unaligned \n'b' Armor Class 11 Hit Points 4 (1d6+1) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 20 (+5) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9 Damage Immunities lightning Senses passive Perception 19 Languages \xe2\x80\x94 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The aothsil has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Tongue . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d6) lightning damage, and the target is grappled (escape DC 12). Creatures grappled in this manner are subject to a stinger attack every round. A creature grappled may also attempt a new Strength ( Athletics ) or Dexterity ( Acrobatics ) check (DC 12) at the end of each of its turns, ending the effect on itself with a success. \n'b' Stinger . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature it has grappled with its tongue. Hit:1 (1d2) piercing damage plus 3 (1d6) lightning damage. \n'b'\n'b' ABOUT \n'b' The aothsil is a small creature, possessed of a pod, four tendrils, and a wide, fanlike membrane, called the sail. They hang from the ceiling by four small tendrils, and they cling to most anything and then spread out their sail perpendicular to the walls. The sturdy sail is about eight inches wide and about six inches tall. Boney spines lace the length of the sail at regular intervals, strengthening it. The sail itself is bright blue or green, translucent, and covered in small eyelike dark spots. \n'b' Hunters in the Dark . Aothsil cling to the ceilings of dungeons, old corridors, or anywhere that darkness prevails. They hang dormant until some passing creature disturbs the air. They nest in pods of two or three dozen, spread out over a large area, sometimes hundreds of feet apart. They are mindless, reacting on instincts only. When anything comes within 100 feet of the aothsil, it opens the sail very slowly, ensuring that anything watching it does not notice the movement. When the creature moves to within 20 feet of the aothsil, it detaches from the ceiling, gliding through the air via its sail. Its pod opens on the top and a small tongue-like appendage snakes out. When it passes within a few inches of its victim, the tongue strikes the creature, delivering an electrical shock and attaches to the victim. Once secured to a victim, it stabs it with its stinger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gryllus Swarm \n'b' Large swarm of Tiny Constructs , lawful neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 110 (17d10 + 17) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 13 (+1) INT: 6 (\xe2\x80\x932) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4 \n'b' Damage Vulnerabilities acid, fire \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages understands the languages of its creature but can\xe2\x80\x99t speak \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Book Bound . The swarm\xe2\x80\x99s hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. When its hp maximum reaches 0, it dies. If the swarm\xe2\x80\x99s book is destroyed or moved to another plane of existence separate from the swarm, the swarm must succeed on a DC 11 Constitution saving throw or be reduced to 10 hp . The swarm can bind itself to a new book by spending a short rest in contact with the new book. \n'b' Construct Nature . The swarm of gryllus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The swarm is immune to any spell or effect that would alter its form. \n'b' In the Margins . The swarm can spend half its movement to enter or exit its book. While inside its book the swarm is indistinguishable from illustrations on a page. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm of gryllus makes two Go for the Knees or Go for the Eyes attacks. It can replace one attack with a use of Timber. \n'b' Go for the Knees . Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 18 (4d8) slashing damage, or 8 (2d4 + 3) slashing damage if the swarm has half of its hp or fewer. The target must succeed on a DC 15 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn. \n'b' Go for the Eyes . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 18 (4d8) piercing damage, or 8 (2d4 + 3) piercing damage if the swarm has half of its hp or fewer. The target must succeed on a DC 15 Wisdom saving throw or be blinded until the end of its next turn. \n'b' Timber . The swarm calls out in synchronous, tiny voices before chopping away at the feet of one creature in the swarm\xe2\x80\x99s space. The target must succeed on a DC 15 Strength saving throw or be forced prone . If the target is forced prone , the swarm can then make one Go for the Knees attack against it as a bonus action. \n'b'\n'b' ABOUT \n'b' The forgotten tome cracked open and out sprang a throng of tiny, colorful people; illustrations come to life. \n'b' Gryllus, also known as marginites, are manuscript illustrations brought to life through transmutation rituals. A singular gryllus is little more than a tiny armless humanoid with a costume and prop, often a caricature of a profession, such as baker or guard. \n'b' But an entire tome\xe2\x80\x99s worth of gryllus forms a teeming swarm with a unified purpose, usually a compulsion to defend the book where they are found. \n'b' Secret Guardians . Wizards and other masters of arcana create swarms of gryllus to protect their precious spellbooks and esoterica. Religious and secret orders who lack the knowledge of their creation pay handsomely to have holy texts embellished with gryllus protection. Swarms of gryllus created this way often judge their book\xe2\x80\x99s readers, praising the worthy and annoying any undesirables who browse through their pages.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gryllus, Preening \n'b' Medium fiend , neutral evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 45 (7d8 + 14) \n'b' Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 8 (\xe2\x80\x931) CON: 15 (+2) INT: 9 (\xe2\x80\x931) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Abyssal, Common, telepathy 120 ft. \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brass Head . A gryllus requires its brass head as a focus for its innate spells. If this brass head is removed or destroyed, the gryllus cannot use its innate spellcasting until it acquires a new one and mounts it on its back. A gryllus generally keeps its brass head strapped to its back so tightly that any ability check to remove it is made with disadvantage. \n'b' Innate Spellcasting . The preening gryllus\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The gryllus can innately cast the following spells, requiring its brass head as the only material component. \n'b'\n'b' At will : detect magic, sanctuary \n'b' 1/day each : command, healing word (2nd level) \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage and the target must succeed on a DC 12 Constitution saving throw or contract skinshine (page 124). \n'b' Bark . Ranged Spell Attack : +4 to hit, range 50 ft., one target. Hit : 14 (4d6) thunder damage and each creature within 5 feet of the target (including the target) must succeed on a DC 12 Strength saving throw or be knocked prone. \n'b'\n'b' ABOUT \n'b' The lowest class of gryllus are those that have few minions and no prestige among their kin. These grylluses attempt to remedy this lack with increased attention to their appearance. They wear the most opulent clothing they can find, even if it\xe2\x80\x99s torn or bloodstained. Preening grylluses possess less power and less magic than grylluses of higher castes, and they are acutely aware of their deficiencies. This leads them to plan particularly inventive atrocities in the hopes of gaining more attention and higher status, but their plans often go awry due to their lack of foresight and poor impulse control. Their furious rages at their own failure to advance make preening grylluses poor leaders and dangerous allies. This horridly deformed creature walks on thick human legs sprouting from the side of an arched torso. Its face is a toothy maw beneath piggish eyes. The creature is draped in a bizarre collection of fine fabrics, beneath a brass humanoid head strapped to its humped back.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gryphus \n'b'\n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 59 (7d10+ 21) Speed 30 ft., burrow 10 ft., fly 80 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Arimaspos Hatred . The gryphus has advantage on attacks against arimaspos. \n'b' Keen Sight . The gryphus has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Pounce . If the gryphus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the gryphus can make one beak attack against it as a bonus action. \n'b' Treasure Sense . The gryphus can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Actions \n'b' Multiattack . The gryphus 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 strange beast has the foreparts of an eagle and the hindquarters of a lion. The feathers along its back are black, and those on its front are red, and the wings are white. Its neck is variegated with feathers of a dark blue; its eyes shine like fire. \n'b' Gryphus are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult gryphus can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature\xe2\x80\x99s back and span 25 feet or more. A gryphus weighs about 500 pounds. \n'b' Gold Diggers . Gryphus dig up gold and line their nests with it, which causes them to inevitably come into conflict with men. Their beaks and claws are so strong that they can even dig for gold in the bare rock if they can sense it. \n'b' Gryphus are daytime hunters; those seeking gold are advised to approach their nests at night.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Steam-Powered Clockwork Dragon \n'b' Family: Clockwork \n'b' Huge construct (clockwork) , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 200 (16d12+96) Speed 70 ft., fly 100 ft., swim 70 ft.\n'b' STATS STR: 24 (+7) DEX: 23 (+6) CON: 26 (+8) INT: 1 (\xe2\x80\x935) WIS: 20 (+5) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but cannot speak Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the clockwork steam-powered dragon fails a saving throw, it can choose to succeed instead. \n'b' Self-Destruction . When a clockwork steam-powered dragon\xe2\x80\x99s hit points are reduced to 20 or less, but are still above 0, it self-destructs the next turn, destroying itself in an explosion of metal scraps and steam that forces creatures within 20 feet to make a DC 20 Dexterity saving throw. This explosion deals 33 (6d10) slashing damage and 33 (6d10) fire damage on a failed save, or half as much on a successful one. \n'b' Winding . A clockwork steam-powered dragon can function for one month every time it is wound. A creature of at least Large size can use an action to wind the clockwork steam-powered dragon, restoring it to one month of operating time; a creature of Medium size can wind it at half this speed, and Small or smaller creatures are generally unable to wind it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork steam-powered dragon makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, 10 ft. reach, one target. Hit: 26 (3d12 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, 5 ft. reach, one target. Hit: 18 (2d10 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, 15 ft. reach, one target. Hit: 20 (2d12 + 7) bludgeoning damage. \n'b' Steam Breath (Recharge 5-6) . The clockwork steam-powered dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The clockwork steam-powered dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The clockwork steam-powered dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The clockwork steam-powered dragon makes a Wisdom ( Perception ) check. \n'b' Tail . The clockwork steam-powered dragon makes a tail attack . \n'b' Wing Attack . The clockwork steam-powered dragon beats its wings. Each creature within 10 feet of it must succeed on a DC 20 Strength saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The clockwork steam-powered dragon can then fly up to half its flying speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guallipen \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 12 Hit Points 75 (10d8 + 30) Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Condition Immunities charmed , frightened , paralyzed , restrained Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The guallipen can breathe air and water. \n'b' Malform . Creatures that end their turn within 10 feet of the guallipen must make a DC 14 Constitution saving throw. On a failure, their limbs are warped, causing their speed to be reduced to half. If the saving throw fails by 5 or more, their arms and hands are also warped, causing disadvantage on actions involving those limbs, including attack rolls. Creatures affected in this way can make another saving throw when they finish a long rest, ending the effect on a success. If an affected creature fails three times in a row, the change is permanent until removed with a lesser restoration or remove curse spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage and 7 (2d6) poison damage. \n'b' Warp . The guallipen extends its warping power, choosing up to two creatures within 30 feet that are not more than 10 feet away from each other. Those creatures must make a DC 13 Constitution saving throw. Creatures that fail this saving throw take 12 (5d4) force damage and have their walking speed reduced to half until the end of their next turn. A creature has disadvantage on this saving throw if they are within 10 feet of the guallipen. \n'b'\n'b' ABOUT \n'b' Guallipen (sometimes called huallepen) are odd near-beast monstrosities that appear like a sheep with a calf\xe2\x80\x99s head. They can be quite stubborn and attach themselves to various herds in a vain attempt to fit in. Invariably, their warping aura causes them to be unwelcome by both herds and farmers. \n'b' Because they are such a nuisance, they are often targeted with bounties by villages that wish to be rid of them. Even though a guallipen is normally docile if unbothered, they fight ferociously if forced to leave an adopted herd. \n'b' Malformed Birth. Given enough time, a guallipen will eventually cause malformations to herd, eventually leading to the live birth of another guallipen. Once this happens, the original guallipen leaves the herd. The newborn guallipen then also leaves to start the process again in another herd.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guard, Elite \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 16 (chain mail) Hit Points 39 (6d8 + 12) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The elite guard makes two attacks. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' At times well-trained guards are needed to protect the city. Ordinary guards have their hands full against tough foes. Elite guards can offer much better protection, especially when evil humanoid tribes are on the rampage. \n'b' Pricey Protection . Many of these warriors are employed as soldiers or hired by wealthy nobles. They often protect wealthy settlements, manors, keeps, coaches, and castles. A number of elite guards are also hired as bodyguards. \n'b' Well-Trained . These guards have had extensive weapons training. Sometimes they act as officers and command groups of regular guards. They have strong constitutions and are used to being on duty for long hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Cimota \n'b' Medium undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 91 (14d8 + 28) Speed fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Perception + 5, Stealth +6 Damage Vulnerabilities radiant Damage Resistances acid, fire, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, lightning Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The guardian cimota\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The cimota can innately cast the following spells at will, without the need for material spell components:\n'b'\n'b' darkness , blur , plane shift \n'b'\n'b' Magic Resistance . The guardian cimota has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The guardian cimota makes two attacks with its scimitar. \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Creature, Komainu \n'b' Medium celestial , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 81 (18d8) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5 Damage Resistances radiant Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The komainu has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The komainu has advantage on an attack roll against a creature if at least one of the komainu allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Paired Protectors . As long as two komainus are within 30 feet of each other, they both radiate a magic circle as per the spell. This effect can be dispelled, but if it is, a komainu can reactivate it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 2 (1d4) radiant damage. \n'b' Statue Guardian . By concentrating for 1 minute, a komainu can transform itself into a stone statue of itself. It can remain in this form indefinitely and is indistinguishable from a real statue. It retains its normal senses, and in fact its passive Perception is increased to 15 in statue form. It can resume its natural form as an action. \n'b'\n'b' REACTIONS \n'b'\n'b' Stony Defense (3/Day) . When attacked with a melee or ranged weapon attack , the stone lion can harden its skin causing that attack to have disadvantage on the attack roll. \n'b'\n'b' ABOUT \n'b' Benevolent guardian spirits that resemble earthly creatures, with dogs and lions the most well-known, roam the idyllic heavenly wilds and aid the inhabitants of their celestial realms, but they are favorite conjurations to the mortal world among certain cultures. Guardian creatures are more intelligent than their terrestrial cousins, able to converse and understand complex instructions. They are most commonly seen as guardians, contracted for a set period of time and standing sentinel in statue form, appearing to the unwary as ornate decorations on a building fa\xc3\xa7ade, fountain, or other monument. \n'b' Most detest war and shun mass battles, and they do not often serve as mounts but may carry a rider they judge of truly good heart.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Creature, Stone Lion \n'b' Large celestial , neutral good \n'b' Armor Class 13 (natural armor) Hit Points 110 (17d10+17) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5 Damage Resistances radiant Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Celestial, Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The stone lion has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . As the komainu ability. \n'b' Paired Protectors . As the komainu ability. \n'b' Pounce . If the stone lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the stone lion can make one bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the stone lion can long jump up to 25 ft. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 2 (1d4) radiant damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 3 (1d6) radiant damage. \n'b' Statue Guardian . As the komainu ability. \n'b'\n'b' REACTIONS \n'b'\n'b' Stony Defense (3/Day) . As the komainu ability. \n'b'\n'b' ABOUT \n'b' Benevolent guardian spirits that resemble earthly creatures, with dogs and lions the most well-known, roam the idyllic heavenly wilds and aid the inhabitants of their celestial realms, but they are favorite conjurations to the mortal world among certain cultures. Guardian creatures are more intelligent than their terrestrial cousins, able to converse and understand complex instructions. They are most commonly seen as guardians, contracted for a set period of time and standing sentinel in statue form, appearing to the unwary as ornate decorations on a building fa\xc3\xa7ade, fountain, or other monument. \n'b' Most detest war and shun mass battles, and they do not often serve as mounts but may carry a rider they judge of truly good heart.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Disk \n'b' Tiny construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 35 (10d4 + 10) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities electricity Damage Resistances piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, psychic Condition Immunities blinded , deafened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius); passive Perception 11 Languages understands Common, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bleed . A creature other than a construct or undead looses 2d6 (7) hit points from bleeding at the start of its turn per Slice it has suffered. Magical healing or a DC 15 Wisdom ( Medicine ) check as an action stanches all bleeding wounds. \n'b' Constructed Nature . The guardian disk doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the guardian disk remains motionless, it is indistinguishable from a normal piece of recording media. \n'b'\n'b' ACTIONS \n'b'\n'b' Slice . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 10 (2d6+3) slashing damage and the target is subject to the guardian disk\xe2\x80\x99s Bleed ability, and the disk attaches itself to the target. If the target is Medium or smaller and the guardian scroll had advantage on its attack , the target is struck in the eyes and blinded . The target can regain its vision by making a successful DC 13 Constitution save as an action. \n'b'\n'b' REACTIONS \n'b'\n'b' Dangerous Dodge . A guardian disk flies erratically and dangerously close to other creatures, using them as cover against attacks. When the disk adjacent to an enemy and is attacked by another creature, as a reaction it can dart in close to the adjacent enemy, gaining a +2 bonus to its Armor Class against one attack . If the attack hits, it deals half damage to the guardian disk and half damage to the adjacent creature. \n'b'\n'b' ABOUT \n'b' Guardian disks are deceptive constructs created from enchanted crystal, metal, plastic, or other recording media, designed to protect the databanks, libraries, and sacred texts of magical practitioners. \n'b' When an intruder enters a proscribed area or touches a prohibited object without first speaking a password or otherwise signaling permission to enter, the guardian disk attacks like a gleaming polygon of circuit-engraved graphene darting and slashing with its razor-sharp edges. \n'b' Deadly Disk . At rest, guardian disks appear identical to any number of different types of magical or non-magical disks, data cards, or similar storage media. When a guardian disk becomes active, it rises in the air and wafts about with casual ease as it approaches its target while magically hardening its edges to the strength of steel. When it attacks, it races past its target, drawing its edges across any exposed flesh, leaving a long, deep, and painful slash that bleeds badly afterward. This is not the scroll\xe2\x80\x99s only means of attack, however. It can also unleash flashes of light, sound, and raw data that can disorient a target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Doll \n'b' Tiny construct , neutral evil \n'b' Armor Class 13 Hit Points 25 (10d4) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 10 (+0) INT: 13 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +3 Skills Perception +3, Stealth +7 Damage Immunities cold, poison Damage Resistances bludgeoning, piercing, and flashing from nonmagical attacks Damage Immunities fire Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, one or more others Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Doll\xe2\x80\x99s Dagger . If the guardian doll is destroyed, its weapon becomes a useless child\xe2\x80\x99s toy. \n'b' Innate Spellcasting : The doll\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 11). The doll can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : alarm , charm person , light , mage hand , prestidigitation \n'b' 1/day each : levitate \n'b'\n'b' Magic Resistance . The doll has advantage on saving throws against spells and other magical effects. \n'b' Soul Focus . The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll\xe2\x80\x99s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same process as creating a new construct. Once bound into the soul focus, the soul continues to learn. If it is put into a new doll body, the soul retains its personality and memories from its previous bodies. A soul focus has AC 17 and 12hit points. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 5 (1d3 + 3) piercing damage and 3 (1d6) cold damage, and the target must make a DC 10 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. At the end of each of its turns, the target can make another saving throw. On a success, it is no longer paralyzed . \n'b' Ray of Frost . Ranged Spell Attack : +3 to hit, range 60 ft., one target. Hit : 4 (1d8) cold damage and the target\xe2\x80\x99s speed is reduced by 10 feet until the start of the doll\xe2\x80\x99s next turn. \n'b' Frost Patch (Recharge 5-6) . A 10-foot square within 60 feet the doll can see is covered in chilling frost. All creatures in the area must make a DC 11 Constitution saving throw. On a failed saving throw, a creature takes 10 (3d6) cold damage and is incapacitated until the beginning of the doll\xe2\x80\x99s next turn. On a success, a create takes half damage and is not incapacitated . \n'b'\n'b' ABOUT \n'b' Guardian dolls are constructs created by witches to serve as spies and sentries at places that require ever-vigilant wardens\xe2\x80\x94especially the wintry nation\xe2\x80\x99s borders. These strange automatons are infused with fragments of the souls of living beings slain during the dolls\xe2\x80\x99 creation. The doll is sentient, and though a small part of the soul\xe2\x80\x99s original personality remains, the witchery employed largely strips it of its individuality. Many guardian dolls sit inside another form of construct\xe2\x80\x94a sentinel hut\xe2\x80\x94and stand vigil at one of the borders and monitoring those who would enter. \n'b' Others are sent on scouting missions or to spy on targets, usually posing as inanimate dolls to hide their true nature. \n'b' Soul Focus . A guardian doll\xe2\x80\x99s body is made of porcelain or wood, plus one exquisite item worth at least 600 gp to serve as the soul focus. Creation requires a soul fragment from a dead creature that dies at some point during the creation of the doll. An unwilling soul can resist with a successful DC 15 Wisdom saving throw. Stripping a soul fragment from a dead creature does not prevent the rest of the soul from continuing to the afterlife, nor does it prevent the body from being resurrected or raised from the dead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apaxrusl \n'b' Medium construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 9 (?1) WIS: 6 (?2) CHA: 7 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Vulnerabilities thunder Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 8 Languages Abyssal and one language of its creator Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Glide . The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Fiendish Construct . The apaxrusl\xe2\x80\x99s sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin \xe2\x80\x99s Divine Smite or a ranger \xe2\x80\x99s Primeval Awareness. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Fiery Sands (Recharge 5\xe2\x80\x936) . Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the apaxrusl scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, it rolls 2d12 when using its Shifting Sands reaction and uses the higher result. This lasts until the end of the apaxrusl\xe2\x80\x99s next turn, when the Shifting Sands reactions resumes normal function. \n'b'\n'b' REACTIONS \n'b'\n'b' Shifting Sands . The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled. \n'b'\n'b' ABOUT \n'b' Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest. \n'b' Apaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand. \n'b' Soul Infusion . The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master. \n'b' Abyssal Intelligence . The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct\xe2\x80\x99s ability to execute orders and lead the undead while away from the direct control of the necromancer. \n'b' Construct Nature . The apaxrusl doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Fiend \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 53 (+1) CON: 18 (+4) INT: 48 (+4) WIS: 46 (+3) CHA: 34 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +7, Wis +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silver Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages Infernal, telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the guardian fiend\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The guardian fiend has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The guardian fiend\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian fiend makes two Greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage plus 7 (2d6) acid damage. If the guardian fiend rolls a 20 on the attack , the target takes an extra 18 (4d8) slashing damage and 9 (2d8) acid from the hit. \n'b'\n'b' ABOUT \n'b' Guardian fiends are eight-foot-tall humanoids with a bristled and warty, pig-like hide hanging in lapping folds from their body. The head is gourd-like, with a wide mouth filled with serrated-fangs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian of the Light \n'b' Large celestial , lawful good \n'b' Armor Class 20 (+2 plate) Hit Points 228 (24d10 + 96) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 19 (+4) INT: 14 (+2) WIS: 20 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +13, Charisma +12 Skills Athletics +13, Perception +11, Persuasion +18 Damage Resistances fire, necrotic, lightning, psychic, thunder; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses truesight 120 ft., passive Perception 21 Languages Celestial, Common, telepathy 120 ft. Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Angelic Weapons . The guardian\xe2\x80\x99s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack ). \n'b' Enlightening Presence . When the guardian enters an area in magical darkness caused by the darkness spell or a spell that causes similar effects, the area is illuminated by the presence of the guardian, and the darkness is dispelled. \n'b' Innate Spellcasting . The guardian\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 20). The guardian can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good , light , message \n'b' 3/day each : flame strike (as if 5th level), holy verdict: wrath*, prayer of healing (as if 5th level) \n'b' 1/day each : fall from heaven*, holy chains of divines*, mass heal \n'b'\n'b' Legendary Resistance (3/Day) . If the guardian fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The guardian has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian of the light makes two melee weapon attacks. \n'b' Sword of Light (+1 Longsword) . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) slashing damage plus 18 (4d8) radiant damage or 19 (2d10 + 8) plus 18 (4d8) radiant damage if wielded with two hands. \n'b' Radiant Wings (Recharge 5-6) . The guardian of the light spreads its wings and radiates a divine light. Each creature within a 60-foot cone originating from the guardian must make a DC 21 Charisma saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Omnipresence . When targeted by an attack , the guardian can suddenly disappear and reappear in a place it could normally move to with its speed, provided that the place is not heavily obscured. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The guardian of the light 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 guardian of the light regains spent legendary actions at the start of its turn. \n'b'\n'b' Healing Light . The guardian spreads its wings and radiates a divine light from its body. Each evil-aligned creature within 20 feet of the guardian must make a DC 20 Charisma saving throw. On a failed save, they take 14 (4d6) radiant damage, and the guardian regains hit points equal to half of the damage the creatures take. \n'b' Attack (Costs 2 Actions) . The guardian makes a Sword of Light attack. \n'b' Innate Spellcasting . (Costs 2 Actions). The guardian uses its Innate Spellcasting. \n'b'\n'b' ABOUT \n'b' There are certain creatures of darkness who lure the innocent into the shadows to satiate their bloodlust, just as there are creatures of light who are the protectors of the innocent; even if the mortals do not know of their existence. Guardians of the light are sacred celestials, angels per se, who shine bright with holy radiance. \n'b' A guardian of the light rarely reveals itself before the frail eyes of mortals; they usually have to deal with dire situations that mortals are yet to know of. However, wherever the darkness of evil starts to blind worldly creatures, it is the duty of the Guardian of the Light is to illuminate their way, cleansing the darkness that plagues their hearts. \n'b' Divine Creation . Guardian of the light is an angel and doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Dragon, Legendary \n'b' Huge construct (dragon), unaligned \n'b' Armor Class 20 (natural armor) Hit Points 337 (25d12 + 175) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 24 (+7) INT: 4 (-3) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +13, Wis +7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the Clockwork Dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 33 (4d12 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 39 (5d12 + 7) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The clockwork dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Clockwork Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Clockwork Dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack . The Clockwork Dragon makes one claw attack . \n'b' Fire Breath (Costs 2 Actions) . The Clockwork Dragon uses its Fire Breath. \n'b' Wing Attack (Costs 2 Actions) . The Clockwork Dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 33 (4d12 + 7) bludgeoning damage and be knocked prone . The Clockwork Dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the Clockwork Dragon takes a lair action to cause one of the following effects; the Clockwork Dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Construct Surge . The Clockwork Dragon activates additional mechanisms within its lair. It summons 1d4 clockwork minions to defend the area. These minions can be any construct of up to Challenge 6. \n'b' Cogwheel Burst . The Clockwork Dragon\xe2\x80\x99s lair releases a burst of magical energy. Each creature within 30 feet of the Clockwork Dragon must make a DC 19 Constitution saving throw, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one. \n'b' Gears of War . The Clockwork Dragon manipulates the terrain within its lair. Choose a point on the ground that the Clockwork Dragon can see within 60 feet of it. A 20-foot radius centered on that point becomes difficult terrain until initiative count 20 on the next round. \n'b'\n'b' ABOUT \n'b' The clockwork dragon, a magical-mechanical marvel, is a construct composed of metal and gears. Its wings are spread wide, its tail is coiled except when in flight, its body is adorned with intricate patterns etched into the surface, and its eyes glow with a soft, otherworldly light. As the dragon moves, the mechanical hum of its inner workings creates an ethereal melody that fills the air, adding an enchanting quality to its presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Ogre \n'b' Large giant , chaotic neutral \n'b' Armor Class 18 (plate) Hit Points 68 (8d10 + 24) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant, Goblin Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Throw . The ogre tries to grapple a Medium or smaller creature within 5 feet of it. If the ogre succeeds, it can throw the target up to 30 feet horizontally in a direction of the ogre\xe2\x80\x99s choice. The target and any Medium or smaller creature it hits when thrown this way must make a DC 13 Dexterity saving throw. On a failure, the creature takes 3 (1d6) bludgeoning damage for every 10 feet the target was thrown and lands prone . On a success, the creature takes only half as much damage and doesn\xe2\x80\x99t fall prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Scroll \n'b' Tiny construct , neutral \n'b' Armor Class 15 (natural armor) Hit Points 35 (10d4 + 10) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances piercing and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities bludgeoning, poison Condition Immunities blinded , deafened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius); passive Perception 11 Languages understand Common, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Bleed . A creature other than a construct or undead loses 2d6 (7) hit points from bleeding at the start of its turn per Slice it has suffered. Magical healing or a DC 15 Wisdom ( Medicine ) check as an action stanches all bleeding wounds. \n'b' Constructed Nature . The guardian scroll doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the guardian scroll remains motionless, it is indistinguishable from a normal scroll. \n'b' Actions \n'b' Slice . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage and the target is subject to the guardian scroll\xe2\x80\x99s Bleed ability, and the scroll attaches itself to the target. If the target is Medium or smaller and the guardian scroll had advantage on its attack , it wraps itself around the target\xe2\x80\x99s head, and the target is blinded and unable to breathe while the scroll remains attached. While attached, the scroll can attack no other creature except the target but gains advantage on its attacks. The scroll\xe2\x80\x99s speed becomes 0, it can\xe2\x80\x99t benefit from increases to its speed and it moves with the target. A creature can detach the scroll by making a successful DC 13 Strength check as an action. On its turn, the scroll can detach itself by using 5 feet of movement. \n'b' About \n'b' Guardian scrolls are deceptive constructs created from enchanted paper or papyrus, designed to protect the lairs, libraries, and sacred texts of magical practitioners. \n'b' When an intruder enters a proscribed area or touches a prohibited object without first speaking a password or otherwise signaling permission to enter, the guardian scroll attacks. \n'b' Shelf Stalker. At rest, guardian scrolls appear identical to any number of different types of magical or non-magical scrolls. When a guardian scroll becomes active, it rises in the air and unfurls to a length of almost 4 feet. It wafts through the air with casual ease as it approaches its target. When it attacks, it stiffens its edges, making them blade-sharp. It races past its target and draws its entire length across any exposed flesh, leaving a long, deep, and painful slash that bleeds badly afterward. This is not the scroll\xe2\x80\x99s only means of attack, however. It can also wrap itself around a Medium or smaller creature in the blink of an eye, constricting it. \n'b' While the strength of its constriction is not as intense as that of a giant snake, the guardian scroll is intelligent enough to strategically wrap itself around the face of its target to blind and asphyxiate the creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Shade \n'b' Medium undead , lawful good \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 136 (16d8 + 64) \n'b' Speed 30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +7 \n'b' Skills Insight +10, Intimidation +11, Perception +10 \n'b' Damage Immunities cold, necrotic, poison \n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks; fire, lightning, thunder \n'b' Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 120 ft., passive Perception 20 \n'b' Languages All languages spoken by host \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Emerge from Host . A guardian shade normally dwells inside its host, but it can emerge as a move. Once it emerges, it can act independently. It can merge with its host as a move. \n'b' Incorporeal Movement . The guardian shade 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' Icy Touch . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) cold damage. \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an equal amount to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' ABOUT \n'b' A guardian shade is the ghost of a warrior whose life was dedicated to protecting sacred places or holy individuals. Upon death, these warriors are given the option by the gods, spirits, or the shamans of their nation to continue serving as protectors. A guardian shade created in this fashion dwells alongside another\xe2\x80\x99s spirit inside their body and emerges to aid its host when danger threatens. While guardian shades are usually devoted to the defense of the helpless and the sacred, some evil shamans capture the spirits of wicked warriors and bind them to their own unholy folk \xe2\x80\x94 ancient priests, evil chiefs whose bodies have wasted away, weak-bodied sorcerers, and the like. These evil guardian shades are rare and might abandon their hosts if facing destruction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Statue (Stone Dwarf) \n'b' Medium construct \n'b' Armor Class 20 (natural armor + shield) Hit Points 60 (8d8 + 24) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12, blindsight 60 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities psychic, poison Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned , stunned Languages understands dwarven Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The guardian statue has advantage on saving throws against spells and other magical effects. \n'b' Spell Immunity . The guardian statue is immune to three spells chosen by its creator. The three most common spells chosen are magic missile , scorching ray , and shatter . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guardian statue makes two warhammer or hammer throw attacks. \n'b' Warhammer of Returning . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage if used with two hands. \n'b' Hammer Throw . Ranged Weapon Attack : +7 to hit, range 20/60 ft. one target. Hit 9 (1d8 +5) bludgeoning damage. The weapon returns to the guardian statue\xe2\x80\x99s hand after each throw. This only happens when the guardian statue throws the Warhammer of Returning . \n'b'\n'b' ABOUT \n'b' Guardian statues are constructs created by dwarven wizards to protect places of value such as temples and other holy places, They appear as stone dwarves. The dwarven guardian statues will not attack dwarves or creatures with them unless they show themselves to be enemies of their people or try to harm or steal from the places they are guarding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guardian Stela \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (5d10 + 25) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 3 (-4) DEX: 9 (-1) CON: 20 (+5) INT: 8 (-1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Perception +6 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands the languages of its creator Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The guardian stela is immune to any spell or effect that would alter its form, and it treats critical hits against it as normal hits. \n'b' Sacred Link . A guardian stela can perform a ritual taking 1 hour to attune itself to another creature. Once it has done so, the linked creature becomes more watchful, gaining a +1 bonus on Wisdom ( Perception ) checks and initiative rolls. It receives warnings from the guardian stela\xe2\x80\x99s alarm spells and can pass freely through an arcane lock created by the guardian stela. If the linked creature takes damage while within 30 feet of the guardian stela, as a reaction can either cast hellish rebuke on the creature that damaged its linked creature or else the guardian stela can take half of that damage instead of the linked creature. A creature that fails its saving throw against the guardian stela\xe2\x80\x99s hex deals an extra 1d6 necrotic damage whenever the linked creature hits it with an attack . A creature cannot be linked to more than one guardian stela. \n'b' Watchful Guardian . The guardian stela can see invisible creatures and adds double its proficiency bonus on Wisdom ( Perception ) checks and on Dexterity saving throws. If the guardian stela spends at least 1 hour adjacent to a portal or opening, it can cast arcane lock on it. This arcane lock remains in place until dispelled or until the guardian stela moves away from it for more than 1 hour. \n'b' Innate Spellcasting . The guardian\xe2\x80\x99s 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 : counterspell, hex, magic circle \n'b' 3/day each : alarm , hellish rebuke, unseen servant \n'b' 1/day each : telekinesis \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : -2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Common stelae are monuments fashioned by Mesoamerican cultures, typically carved from stone in relief but sometimes embellished with brightly colored paints, turquoise, or precious metals and inscribed with mask-like faces or entire bodies to honor great lords or priests. Guardian stelae are imbued with mystic power to serve as sacred guardians for those within the temples, monuments, or palaces they protect. They may be carved in the likeness of the one they protect or created in their honor to protect others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guariba-boia \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., climb 40 ft., swim 40 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 18 (+4) INT: 7 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Perception +5, Stealth +6 Damage Resistances psychic Damage Immunities acid, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Draconic Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The guariba-boia\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 12). The guariba-boia can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : darkness , poison spray (2d12) \n'b' 3/day each : dissonant whispers, invisibility (self only), misty step \n'b' 2/day each : pass without trace , suggestion \n'b' 1/day each : call lightning , confusion , hypnotic pattern \n'b'\n'b' Keen Sight . The guariba-boia has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Whooping Howl . The guariba-boia produces a whooping howl to which fiends and monstrosities are immune. Any other creature that starts its turn within 30 feet of the guariba-boia must make a DC 13 Constitution saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. A creature that can\xe2\x80\x99t hear the howl automatically succeeds on the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d8 +7) piercing damage and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, if the creature fails the Constitution saving throw with a total of 5 or less they are instantly paralyzed for 1 minute. At the end of each of the creature\xe2\x80\x99s turns, they can make a Constitution saving throw. On a success, the condition ends. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained , and the guariba-boia has disadvantage on attack rolls to constrict another target. If it has one Large or two Medium or smaller creatures constricted, it can\xe2\x80\x99t constrict another target. \n'b' Swallow . The guariba-boia makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the guariba-boia, and takes 13 (3d8) acid damage at the start of each of the guariba-boia\xe2\x80\x99s turns. The guariba-boia can have only one Large creature or up to 2 Medium or smaller creatures swallowed at a time. If the guariba-boia dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone if on land. \n'b'\n'b' ABOUT \n'b' This large golden-scaled snake has the head of a shrieking howler monkey with long, flowing golden fur. A pair of short arms with webbed fingers aid it in swimming in its home rivers and also in burrowing out undercuts beneath the banks where it lies in wait for unsuspecting prey to approach. They unleash thunderous roars from beneath the waters, drawing the curious near, and their calls echo throughout the jungle on rainy nights. Their fangs are needle-sharp and envenomed, with even a small bite leading to agonizing death. They are equally satisfied with consuming animals as humanoids, but sometimes overturn canoes and tear their occupants apart when hungry or simply feeling malicious. \n'b' Fiendish Hybrid. The first guariba-boias came into the world as demonic monkey familiars to tribal shamans and warlocks, but upon the death of their masters ordinary jungle snakes sought to consume them to still their squalling cries. Infused with the fiendish powers of the nether regions, these demon-monkeys savagely clawed apart their attackers even as they were being devoured, but their eldritch savagery merged them into a new and monstrous form of life that merged the two into a hideous blend of mammal and reptile. Instilled with fiendish power, the guariba-boias have spread throughout the jungles, somehow propagating themselves through collecting the bones of their victims and weaving them together in strange rituals into more fiendish horrors like themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guecubu \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor with earth covering) Hit Points 208 (32d8 + 64) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 14 (+2) INT: 13 (+1) WIS: 18 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Cha +10 Skills Perception +8, Stealth +8 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 Languages Abyssal, Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Broken Ground . The ground in a 30-foot radius around a guecubu ripples and shudders unnaturally. This transforms the area surrounding a guecubu into difficult terrain . A guecubu can move through this area with no penalty. This ability does not affect ground under the effects of a hallow spell or the area in a magic circle spell. \n'b' Misfortune . Any creature that the guecubu successfully hits with its bite attack must succeed a DC 16 Wisdom save or be cursed with misfortune, gaining disadvantage on all attack rolls, saving throws, and ability checks until they are subject to a remove curse spell. \n'b' Unlucky Aura . All living creatures within 20 feet of the guecubu suffer disadvantage on all attack rolls, saving throws, and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guecubu makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 7) piercing damage. \n'b' Eruptive Exhumation . While the guecubu is using its burrow speed, all creatures within 20 feet of the guecubu must succeed a DC 16 Dexterity saving throw or take 3d10 (bludgeoning damage) and be knocked prone . A successful saving throw halves the damage and the creature is not knocked prone . \n'b'\n'b' ABOUT \n'b' Often when a particularly evil criminal is executed, suspicious folk fear that the criminal\xe2\x80\x99s remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered. Such an undead horror rises as a guecubu, a harbinger of misfortune and vengeance from beyond the grave. A guecubu is 6 feet tall and weighs 100 pounds. \n'b' A newly formed guecubu remembers well how its enemies treated it, and while the undead creature retains none of its previous life\xe2\x80\x99s talents, its undead state grants it many new tools to seek revenge with. Typically, a guecubu does not limit its revenge to those directly involved with its execution-entire villages and towns fall victim to its rage. The guecubu\xe2\x80\x99s tactics tend toward the subtle, and it seeks to spread misfortune and death on a person-by-person basis, slaying its enemies one at a time until they flee, so that all that remains is a ghost town.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gug \n'b' Huge monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 17 (natural armor) Hit Points 173 (17d12 + 68) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Perception +8, Survival +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., blindsight 30 ft.; passive Perception 18 Languages Deep Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Slither . When crawling, a gug does not have to spend extra movement to move through difficult terrain. They can squeeze through a space that is large enough for a Medium creature. \n'b' Actions \n'b' Multiattack . The gug makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target, Hit: 9 (1d8+5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 15 ft., one target, Hit: 19 (4d6+5) slashing damage. \n'b' About \n'b' Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds. \n'b' Flexible . Gugs are huge, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. \n'b' Cave Ambushers . Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices. \n'b' Hunter-Scavengers . Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh \xe2\x80\x93 particularly that of ghouls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape-men Shaman \n'b' Large humanoid , neutral evil \n'b' Armor Class 11 (16 with barkskin ) Hit Points 85 (10d10+30) Speed 30 ft. Climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (jungle) +3 Saving Throws Wisdom +3, Charisma +3 Senses darkvision 60 ft., passive Perception 9 Languages Io-Topek Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . When an Io-Topek is reduced below half its hit points , it enters a blood rage. While in a blood rage, the creature has advantage on all attacks, does +4 damage on each hit and gains advantage to save against all mind-affecting magic. However, any creature attacking the Io-Topek does so with advantage. While in a blood rage, the Io-Topek will only use its claws and bite, dropping any weapon it was wielding. \n'b' Leap . As long as the Io-topek can move at least 10 feet, it can leap 40 feet as the rest of its movement. \n'b' Spellcasting . The Shaman is a 5th level spellcaster. Its spellcasting ability is Wisdom (Spell Save 11, +3 to hit with spell attacks). It has the following Druid spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, produce flame , shillelagh \n'b' 1st level (4 slots) : cure wounds , entangle , longstrider \n'b' 2nd level (3 slots) : barkskin , find traps , moonbeam , spider climb \n'b' 3rd level (2 slots) : call lightning , plant growth , protection from energy \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Io-Topek attacks twice with its claws or once with a weapon, plus a bite. \n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6+4) slashing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12+4) piercing damage. \n'b' Rend . If an Io-Topek hits one target with both of its claw attacks, it does an additional 10 (3d6) slashing damage. \n'b'\n'b' ABOUT \n'b' Ape-men stand about 5 feet tall, are thick of chest with long arms and shorter legs. They are powerful creatures, with thick muscles of corded iron. They walk with a rambling gait, moving slowly and awkwardly. When they run, they are very fast for they shift their weight forward using their arms as much as their legs. Their bodies are covered in a thick layer of dark hair and the skin beneath is thick, more like the hide of a beast than the skin of a man. The heads of the bulls are strangely devoid of hair, their scalps a pale gray color. The cows have longer hair, with a generous amount on their heads. The bulls are always larger than the cows, thicker in chest and arms, though the cows are more nimble and move far quicker than their rambling mates. \n'b' Relics of Their Own Past . The io-topek have long fangs, often ringed with bands of iron, gold, silver, or some other precious metal. Though once they mastered the use of metalworking, they have long since lost this ability and pilfer the dead for what they wear. They deck themselves in armbands, rings, and studs. They sometimes carry shields, but rarely, as these tend to interfere with their movement. For weapons, they use iron-studded clubs, stone axes, or other weapons they have stolen or inherited over the years. They have a very good mastery of ropes, vines, and the like and often use these in combat to immobilize their foe. Though intelligent, they are not very industrious, living in the ruins of their ancestors, embedded in the squalor of a past they cannot remember. \n'b' Warbands . They live in small bands, usually, but not always near the ruins of their ancestors. Some of the bands have digressed into such a primitive state they hardly resemble their kin. These bands are led either by the largest bull, a Warlord, or by a Shaman, an io-topek of greater intelligence that is able to conjure minor spells. Shamans act as a normal io-topek, but are able to cast druid spells as a 5th level druid . The bands consist of about 50% male and female with 10% of the band being young adults or babies. \n'b' Full of Rage . The io-topek are ferocious in battle. They are quick to anger and attack almost anything that displeases them. Always in the backs of their minds are latent feelings of superiority and the desire to destroy anything that may cause envy. If a warlord or shaman is present, they can act in concert when attacking. The troop, male and female, surrounds the enemy and falls upon them from all sides. The io-topek will attempt to capture some of their victims and keep them for sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Gardener \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d10 + 6) Speed 15 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language (usually Common) but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The clockwork gardener is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork gardener has advantage on saving throws against spells and other magical effects. \n'b' Water Drizzle . As a bonus action, the clockwork gardener can release a gentle drizzle of water to nourish nearby plants. This drizzle can be a 30-foot cone or it can drip from the gardener\xe2\x80\x99s branches, watering everything within 10 feet of the gardener. Exposed flames in either area are extinguished. Each use of this trait expends 1 gallon of water from the gardener\xe2\x80\x99s internal reserves \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork gardener makes two attacks: one with its scything blades and one with its slam. \n'b' Scything Blades . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Water Jet . The clockwork gardener releases a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the area must succeed on a DC 12 Strength saving throw or be forced prone . The jet extinguishes exposed flames in the area. Each use of this action expends 3 gallons of water from the gardener\xe2\x80\x99s internal reserves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gug (Open Design) \n'b' Huge giant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 230 (20d12 + 100) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 21 (+5) INT: 10 (+0) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Dex +4, Con +9, Cha +6 Skills Athletics +11, Perception +3, Stealth +4 Damage Immunities poison Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 240 ft., passive Perception 13 Languages Deep Speech, Giant, Undercommon Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Towering Strength . The gug is considered to be a Gargantuan giant for the purpose of determining its carrying capacity. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gug makes two four Grasping Claw attacks, or it makes two Grasping Claw attacks and two Stomp attacks. It can replace one Grasping Claw attack with a use of Fling or Swallow. \n'b' Grasping Claw . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. The gug has four Grasping Claws, each of which can grapple only one target. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 10 ft. Hit : 20 (2d12 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be forced prone . \n'b' Fling . One Large or smaller object held or creature grappled by the gug is thrown up to 60 feet in a random direction and forced prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be forced prone . \n'b' Swallow . The gug makes one Grasping Claw attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the gug, and it takes 14 (4d6) acid damage at the start of each of the gug\xe2\x80\x99s turns. A gug can have only one creature swallowed at a time. If the gug takes 30 damage or more on a single turn from the swallowed creature, the gug must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the gug. If the gug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' The giant, four-armed, two-legged creature steps forward, long claws extended. A large toothy mouth splits its torso from shoulders to navel. \n'b' Underworld Godlings . Gugs are giants of the underworld that enjoy smashing and devouring lesser creatures. Their burbling and grunting speech displays a surprising and malign intelligence to those who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with esoteric monoliths and constructs. \n'b' Nocturnal Raiders . While gugs were banished into the underworld by forgotten gods long ago, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Ethereal Plane, and some gug spellcasters travel the planes with entourages of fext or noctiny . \n'b' Prey on Ghouls . Gugs devour ghouls and darakhul as their preferred food. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gug Savant \n'b' Huge monstrosity (mythos), chaotic evil \n'b'\n'b' Armor Class 17 (masterwork scale mail) Hit Points 340 (20d12 + 100) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Arcana +8, Athletics +14, History +8, Perception +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses passive Perception 19 Languages Undercommon Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The gug savant\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b' At will : invisibility, levitate \n'b' 3/day each : spike stones (as entangle, but, in addition, any restrained target also takes 1d8 piercing damage) \n'b' Dread Toll . When the gug savant is reduced to 0 hit points, the sound of an ominous gong tolls as the gug savant splits in half and bursts in a torrent of gore. All creatures within 10 feet take 21 (6d6) necrotic damage and 21 (6d6) psychic damage, and all creatures in this area are affected by the gug savant\xc3\xaf\xc2\xbf\xc2\xbds entangling evisceration. \n'b' Earth Glide (1/Day) . For 1 minute each day, the gug savant can burrow through nonmagical, unworked earth and stone. While doing so, the gug savant doesn\xc3\xaf\xc2\xbf\xc2\xbdt disturb the material it moves through. \n'b' Magic Weapons . A gug savant\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Slither . When crawling, a gug savant does not have to spend extra movement to move through difficult terrain. They can squeeze through a space that is large enough for a Medium creature. \n'b' Warp Spell (2/Day) . A gug savant\xc3\xaf\xc2\xbf\xc2\xbds deep connection with the Dreamlands allows it to subtly twist the fabric of reality and form a buffer against magical attacks. If the gug savant fails a saving throw, it can choose to succeed instead. Additionally, when a gug savant uses this ability it may use a legendary action to reflect the spell back on the caster. \n'b' Actions \n'b' Multiattack . The gug savant makes two eviscerating claws attacks. \n'b' Eviscerating Claws . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6 + 9) slashing damage. If this attack hits the same target it also takes an additional 10 necrotic damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. \n'b' Unholy Blight (Recharge 5\xc3\xaf\xc2\xbf\xc2\xbd6) . The gug savant hurls a magical negative energy bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Good aligned creatures have disadvantage on the Dexterity saving throw. \n'b' Reactions \n'b' Entangling Evisceration . When a gug savant does necrotic damage to a living creature, the target is restrained as intestines and other internal organs spill out and dangle about the victim\xc3\xaf\xc2\xbf\xc2\xbds legs and feet. The restrained condition lasts for one minute or until the victim receives any amount of magical healing (whichever comes first). Additionally, each round the victim remains restrained the victim must succeed on a DC 17 Constitution save or take another 10 points of necrotic damage. \n'b' Legendary Actions \n'b' The gug savant can take 1 legendary action to make a rock or eviscerating claw attack, and only at the end of another creature\xc3\xaf\xc2\xbf\xc2\xbds turn. The gug savant regains the use of this legendary action at the start of its turn. \n'b' About \n'b' Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds. \n'b' Flexible . Gugs are huge, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. \n'b' Cave Ambushers . Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices. \n'b' Hunter-Scavengers . Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh\xc3\xaf\xc2\xbf\xc2\xbdparticularly that of ghouls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gugalanna \n'b' Huge celestial , chaotic good \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 253 (22d12 + 110) \n'b' Speed 60 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +12, Wis +12 \n'b' Skills Athletics +14, Insight +12, Intimidation +11 \n'b' Damage Resistances necrotic \n'b' Damage Immunities fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened \n'b' Senses truesight 60 ft., passive Perception 15 \n'b' Languages understands all but can\xe2\x80\x99t speak, telepathy 120 ft. \n'b' Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Flyby . A gugalanna doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . A gugalanna has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . A gugalanna\xe2\x80\x99s weapon attacks are magical. \n'b' Trampling Charge . If a gugalanna moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone . If the target is prone , a gugalanna can make one kick attack against it as a bonus action . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A gugalanna makes two attacks: one with its horns and one with its kick. \n'b' Horns . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 34 (5d10 + 7) piercing damage and 14 (4d6) fire damage. \n'b' Kick . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage. \n'b'\n'b' Legendary Actions \n'b' A gugalanna 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. Gugalanna regains spent legendary actions at the start of his turn. \n'b'\n'b' Kick . A gugalanna makes a kick attack . \n'b' Rearing Stomp (Costs 2 Actions) . A gugalanna spreads his wings and stomps his hooves, shaking the earth. Each creature within 10 feet of Gugalanna must make a DC 22 Strength saving throw. On a failure, a target takes 18 (2d10 + 7) bludgeoning damage and is pushed 20 feet away from Gugalanna. On a success, a target takes half the damage and isn\xe2\x80\x99t pushed. A gugalanna can then fly up to half his flying speed. \n'b' Blazing Sun Disc (Costs 2 Actions , Recharge 5-6) . The sun disc floating between a gugalanna\xe2\x80\x99s horns flares. Each creature within 30 feet of a gugalanna must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' A gugalanna resembles a large black bull with white wings spreading wide from his shoulders, and a burning sun disc floating between its white horns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guiguai \n'b' Medium undead , any alignment \n'b' Armor Class 13 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5 Damage Resistance(s) 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 Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The guiguai can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The guiguai 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' Peachwood Weapons . Guiguai are particularly vulnerable to weapons made from the wood of the peach tree. When the guiguai is hit by a weapon made of peachwood, it takes damage as if the weapon was magical. \n'b' Sunlight Vulnerability . While in sunlight, the guiguai has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight, and it loses its resistance to nonmagical weapons. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guiguai can make one withering touch attack or two necrotic bolt attacks. \n'b' Withering Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) necrotic damage. \n'b' Necrotic Bolt . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit 10 (2d6 + 3) necrotic damage. \n'b' Etherealness . The guiguai enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane, with the exception of peachwood weapons. \n'b'\n'b' ABOUT \n'b' When creating a guiguai, you must choose how the guiguai manifests. Each guiguai manifests in a way unique to the sinful life it led before it died. A manifestation adds one or more features to the base guiguai or adjusts its current features. \n'b' Each guiguai must have at least one manifestation, but it can have more. Increase the guiguai\xe2\x80\x99s challenge rating by 1 for each manifestation you add to it beyond the first manifestation. \n'b' In some locations, the walls between the worlds of the living and the dead are thin. For the inhabitants of these areas, it is more important than ever to perform proper burial rites, for the smallest mistake could give rise to a guiguai. \n'b' Lifelike Appearance . If a guiguai does not look a living creature in the eye, it is indistinguishable from how it appeared in life. Once the ghost\xe2\x80\x99s gaze meets a living creature\xe2\x80\x99s gaze, its ghostly nature becomes apparent. \n'b' Sins of Life . While most ghosts result from the improper burial of a body, guiguai arise due to funeral rites that do not properly atone for the dead individual\xe2\x80\x99s unique sins in life.\xc2\xa0Restitution to the gods must be made to negate the weight of a person\xe2\x80\x99s sins pulling them back to the world of the living. \n'b' Undead Nature . The guiguai doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Guldami \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 45 (6d10+12) \n'b' 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 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Damage Resistances poison \n'b' Condition Immunities poisoned \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Keen Hearing and Smell . The guldami has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics . The guldami has advantage on an attack roll against a creature if at least one of the guldami\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The guldami makes two attacks: one with its bite and one with its sting. \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' Sting . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (1d10+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Guldami are found in various environments: deserts, temperate, and arctic. Their fur and chitin coloration varies based on their native habitat. They are viviparous and ponded pairs and packs lovingly raise their cubs. \n'b' These great predators have a vital cycle and a lifestyle similar to wolves, and can share a territory with packs of wolves, even joining in combined packs with dire wolves. They attack in group, supporting other pack members. Crossbreeding is unusual but not unheard of; a guldami can occasionally be born in a litter of dire wolves or even dogs. \n'b' Sometimes guldami are trained as mounts or guardians to treasures hidden in ancient ruins.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gullinhest \n'b' Large construct , neutral \n'b' Armor Class 12 (natural armor) Hit Points Gullinhest\xe2\x80\x99s Constitution modifier + your Intelligence modifier + 5x your level in artificer Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +2, Constitution +5 Skills Athletics +5, Perception +0 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak) \n'b' Special Traits \n'b'\n'b' Charge . If the gullinhest moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Illumination . The gullinhest sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Might of the Master . The following numbers increase by 1 when your proficiency bonus increases by 1: the gullinehst\xe2\x80\x99s skill and saving throw bonuses (above) and the bonuses to hit and damage of its tusk attack , and the number of hit points restored by its Repair action (below). \n'b' Relentless (Recharges after a Short or Long Rest) . If the gullinhest takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b'\n'b' Actions \n'b' The following actions require use of your Bonus Action. \n'b'\n'b' Tusk . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : (2d6 + 3) slashing damage. \n'b' Repair (3/Day) . The magical mechanisms inside the gullinhest restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it. \n'b'\n'b' About \n'b' Gullinhests are gold mounts forged by dwarves. They are often given to heroes, but it is not unheard of for dwarves themselves to ride them in combat. \n'b' Mounts and Steeds . The best known gullinehsts are Gullinbursti, the golden boars in service to Frey. There are other golden mounts with their own names. Freyja has Hildisvini and there is also Slidrugtanni. All are golden constructs made to serve their masters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gullkin \n'b' Medium humanoid (gullkin), any \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 20 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Survival +3 \n'b' Senses passive Perception 11 \n'b' Languages Aquan, Common \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The gullkin can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tempest Breath (Recharges on a Short or Long Rest) . The gullkin exhales a lungful of air in a 15-foot cone. Each creature in that area must succeed on a DC 11 Strength saving throw or be pushed up to 15 feet away from the gullkin. \n'b'\n'b' ABOUT \n'b' As they flap their wings over the ocean surface, birdlike creatures draw back javelins to hurl at their prey below. \n'b' Gullkin are birdlike humanoids who live in small, floating homes on the surface of the Elemental Plane of Water. Their strong wings allow them to fly long distances, and their powerful breath pushes their foes across the battlefield. \n'b' Aquatic Hunters . While gullkin live on the surface of the water, they hunt for fish, whales, and other seafood living underwater. Gullkin can dive below the surface for short periods of time to hunt their quarry. \n'b' Enthusiastic Explorers . Gullkin must seek out new fishing grounds and trading partners to sustain their populations. It is not uncommon to find gullkin pathfinders scouting out new opportunities at ports of call. \n'b' Gullkin Outposts . While exploring different planes, the gullkin establish outposts in each location. Those who remain at these outposts trade with the locals, and it\xe2\x80\x99s not uncommon for the gullkin to defend their allies when those allies are threatened.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gullkin Hunter \n'b' Medium humanoid (gullkin), any \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 45 (7d8 + 14) \n'b' Speed 20 ft., fly 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +2, Nature +2, Perception +4, Survival +4 \n'b' Senses passive Perception 14 \n'b' Languages Aquan, Common \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The gullkin can hold its breath for 5 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gullkin hunter makes one Beak attack and one Shortsword attack or two Shortbow attacks. \n'b' Beak . 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' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tempest Breath (Recharges on a Short or Long Rest) . The gullkin hunter exhales a lungful of air in a 15-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw or be pushed up to 15 feet away from the gullkin. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Mark Quarry (Recharges on a Short or Long Rest) . The gullkin hunter marks a creature as its quarry. Whenever the gullkin hunter hits the marked creature with a weapon attack , it deals an extra 1d6 damage to the target. \n'b'\n'b' ABOUT \n'b' As they flap their wings over the ocean surface, birdlike creatures draw back javelins to hurl at their prey below. \n'b' Gullkin are birdlike humanoids who live in small, floating homes on the surface of the Elemental Plane of Water. Their strong wings allow them to fly long distances, and their powerful breath pushes their foes across the battlefield. \n'b' Aquatic Hunters . While gullkin live on the surface of the water, they hunt for fish, whales, and other seafood living underwater. Gullkin can dive below the surface for short periods of time to hunt their quarry. \n'b' Enthusiastic Explorers . Gullkin must seek out new fishing grounds and trading partners to sustain their populations. It is not uncommon to find gullkin pathfinders scouting out new opportunities at ports of call. \n'b' Gullkin Outposts . While exploring different planes, the gullkin establish outposts in each location. Those who remain at these outposts trade with the locals, and it\xe2\x80\x99s not uncommon for the gullkin to defend their allies when those allies are threatened.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gulon \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 110 (13d10 + 39) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The gulon can move through a space as narrow as 1 foot wide without squeezing. When it moves through an area smaller than its normal space, it excretes waste in a 5-foot cube. This waste is difficult terrain and creatures crossing through it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. \n'b' Keen Smell . The gulon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gulon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Too Full (Recharge 5-6) . The gulon belches a 15-foot-radius cloud of toxic gas around itself. Each creature in the area must make a DC 16 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This creature has the face and claws of a great cat but a body covered in the shaggy reddish fur of a fox. It moves like a canine, its insatiable mouth dripping with drool. \n'b' Gulons are forest-dwelling predators addicted to meat. They are known to attack any flesh-based creature they come across, even those much larger than themselves. \n'b' Insatiable Gluttons . Gulons take immense pleasure in eating. One of these creatures gorges itself on a meal until it can consume no more, then finds two trees very close together. The monster then forces itself through the space between the trees to discharge the food from its body through violence. Once this disgusting process is complete, the gulon continues feeding.\xc2\xa0Travelers who find large piles of waste between two trees should turn back \xe2\x80\x93 for they are in gulon territory. \n'b' Adventurous Eaters . When a gulon picks up the scent of a creature it has never tasted before, the monster hunts that quarry to the ends of the earth. Gulons have an innate drive to consume as many different kinds of meat as possible. If a gulon is drawn out of its territory following a potential meal, it may wander into a civilized area full of new meaty delights, and it may not leave that new hunting ground for days or weeks. \n'b' Eating and Mating . Gulons are typically solitary animals, but males do make annual migrations in the spring to seek out a female\xe2\x80\x99s territory. If a female accepts a male, they spend weeks hunting together. The male returns to its territory near the end of the season and the female gives birth to a litter of gulon pups that leave the territory when they mature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adam the Defender \n'b' Gargantuan construct , lawful good \n'b' Armor Class 24 (natural armor) \n'b' Hit Points 500 (40d10 + 280) \n'b' Speed 50 ft.\n'b' STATS STR: 30 (+10) DEX: 16 (+3) CON: 24 (+7) INT: 13 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Cha +8 \n'b' Skills Athletics +18, Insight +8, Intimidation +8, Perception +8 \n'b' Damage Vulnerabilities lightning \n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 600 ft., passive Perception 18 \n'b' Languages Celestial, Common (can\xe2\x80\x99t speak) \n'b' Challenge 25 (75,000 XP) \n'b' Special Traits \n'b' Colossal Creatures . 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. \n'b' Immutable Form . Adam, the Defender is immune to any spell or effect that would alter its form. \n'b' Legendary Resistance (3/Day) . If Adam, the Defender fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Adam, the Defender has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Adam, the Defender\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Adam, the Defender makes three attacks, in any combination of slams and cannon shots. \n'b' Slam . Melee Weapon Attack : +18 to hit, reach 30 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage, and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn. \n'b' Cannon . Ranged Weapon Attack : +15 to hit, range 200/800 ft., one target. Hit: 38 (10d6 + 3) bludgeoning damage. Adam, the Defender can hold up to 50 cannonballs, and can replenish its reserve of cannonballs from common raw materials. \n'b' Legendary Actions \n'b' Adam, the Defender 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. Adam, the Defender regains spent legendary actions at the start of its turn. \n'b' Slam . Adam, the Defender makes a slam attack . \n'b' Cannon . Adam, the Defender makes a cannon attack . \n'b' Recover . Adam, the Defender 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' About \n'b' Adam, the Defender, is surely one of the greatest achievements of mortal hands, an advanced clockwork warrior powerful enough to go toe-to-toe with the unstoppable power of the kaiju. Copper, steel, and ingenuity stand fast against the worst terrors that the world can produce, guided by the benign intellect of a human warrior who was slain in battle. \n'b' Powered by Clockwork . Adam, the Defender is powered by the wind-up mechanisms of clockwork.\xc2\xa0When wound, it can operate at full capacity for 100 days. The intelligence that powers Adam, the Defender pays attention to its remaining power and other logistical requirements, though conflicts serious enough to merit its involvement sometimes give it no choice but to run itself out of power. \n'b' Border Guardian . Adam, the Defender was built to defend a human settlement on elven lands, but it has since rejected that mission. It now works as a solitary peacekeeper in that contested valley, defending both sides from aggressors. It could be persuaded to abandon this task in favor of greater conflicts, if doing so would not obviously harm the elves or the humans, or encourage them to go back to war with one another.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Goblin \n'b' Family: Clockwork \n'b' Small construct (clockwork), unaligned \n'b' Armor Class 14 (natural armor) Hit Points 58 (13d6+13) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 11 (+0) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Integrated Blade . The clockwork goblin has an integrated blade welded into its arm, making it impossible to disarm or destroy. \n'b' Self-Destruction . When a clockwork goblin\xe2\x80\x99s hit points are reduced to 0, it self-destructs the next turn, destroying itself in an explosion of metal scraps that forces creatures within 10 feet to make a DC 12 Dexterity saving throw. This explosion deals 14 (4d6) slashing damage on a failed save, or half as much on a successful one. \n'b' Winding . A clockwork goblin can function for 12 hours every time it is wound. A creature can use an action to wind the clockwork goblin, restoring it to 12 hours of operating time. \n'b'\n'b' ACTIONS \n'b'\n'b' Integrated Blade . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 9 (1d8 + 5) slashing damage. In addition, the creature must succeed on a DC 12 Constitution saving throw or take 4 (1d8) poison damage on a failed save, or half as much on a successful save. \n'b'\n'b' ABOUT \n'b' A clockwork goblin is an amalgamation of clockwork gears, shoddy craftsmanship, and fiery destruction. \n'b' Amateur clockwork engineers practicing their craft or learning a new skill are responsible for the creation of many clockwork goblins. Many of these creations result in failure, though a rare few attain a semblance of functionality. Clockwork goblins are about 3 feet tall and weigh a little over 100 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape-Men Warlord \n'b' Large humanoid , neutral evil \n'b' Armor Class 13 (Chain Shirt) Hit Points 152 (16d10+64) Speed 30 ft. climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (jungle) +3, Intimidate +3 Saving Throws Strength +8, Wisdom +3 Senses darkvision 60 ft., passive Perception 10 Languages Io-Topek Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . When an Io-Topek is reduced below half its hit points , it enters a blood rage. While in a blood rage, the creature has advantage on all attacks, does +4 damage on each hit and gains advantage to save against all mind-affecting magic. However, any creature attacking the Io-Topek does so with advantage. While in a blood rage, the Io-Topek will only use its claws and bite, dropping any weapon it was wielding. \n'b' Leap . As long as the Io-topek can move at least 10 feet, it can leap 40 feet as the rest of its movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Io-Topek attacks twice with its claws or twice with a weapon, plus a bite. \n'b' Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6+5) slashing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) slashing damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (1d12+5) piercing damage. \n'b' Rend . If an Io-Topek hits one target with both of its claw attacks, it does an additional 14 (4d6) slashing damage. \n'b'\n'b' ABOUT \n'b' Ape-men stand about 5 feet tall, are thick of chest with long arms and shorter legs. They are powerful creatures, with thick muscles of corded iron. They walk with a rambling gait, moving slowly and awkwardly. When they run, they are very fast for they shift their weight forward using their arms as much as their legs. Their bodies are covered in a thick layer of dark hair and the skin beneath is thick, more like the hide of a beast than the skin of a man. The heads of the bulls are strangely devoid of hair, their scalps a pale gray color. The cows have longer hair, with a generous amount on their heads. The bulls are always larger than the cows, thicker in chest and arms, though the cows are more nimble and move far quicker than their rambling mates. \n'b' Relics of Their Own Past . The io-topek have long fangs, often ringed with bands of iron, gold, silver, or some other precious metal. Though once they mastered the use of metalworking, they have long since lost this ability and pilfer the dead for what they wear. They deck themselves in armbands, rings, and studs. They sometimes carry shields, but rarely, as these tend to interfere with their movement. For weapons, they use iron-studded clubs, stone axes, or other weapons they have stolen or inherited over the years. They have a very good mastery of ropes, vines, and the like and often use these in combat to immobilize their foe. Though intelligent, they are not very industrious, living in the ruins of their ancestors, embedded in the squalor of a past they cannot remember. \n'b' Warbands . They live in small bands, usually, but not always near the ruins of their ancestors. Some of the bands have digressed into such a primitive state they hardly resemble their kin. These bands are led either by the largest bull, a Warlord, or by a Shaman, an io-topek of greater intelligence that is able to conjure minor spells. Shamans act as a normal io-topek, but are able to cast druid spells as a 5th level druid . The bands consist of about 50% male and female with 10% of the band being young adults or babies. \n'b' Full of Rage . The io-topek are ferocious in battle. They are quick to anger and attack almost anything that displeases them. Always in the backs of their minds are latent feelings of superiority and the desire to destroy anything that may cause envy. If a warlord or shaman is present, they can act in concert when attacking. The troop, male and female, surrounds the enemy and falls upon them from all sides. The io-topek will attempt to capture some of their victims and keep them for sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gulper Behemoth \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 188 (13d20 + 52) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities piercing Damage Resistances acid, thunder Condition Immunities blinded Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . The gulper behemoth explodes when it drops to 0 hp . Each creature within 40 feet of it must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) acid damage on a failed save. \n'b' Echolocation . The gulper behemoth can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The gulper behemoth has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Water Breathing . The gulper behemoth can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 40 (6d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the gulper behemoth can\xe2\x80\x99t bite another target. \n'b' Swallow . The gulper behemoth makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the behemoth, and it takes 14 (4d6) acid damage at the start of each of the behemoth\xe2\x80\x99s turns. If the gulper behemoth takes 20 damage or more on a single turn from a creature inside it, the behemoth 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 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Sonic Pulse (Recharge 5-6) . The gulper behemoth expels a sonic pulse in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t stunned. \n'b'\n'b' The titanic eel-like creature has delicately dancing frills and flickers of phosphorescence just under its translucent skin. Its mouth opens impossibly wide as it surges forward. \n'b' Deep Sea Lure . The gulper behemoth lives in the waters of the remotest oceans. It lures sea dwellers to their deaths with dancing motes of light within its massive, ballooning gullet. Rumors abound that even a sharp pinprick will deflate the sea monster. \n'b' Lair & Lair Actions \n'b' The gulper\xe2\x80\x99s lair is filled with brightly-colored and labyrinthine giant corals. Smaller, mutualistic predators swim throughout the lair, keeping it well protected. \n'b' On initiative count 20 (losing initiative ties), the gulper behemoth takes a lair action to cause one of the following effects; the gulper behemoth can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The gulper behemoth commands deep sea eels and plants to constrict a target it can see within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. \n'b' The gulper behemoth commands plants and coral to shoot boiling water at up to three creatures it can see within 60 feet of it. Each target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn\xe2\x80\x99t grant resistance against this damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gulup-Ther Great Shaman \n'b' Family: Gulup-Ther \n'b' Small humanoid , neutral evil \n'b' Armor Class 12 (16 with barkskin ) Hit Points 72 (16d6+16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (forest) +5 Saving Throws Intelligence +3, Wisdom +5 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Gulup Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The shaman is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The shaman has the following Druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, mending , poison spray \n'b' 1st level (4 slots) : cure wounds , entangle , goodberry, speak with animals \n'b' 2nd level (3 slots) : barkskin , lesser restoration , moonbeam , pass without trace, spider climb \n'b' 3rd level (3 slots) : call lightning , dispel magic , plant growth , speak with plants \n'b' 4th level (2 slots) : divination , dominate beast , freedom of movement , polymorph \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) slashing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b' Javelin . Ranged Weapon Attack : +1 to hit, range 30/120 ft., one target. Hit : 2 (1d6-1) piercing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b'\n'b' ABOUT \n'b' The gulup-ther dwell in deep, ancient forests. Their bodies are long and lean, from their torso to their arms, legs, fingers, and toes. They stand about four feet high. Their fingers and toes are capped by round suction-like cups. Their necks are narrow, but they support a large head that very much resembles that of a frog. Their underbellies are bright yellow, and smooth of scales, but their backsides are bright green and hard with larger scales. They have wide, deep-set eyes on either side of their heads allowing them to see 360 degrees around them. Their eyes are pale, but at night reflect a deep red in the light of lanterns or spells. The gulup-ther are very adept at appearing as if they are giant frogs. \n'b' Social Creatures . The gulup-ther are semi-civilized creatures. They fashion tools using wood and stone; their clothing consists of animal hides, sometimes cured into leather. They are not particularly curious creatures and do not seek to learn new tasks or skills. They use jade, feathers, teeth, claws, and other forest by-products for decorations and as honors. They are not adept at making dwellings for themselves, usually living wild in the deep forests or the ruins of ancient dwellings. These wild creatures are unaffected by the weather; in the winter they are much as they are in the summer. \n'b' Religious Hierarchy . Shamans dominate their tribal groups. If 10 are encountered, there is at least one shaman; any more than 10 and there are 2-5 shaman encountered. These act as mediums for the forest gods they worship and instruct the tribe on where it should live and what it should do. They are highly superstitious, reacting to almost everything that occurs outside the norm as a sign. More powerful shamans might dominate smaller groups, so it is entirely possible to meet 11 gulup-ther with a great shaman able to cast as an 8th level druid and another group of 80 with a shaman able to cast as 4th level druid . \n'b' Cautious fighters . The gulup-ther are not curious creatures and rarely deem something a threat unless directly attacked or encouraged to do so by their shamans. When they do engage in battle, they usually do so from a distance, using spears, javelins, and their preferred weapon, the atlatl. They coat their weapons in poison extracted from poisonous frogs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gulup-Ther Shaman \n'b' Family: Gulup-Ther \n'b' Small humanoid , neutral evil \n'b' Armor Class 12 (16 with barkskin ) Hit Points 45 (10d6+10) Speed 30 ft., 30 ft. swim\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (forest) +4 Saving Throws Intelligence +2, Wisdom +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Gulup Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The shaman is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The shaman has the following Druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, mending , poison spray \n'b' 1st level (4 slots) : cure wounds , entangle , goodberry, speak with animals \n'b' 2nd level (3 slots) : barkskin , moonbeam , pass without trace , spider climb \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) slashing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b' Javelin . Ranged Weapon Attack : +1 to hit, range 30/120 ft., one target. Hit : 2 (1d6-1) piercing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b'\n'b' ABOUT \n'b' The gulup-ther dwell in deep, ancient forests. Their bodies are long and lean, from their torso to their arms, legs, fingers, and toes. They stand about four feet high. Their fingers and toes are capped by round suction-like cups. Their necks are narrow, but they support a large head that very much resembles that of a frog. Their underbellies are bright yellow, and smooth of scales, but their backsides are bright green and hard with larger scales. They have wide, deep-set eyes on either side of their heads allowing them to see 360 degrees around them. Their eyes are pale, but at night reflect a deep red in the light of lanterns or spells. The gulup-ther are very adept at appearing as if they are giant frogs. \n'b' Social Creatures . The gulup-ther are semi-civilized creatures. They fashion tools using wood and stone; their clothing consists of animal hides, sometimes cured into leather. They are not particularly curious creatures and do not seek to learn new tasks or skills. They use jade, feathers, teeth, claws, and other forest by-products for decorations and as honors. They are not adept at making dwellings for themselves, usually living wild in the deep forests or the ruins of ancient dwellings. These wild creatures are unaffected by the weather; in the winter they are much as they are in the summer. \n'b' Religious Hierarchy . Shamans dominate their tribal groups. If 10 are encountered, there is at least one shaman; any more than 10 and there are 2-5 shaman encountered. These act as mediums for the forest gods they worship and instruct the tribe on where it should live and what it should do. They are highly superstitious, reacting to almost everything that occurs outside the norm as a sign. More powerful shamans might dominate smaller groups, so it is entirely possible to meet 11 gulup-ther with a great shaman able to cast as an 8th level druid and another group of 80 with a shaman able to cast as 4th level druid . \n'b' Cautious fighters . The gulup-ther are not curious creatures and rarely deem something a threat unless directly attacked or encouraged to do so by their shamans. When they do engage in battle, they usually do so from a distance, using spears, javelins, and their preferred weapon, the atlatl. They coat their weapons in poison extracted from poisonous frogs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gulup-Ther Warrior \n'b' Family: Gulup-Ther \n'b' Small humanoid , neutral evil \n'b' Armor Class 12 Hit Points 18 (4d6+4) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (forest) +2 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Gulup Challenge \xc2\xbc (50 XP) \n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b' Javelin . Ranged Weapon Attack : +1 to hit, range 30/120 ft., one target. Hit : 2 (1d6-1) piercing damage plus 4 (1d8) poison damage. The target must make a Constitution save (DC 12) or be poisoned for 1 minute. \n'b'\n'b' ABOUT \n'b' The gulup-ther dwell in deep, ancient forests. Their bodies are long and lean, from their torso to their arms, legs, fingers, and toes. They stand about four feet high. Their fingers and toes are capped by round suction-like cups. Their necks are narrow, but they support a large head that very much resembles that of a frog. Their underbellies are bright yellow, and smooth of scales, but their backsides are bright green and hard with larger scales. They have wide, deep-set eyes on either side of their heads allowing them to see 360 degrees around them. Their eyes are pale, but at night reflect a deep red in the light of lanterns or spells. The gulup-ther are very adept at appearing as if they are giant frogs. \n'b' Social Creatures . The gulup-ther are semi-civilized creatures. They fashion tools using wood and stone; their clothing consists of animal hides, sometimes cured into leather. They are not particularly curious creatures and do not seek to learn new tasks or skills. They use jade, feathers, teeth, claws, and other forest by-products for decorations and as honors. They are not adept at making dwellings for themselves, usually living wild in the deep forests or the ruins of ancient dwellings. These wild creatures are unaffected by the weather; in the winter they are much as they are in the summer. \n'b' Religious Hierarchy . Shamans dominate their tribal groups. If 10 are encountered, there is at least one shaman; any more than 10 and there are 2-5 shaman encountered. These act as mediums for the forest gods they worship and instruct the tribe on where it should live and what it should do. They are highly superstitious, reacting to almost everything that occurs outside the norm as a sign. More powerful shamans might dominate smaller groups, so it is entirely possible to meet 11 gulup-ther with a great shaman able to cast as an 8th level druid and another group of 80 with a shaman able to cast as 4th level druid . \n'b' Cautious fighters . The gulup-ther are not curious creatures and rarely deem something a threat unless directly attacked or encouraged to do so by their shamans. When they do engage in battle, they usually do so from a distance, using spears, javelins, and their preferred weapon, the atlatl. They coat their weapons in poison extracted from poisonous frogs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gumienniki \n'b' These stooped creatures resemble elderly humans with cranberry-colored skin and bright, glowing eyes. They dress in loosely-woven clothing made from hay and foul leather strips. \n'b' Small fiend (shapechanger), neutral evil \n'b' Armor Class 13 Hit Points 22 (5d6+5) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Common, Infernal Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . As a bonus action , the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size , are the same in each form except it loses its flaming hand scythe attack when in cat form. \n'b' Through Grass and Sheaves . The gumienniki\xe2\x80\x99s speed is doubled when traveling over grassy areas or through planted crops. \n'b'\n'b' Actions \n'b'\n'b' Flaming Hand Scythe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage. \n'b' Fiendish Blink (1/day) . The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. \n'b'\n'b' Reactions \n'b'\n'b' Taunting Cackle . When the gumienniki is missed by an attack , it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw. \n'b'\n'b' About \n'b' Bargainers . Gumienniki strike fiendish bargains with willing farmers. They offer to protect silos and storehouses from vermin, thieves, and fire in return for a steady supply of livestock. Most of these bargains end poorly for the farmer, who soon discovers that the gumienniki doesn\xe2\x80\x99t discriminate when it\xe2\x80\x99s hungry. \n'b' Slip in by Moonlight . The gumienniki travel from the Lower Planes to the Material Plane whenever the moon is full. \n'b' They delight in sacrificing captured humanoids or livestock in starlight, and the harvest moon is of particular importance to them. During the harvest moon, gumienniki are said to sprout flaming wings, which allow them to fly. \n'b' Servants of the Harvest . The gumienniki sometimes ally themselves with dark fertility cults in hidden groves, bringing blood sacrifices directly from their protected farmers to an altar. The farmers themselves may eventually be brought into the cult. The gumienniki may ally with a pack of roggenwolf or rattok demons to starve entire villages. In a few cases, they become servants to vampires , spying on a village in their cat form and reporting any effort to resist the vampire\xe2\x80\x99s rule.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gump \n'b' Large beast (ozbeast), neutral good \n'b' Armor Class 10 Hit Points 13 (2d10 + 2) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 9 (-1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the gump moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This elk-like creature has wide-spreading antlers, a nose upturned in a saucy manner, a tuft of fur on its chin, and is a distinct green hue. \n'b' Gumps are gentle creatures that are quite proud of their appearance. They live deep in forests and are unfortunately a prey animal for man and beast alike, which is how some of them end up stuffed over a mantle. Their call is a screeching cry that is distinctive to this species. \n'b' Thoughtful Gumps . There are many beasts of the forest but few ruminants. Gumps are one of the rare creatures who have few predators, using their horns to ward off the more dangerous lions, tigers, and bears. They have a surprisingly rich inner life and are thoughtful about their circumstances even if they have few to communicate that life with. \n'b' Meet the Gump . The most famous gump is known as the Gump, a creature assembled between sofas, feathers, and tied together with rope. With the Gump\xe2\x80\x99s mounted head in front, it ferried Dorothy and her friends across the Deadly Desert. Afterward, the Gump was disassembled and mounted again in the Royal Palace of Oz in the Emerald City.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gutslug \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities poison Condition Immunities blinded , charmed , deafened, frightened , poisoned Senses blindsight 50 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Salt Vulnerability . The gutslug\xe2\x80\x99s slimy skin makes it vulnerable to contact with salt. It takes 9 (2d8) necrotic damage each time it is hit with a cup or more of salt. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained . \n'b' Bonus Actions \n'b' Blood Drain . The gutslug can drain blood from any creature it has grappled , dealing 7 (3d4) necrotic damage. \n'b' About \n'b' These hideous creatures have many names-entrail worms, intestine crawlers, viscera worms, and several others. The most common name assigned to these leech-like parasites is gutslug. \n'b' Gutslugs are most often found in underground caverns, though some do lair above ground. Aboveground gutslugs build their nests in forested areas, often near lakes or rivers. They are never encountered in warm or cold regions as they detest both extremes. They are nocturnal hunters and generally avoid the sunlight if possible. (Sunlight does not damage them, they just don\xe2\x80\x99t like it.) Subterranean gutslugs nest in crevasses, or in small caves or natural caverns, sometimes near a source of water. The lair is coated with a thick layer of slimy and sticky mucus (regurgitated by the gutslug). This mucus has a strong acidic stench and is easily detected at ranges of 30 feet or less. At irregular intervals (especially after feeding), the body of a gutslug widens to accommodate a bag-like stomach. \n'b' When a warm-blooded living creature is detected, a gutslug flies or crawls directly toward it, attacking and biting almost mindlessly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gwishin, Bulgwishin \n'b' Medium undead (spirit), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8+8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 9 (-1) WIS: 9 (-1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5 Damage Resistances acid, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities fire, necrotic, poison Damage Vulnerabilities cold Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 9 Languages any languages it knew in life, spiritual lexicon Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Aura . The bulgwishin can as a bonus action emit a burning aura. It casts bright light in a 30-footradius around it and dim light 30 feet beyond that, and creatures that start their turn within 5 feet of it take 3 fire damage. Until this aura ends, the bulgwishin cannot use its incorporeal movement feature. This lasts until it is reduced to 0 hit points or turns the aura off as a bonus action. \n'b' Spiritual Sight . The bulgwishin can see 60 feet into the Spiritual Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The bulgwishin 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' Innate Spellcasting . The gwishin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The gwishin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At-will : fire bolt, thaumaturgy \n'b' 1/day each : burning hands , hellish rebuke, scorching ray \n'b'\n'b' ACTIONS \n'b'\n'b' Fire Bolt . Ranged Spell Attack : +2 to hit, range 120 ft., one target. Hit : 11 (2d10) fire damage. \n'b' Grip of Fire . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) fire damage, and the target is grappled . \n'b'\n'b' ABOUT \n'b' These gwishins appear when people die by fire, whether accidentally, or by someone mistakenly burning a person thought to be dead, simply to discover that it was not so. These ghosts tend to be very aggressive, attacking anyone on their path without apparent premeditation. \n'b' When a bulgwishin\xe2\x80\x99s rage burns hot, the temperature around it dramatically rises, and its body chars and solidifies, rendering it unable to phase through creatures and objects. \n'b' While in this state, it cannot help but want to share its body heat with others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gwishin, Common \n'b' Medium undead (spirit), chaotic evil \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, cold, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages any languages it knew in life Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Clairvoyance (Recharge 4-6) . The gwishin can as a reaction reroll an attack roll, saving throw, or ability check that it or another creature it can see makes. It can do this after the roll is made but not before it sees the result. \n'b' Spiritual Sight . The gwishin can see 60 feet into the Spiritual Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The gwishin 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' Innate Spellcasting . The gwishin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The gwishin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At-will : chill touch , guidance , thaumaturgy \n'b' 1/day each : dissonant whispers, fog cloud , hex \n'b'\n'b' ACTIONS \n'b'\n'b' Chill Reach . Ranged Spell Attack : +3 to hit, range 120 ft., one target. Hit : 5 (1d8 + 1) necrotic damage, and the target can\xe2\x80\x99t regain hit points until the start of the gwishin\xe2\x80\x99s next turn. \n'b' Chill Touch . Melee Spell Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) necrotic damage, and the target can\xe2\x80\x99t regain hit points until the start of the gwishin\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Gwishin are restless spirits of those who have died, often under traumatic circumstances. They can be found nearly anywhere but most often congregate in abandoned buildings and villages or cemeteries, or in the forests and hills nearby. \n'b' Gwishin may form when a person dies with a great task unfinished, especially one of revenge. Some pass on the underworld after completing their mission, but strong-willed spirits may remain to terrorize the living.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Kestrel \n'b' Tiny construct , unaligned \n'b' Armor Class 14 Hit Points 28 (8d4 + 8) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 4 (-3) DEX: 19 (+4) CON: 12 (+1) INT: 9 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Survival +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aerial Reconnaissance . Designed as elite couriers, spies, and aerial observers, the clockwork kestrel has advantage on Wisdom ( Perception ) checks that rely on sight or hearing. While airborne, the kestrel has advantage on Wisdom ( Survival ) checks made to track a creature. \n'b' Flyby . The clockwork kestrel doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immutable Form . The clockwork kestrel is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork kestrel has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork kestrel makes two wing slash attacks. \n'b' Wing Slash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Precision Pinions (2/Day) . Ranged Weapon Attack : +6 to hit, range 50 ft., one target. Hit : 9 (2d4 + 4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gwishin, Dalgyalgishwin \n'b' Medium undead (spirit), chaotic evil \n'b' Armor Class 14 Hit Points 44 (8d8+8) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 7 (-2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Intimidation +3, Stealth +6 Saving Throws Dex +6 Damage Resistances acid, fire, lightning, thunder, bludgeoning and piercing from nonmagical weapons Damage Immunities slashing, necrotic, poison Damage Vulnerabilities psychic Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages any languages it knew it life and spiritual lexicon, but does not speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hunter\xe2\x80\x99s Instinct . The dalgyalgwishin can take the Dash , Disengage , or Hide action as a bonus action. \n'b' Incorporeal Movement . The dalgyalgwishin 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' Sneak Attack (1/Turn) . The dalgyalgwishin 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 dalgyalgwishin that isn\xe2\x80\x99t incapacitated and the dalgyalgwishin doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Spiritual Sight . The dalgyalgwishin can see 60 feet into the Spiritual Plane when it is on the Material Plane, and vice versa. \n'b' Innate Spellcasting . The dalgyalgwishin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The dalgyalgwishin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At-will : thaumaturgy \n'b' 3/day each : invisibility \n'b' 1/day each : cloud of daggers, silence \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dalgyalgwishin makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 9 (2d4+4) magical slashing damage and the target must succeed on a DC 12 Constitution saving throw or else become mute for one minute. The target can repeat its saving throw at the end of each of its turns, ending the condition on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Slasher\xe2\x80\x99s Step . When the dalgyalshin would have slashing damage dealt to it from a source other than itself, it can as a reaction teleport up to half its fly speed. \n'b'\n'b' ABOUT \n'b' Often found near graves, the dalgyalgwishin is a ghost without any facial features and wearing scholars\xe2\x80\x99 clothing. They may seem harmless at first, but soon after being spotted, people start to disappear, only to be found days later, hanged at a nearby tree, their faces scratched beyond recognition. Suffice to say, one should avoid graves at night and move in groups of two or more as the dalgyalgwishins seems to favor solitary targets. It is said that all sounds of insects, birds, even the wind, disappear when in a dalgyalgwishin\xe2\x80\x99s presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape-Men Warrior \n'b' Large humanoid , neutral evil \n'b' Armor Class 11 (hide armor) Hit Points 85 (10d10+30) Speed 30 ft. climb 20 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 17 (+3) INT: 8 (-1) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Survival (jungle) +1 Senses darkvision 60 ft., passive Perception 9 Languages Io-Topek Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . When an Io-Topek is reduced below half its hit points , it enters a blood rage. While in a blood rage, the creature has advantage on all attacks, does +4 damage on each hit, and gains advantage to save against all mind-affecting magic. However, any creature attacking the Io-Topek does so with advantage. While in a blood rage, the Io-Topek will only use its claws and bite, dropping any weapon it was wielding. \n'b' Leap . As long as the Io-topek can move at least 10 feet, it can leap 40 feet as the rest of its movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Io-Topek attacks twice with its claws or once with a weapon, plus a bite. \n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6+4) slashing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d12+4) piercing damage. \n'b' Rend . If an Io-Topek hits one target with both of its claw attacks, it does an additional 10 (3d6) slashing damage. \n'b'\n'b' ABOUT \n'b' Ape-men stand about 5 feet tall, are thick of chest with long arms and shorter legs. They are powerful creatures, with thick muscles of corded iron. They walk with a rambling gait, moving slowly and awkwardly. When they run, they are very fast for they shift their weight forward using their arms as much as their legs. Their bodies are covered in a thick layer of dark hair and the skin beneath is thick, more like the hide of a beast than the skin of a man. The heads of the bulls are strangely devoid of hair, their scalps a pale gray color. The cows have longer hair, with a generous amount on their heads. The bulls are always larger than the cows, thicker in chest and arms, though the cows are more nimble and move far quicker than their rambling mates. \n'b' Relics of Their Own Past . The io-topek have long fangs, often ringed with bands of iron, gold, silver, or some other precious metal. Though once they mastered the use of metalworking, they have long since lost this ability and pilfer the dead for what they wear. They deck themselves in armbands, rings, and studs. They sometimes carry shields, but rarely, as these tend to interfere with their movement. For weapons, they use iron-studded clubs, stone axes, or other weapons they have stolen or inherited over the years. They have a very good mastery of ropes, vines, and the like and often use these in combat to immobilize their foe. Though intelligent, they are not very industrious, living in the ruins of their ancestors, embedded in the squalor of a past they cannot remember. \n'b' Warbands . They live in small bands, usually, but not always near the ruins of their ancestors. Some of the bands have digressed into such a primitive state they hardly resemble their kin. These bands are led either by the largest bull, a Warlord, or by a Shaman, an io-topek of greater intelligence that is able to conjure minor spells. Shamans act as a normal io-topek, but are able to cast druid spells as a 5th level druid . The bands consist of about 50% male and female with 10% of the band being young adults or babies. \n'b' Full of Rage . The io-topek are ferocious in battle. They are quick to anger and attack almost anything that displeases them. Always in the backs of their minds are latent feelings of superiority and the desire to destroy anything that may cause envy. If a warlord or shaman is present, they can act in concert when attacking. The troop, male and female, surrounds the enemy and falls upon them from all sides. The io-topek will attempt to capture some of their victims and keep them for sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gwishin, Mulgwishin \n'b' Medium undead (spirit), chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 30 (4d8+12) Speed 0 ft., swim 40 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 15 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Saving Throws Con +5 Damage Resistances acid, fire, thunder, bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities cold, necrotic, poison Damage Vulnerabilities lightning Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages any languages it knew in life, spiritual lexicon Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dimming Aura . The mulgwishin can as a bonus action emit a dimming aura. Bright light in a 30-foot-radius around it becomes dim light and dim light becomes darkness, and creatures that start their turn within 5 feet of the aura have their speed reduced by 10 feet until the end of their turn. Until this aura ends, the mulgwishin cannot use its incorporeal movement feature. This lasts until it is reduced to 0 hit points or turns it off as a bonus action. \n'b' Incorporeal Movement . The mulgwishin 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' Spiritual Sight . The mulgwishin can see 60 feet into the Spiritual Plane when it is on the Material Plane, and vice versa. \n'b' Innate Spellcasting . The mulgwishin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The gwishin can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At-will : ray of frost , thaumaturgy \n'b' 3/day each : fog cloud , command (approach only) \n'b'\n'b' ACTIONS \n'b'\n'b' Ray of Frost . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 9 (2d8) cold damage and the target\xe2\x80\x99s speed is reduced by 10 feet until the start of its next turn. \n'b' Drown . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing damage and the target is grappled . If the target is in knee-deep or higher water, then it must succeed on a DC 13 Strength saving throw or else fall prone and be submerged beneath the water\xe2\x80\x99s surface. \n'b'\n'b' ABOUT \n'b' Often the result of people who died by drowning, mulgwishins can be found around bodies of water such as ponds, lakes, rivers, or even nearby the ocean. They are constantly drenched in water, have long black hair, and wear white clothing, either a dress or pants and a shirt. The mulgwishin are especially well-known in Jeosung as they are connected to suicide and the souls of those who suffered terribly in their lifetime. There is both something terrifying and disarming about them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gygazaks \n'b' Gargantuan monstrosity , chaotic neutral \n'b' Armor Class 20 (natural armor) Hit Points 333 (18d20+144) Speed 20 ft., fly 80 ft. (hover), swim 120 ft.\n'b' STATS STR: 25 (+8) DEX: 21 (+5) CON: 26 (+8) INT: 7 (-2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Intimidation +9, Perception +10 Damage Resistances bludgeoning, piercing, and slashing Damage Immunities acid, fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses blindsight 300 ft., passive Perception 20 Languages Common (can\xe2\x80\x99t speak), telepathy 100 ft. \n'b' Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . Gygazaks has advantage on saving throws made against spells and other magical effects. \n'b' Pain Threshold . Any attacks or spells that deal 6 points of damage or less do not deal any damage to Gygazaks. \n'b' Reflective Skin . Whenever a creature misses a ranged attack against Gygazaks, the missile or effect is redirected to a random square within the original effect\xe2\x80\x99s normal range. Gygazaks can use its reaction to make a Dexterity saving throw against a DC equal to the attack roll, and on a success it can choose where the effect is redirected to. \n'b' Regeneration . Gygazaks regains 30 hit points at the start of its turn if it has at least 1 hit point. \n'b' Unbreathing . Gygazaks does not need to breathe or sleep. \n'b' Unkillable . When reduced to 0 hit points , Gygazaks is not slain and continues to recover from its injuries, regaining 1 hit point after an hour of rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Gygazaks attacks three times. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 44 (8d8+8) bludgeoning and piercing damage plus DC 23 Constitution saving throw or poisoned condition for 1 minute. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 44 (8d8+8) bludgeoning and slashing damage plus DC 23 Constitution saving throw or poisoned condition for 1 minute. \n'b' Maw Laser . Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 50 (10d8+5) fire damage. \n'b'\n'b' ABOUT \n'b' Even in the darkest and most distant voids of outer space there is still life to be found\xe2\x80\xa6of a sort. No matter where it currently dwells, whether the realms cosmic, deep subterranean seas, or in underground caverns, a gygazaks sluices through air and water with equal ease. This creature\xe2\x80\x99s entire body is stark white and devoid of color save for the cyan sheen cast by the energies it projects, focused in its maw behind rows of serrated teeth each as big as a greatsword. \n'b' There is no certainty behind the origins of gygazaks, but they are thought to be an evolved offshoot of aboleths or the result of an insane arcane amalgamation of sharks bred with the water aberrations. Neither theory is unfounded-like the ocean predators they are in constant movement and they do possess supernatural abilities, yet if they truly are related to psionic aberrations they have been denied any vastly superior intellect and left only with enhanced animal cunning. This does not make gygazaks any less lethal however, and in fact they are far tougher and more dangerous than either of their possible progenitors, capable of laying waste to staunchly defended capital cities with little resistance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gymnophobia \n'b' Large aberration , chaotic evil \n'b' Armor Class 18 (corpse outfit) Hit Points 152 (16d10 + 64) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Stealth +6 Damage Vulnerabilities slashing Condition Immunities blinded , deafened Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Corpse Outfit . The gymnophobia wears a patchwork outfit made of various corpses. If the gymnophobia is reduced to less than 76 hit points , or immediately upon being damaged by a critical hit, the corpse outfit breaks. While the corpse outfit is broken, the gymnophobia\xe2\x80\x99s Armor Class is reduced to 14 and the gymnophobia is frightened of every creature that is able to observe it. \n'b' Multiple Heads . The gymnophobia has advantage on Wisdom ( Perception ) checks and on saving throws against being charmed , stunned , and knocked unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gymnophobia can use Patch Outfit. It then makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Constrict . Each creature grappled by the gymnophobia must make a DC 17 Constitution saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' Patch Outfit . If the gymnophobia is within 5 feet of the corpse of a Small or larger creature that died within the last hour, the gymnophobia tears off pieces of the corpse to patch its corpse outfit. The gymnophobia regains 21 (6d6) hit points . If the gymnophobia\xe2\x80\x99s hit points are increased to 76 or more, its Corpse Outfit is repaired, increasing its Armor Class to 18 and removing the frightened condition. The gymnophobia can tear pieces from a Small corpse once, a Medium corpse twice, and a Large or larger corpse three times. \n'b'\n'b' REACTIONS \n'b'\n'b' Meat Shield . If the gymnophobia is grappling a creature, it can add 3 to its AC against one attack that would hit it. The attack must be made by a creature the gymnophobia can see. If the increase to AC causes the attack to miss, the attack instead hits a creature grappled by the gymnophobia. \n'b'\n'b' ABOUT \n'b' Gymnophobia is a cheeky nickname given to these strange aberrations, which appear to be roiling masses of dozens of gymnophiona-long, legless amphibians-conjoined to a single heart-like organ. This organ produces a blood-like substance that gives its constituent critters sentience and enables them to wear and preserve human corpses for weeks. Gymnophobias have a crippling fear of having their true forms seen by other creatures, and so they wear their macabre disguises to blend in with society. Of course, an outfit made from a bloated, hardened corpse does little to dispel most people\xe2\x80\x99s concerns at the sight of these shambling horrors. \n'b' While a gymnophobia\xe2\x80\x99s dozens of tendrils share a single mind controlled by the being\xe2\x80\x99s heart-like organ, each individual amphibian head has its own personality. If severed, a gymnophobia\xe2\x80\x99s head will grow back, but with a new personality. In this way, a gymnophobia self-polices, with the more violent or belligerent heads nipping off their weaker brethren. The only thing all heads seem to agree on is the need to hide and protect their monstrous heart.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gymnotid, Mist \n'b' Family: Gymnotid \n'b' Medium aberration (brutal), unaligned \n'b' Armor Class 16 (natural armor) Hit Points 44 (8d8 + 8); Wound Threshold 11 Speed 10 ft., swim 40 ft., fly 40 ft. (in thick mist)\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities lightning Condition Immunities prone Senses blindsight 60 ft., passive Perception 12 Languages understands simple words in Deep Speech but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mist gymnotid can breathe air and water. \n'b' Shocking Body . A creature that comes in contact with the mist gymnotid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. \n'b' Variable Electric Intensity . Depending on the environment, the gymnotid can reroll a variable number of lightning damage dice (see the Variable Electric Intensity table). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gymnotid makes two electrocyte discharge attacks. \n'b' Electrocyte Discharge . Melee Weapon Attack : + 6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) bludgeoning damage and 5 (1d10) lightning damage. In addition, the target must make a DC 11 Constitution saving throw, or be numb for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b' Coiling . Melee Weapon Attack : + 6 to hit, reach 5 ft., one creature. Hit : 6 (1d4 +4) bludgeoning damage and the target is grappled (escape DC 12). If the gymnotid grapples a creature, it can also use Coiling Discharge as a bonus action. \n'b' Coiling Discharge (Recharge 4-6) . The gymnotid lets out a powerful discharge at the creature its grappling, and which must make a DC 11 Constitution saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b'\n'b' ABOUT \n'b' With a silhouette similar to an Acoatl electric eel, the mist gymnotid is an aberration from Blackwater able to swim in thick mist-which would commonly be referred to as flying. As an adult, its serpentine body measures up to 10 feet long, its head framed by flexible growths that resemble seaweed or grass.. \n'b' Normally, the mist gymnotid is a predator only interested in prey it can eat. It occasionally attacks travelers by accident, when it mistakes an arm or leg for an edible creature in murky waters. In addition, it will attack larger creatures if cornered, in order to flee. \n'b' Some gymnotid subspecies have developed group hunting tactics, similar to those of wolves or dolphins. They swim in a circle, strike, back away, and seek to wear down numerous prey. \n'b' Despite the power of this approach, gymnotids normally only use it to catch small prey. \n'b' However, intelligent and manipulative aberrations may use these creatures as weapons or living traps. They place them in tunnels to be guarded, or psychically dominate them to send on the front lines and weaken enemies. \n'b' A gymnotid\xe2\x80\x99s attack has two steps. It first bites its prey, then coils around it to generate an electric shock strong enough to stun or even paralyze it (see Appendix: Conditions and Tactical Situations). \n'b' While the mist gymnotid seems naturally predisposed to swim in water or thick mist, it can also move around in drier air. Paradoxically, the lower the humidity, the more lightning damage it will deal. \n'b' Variable Electric Intensity \n'b' Hygrometry Damage \n'b' In water \n'b' The values written on the profile. \n'b' In thick mist (mostly shrouded area) The mist gymnotid can reroll up to 2 lightning damage dice, in which case the second result is kept even if it\xe2\x80\x99s less than the first. \n'b' In the air \n'b' The mist gymnotid can reroll up to 4 lightning damage dice, in which case the second result is kept even if it\xe2\x80\x99s less than the first.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gymnotid, Undulating \n'b' Family: Gymnotid \n'b' Large aberration (brutal), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 67 (9d10 + 18); Wound Threshold 17 Speed 10 ft., swim 40 ft., fly 40 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities lightning Condition Immunities prone Senses blindsight 60 ft., passive Perception 14 Languages understands Deep Speech but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The undulating gymnotid can breathe air and water. \n'b' Shocking Body . A creature that comes in contact with the gymnotid or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. \n'b' Variable Electric Intensity . Depending on the environment, the gymnotid can reroll a variable number of lightning damage dice (see the Variable Electric Intensity table). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The gymnotid makes two electrocyte discharge attacks. \n'b' Electrocyte Discharge . Melee Weapon Attack : + 8 to hit, reach 5 ft., one creature. Hit : 9 (1d8+5) bludgeoning damage and 11 (2d10) lightning damage. In addition, the target must make a DC 13 Constitution saving throw, or be numb for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b' Coiling . Melee Weapon Attack : + 8 to hit, reach 5 ft., one creature. Hit : 8 (1d6+5) bludgeoning damage and the target is grappled (escape DC 14). If the gymnotid grapples a creature, it can also use Coiling Discharge as a bonus action. \n'b' Coiling Discharge (Recharge 4-6) . The gymnotid lets out a powerful discharge at the creature its grappling, and which must make a DC 13 Constitution saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful roll. \n'b'\n'b' ABOUT \n'b' A large subspecies, undulating gymnotids prefer large caverns filled with mist or vapor to roam in peace. Sometimes they emerge onto the surface in humid regions, such as mountains often shrouded in clouds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haakjir \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 40 ft., burrow 15 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +2 \n'b' Damage Resistances acid, piercing, slashing \n'b' Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 14 \n'b' Languages understands Undercommon but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Climb . The haakjir can climb difficult earth or stone surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Earth Glide . The haakjir can burrow through nonmagical, unworked earth and stone. While doing so, the haakjir doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Earthen Claws . The haakjir\xe2\x80\x99s claws easily meld through stone and metal. When the haakjir makes a Claw attack against a creature wearing nonmagical metal armor or wielding a nonmagical metal shield , the attack ignores the AC bonus provided by the armor or shield . If the target is a construct made of stone or metal, the attack ignores the AC bonus provided by the target\xe2\x80\x99s natural armor, if any. \n'b' Pack Tactics . The haakjir has advantage on attack rolls against a creature if at least one of the haakjir\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Stone Camouflage . The haakjir has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The haakjir makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, 5 ft reach, one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft, one target. Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' The saber-toothed cat climbed out of the rock, its claws melding into the stone with each step. More glowing eyes appeared behind it as its brethren rose out of the surrounding rock. The haakjir (pronounced \xe2\x80\x9chock-jur\xe2\x80\x9d) was created by the deep gnomes by combining traits from earth elementals with sabertoothed tigers to be a guardian for gnomish enclaves. \n'b' Elemental Beasts . The haakjirs\xe2\x80\x99 elemental heritage gives them significant advantages in the depths of the world, such as dense skin and the ability to meld with stone and earth. They didn\xe2\x80\x99t inherit all of the elemental\xe2\x80\x99s hardiness and must still eat, sleep , and breathe, preventing them from hiding within stone for long periods of time. \n'b' Steadfast Companions . The priestesses of the deep gnome goddess of motherhood, health, and the hearth raise the haakjirs in their subterranean temples. Trained to work singly and in small packs under the command of the priestesses, the haakjir shine when the enclave is alerted to threats. Though bred and trained by priestesses, haakjirs are very social and protective creatures, making them steadfastly loyal companions and valued members of many deep gnome families. \n'b' Territorial Protectors . Haakjirs are cunning creatures, and intolerant of any creature that intrudes upon their territory or threatens their wards. A pack of haakjir stalk and observe potentially dangerous intruders by hiding within stone. \n'b' Haakjirs are trained to attack from above and drop into the center of a group to create maximum confusion . They fight to the death only if a deep gnome or the enclave is in direct danger; in all other circumstances, they retreat when severely injured. \n'b' Variant: Vektyr \n'b' It took several generations for the ancient deep gnomes to get a domesticated guardian creature for their enclaves. Vektyrs, early progenitors to the haakjir, were particularly vicious and unsociable. \n'b' Vektyrs replace the haakjir\xe2\x80\x99s Pack Tactics trait with the following trait: \n'b' Pounce . If the vektyr moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the vektyr can make one Bite attack against it as a bonus action.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hades: God of the Underworld \n'b' Medium celestial (divinity), neutral \n'b' Armor Class 20 (natural armor) Hit Points 408 (43d8 + 215) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 26 (+8) CON: 20 (+5) INT: 18 (+4) WIS: 27 (+8) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +16, Con +13, Wis +16, Cha +12 Skills Animal Handling +16, History +12, Insight +16, Perception +16, Religion +12, Stealth +16 Damage Immunities fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities Blinded, charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 26 Languages Celestial, Common, Primordial, Terran, Undercommon; telepathy 120 ft. Challenge 25 (75,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Hades fails a saving throw, he can choose to succeed instead. \n'b' Godly Weapons . Hades weapon attacks are magical. \n'b' Innate Spellcasting . Hades\xe2\x80\x99 innate spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : hellish rebuke (3rd level), mold earth, thaumaturgy \n'b' 3/day each : fear , phantasmal killer , wall of stone \n'b' 1/day each : gate \n'b'\n'b' Actions \n'b' Summon the Guardian (1/day) . Hades summons Cerberus in an unoccupied space within 30 feet to fight alongside him. \n'b' Soul Syphon (Recharge 5-6) . Hades inhales souls in a 60 ft. cone. Each creature in the affected area must make a DC 21 Constitution saving throw, taking 71 (13d10) necrotic damage on a failed save, or half as much damage on a successful one. If the creature is frightened and misses the saving throw by 10 or more, its hit points are reduced to 0 instead. \n'b' Multiattack . Hades uses his Frightful Presence and makes 2 Beyond\xe2\x80\x99s Grasp attacks. \n'b' Frightful Presence . Each creature aware of Hades and within 120 feet, that he chooses, must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect otherwise ends for it, the creature is immune to Hades\xe2\x80\x99 Frightful Presence for the next 24 hours. \n'b' Beyond\xe2\x80\x99s Grasp . Melee Spell Attack : +16 to hit, reach 30 ft., one target. Hit : 24 (3d10 + 8) necrotic damage. In addition, the target can\xe2\x80\x99t regain hit points until the end of its next turn \n'b' Legendary Actions \n'b' Hades 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. Hades regains spent legendary actions at the start of his turn. \n'b' Beyond\xe2\x80\x99s Grasp . Hades makes a Beyond\xe2\x80\x99s Grasp attack. \n'b' Instill Fear . Hades speaks to the mind of a creature within 120 feet of himself. That creature must succeed on a DC 24 Wisdom saving throw or be frightened until the end of its next turn. \n'b' Spellcasting (Costs 2 Actions) . Hades casts a spell. \n'b' Helm of Tartaros (Costs 2 Actions) . Hades uses his helm and summons a 120 ft. radius sphere of magical darkness centered on himself. The darkness spreads around corners and last until the start of Hades\xe2\x80\x99 next turn. A creature with darkvision \xc2\xa0can\xe2\x80\x99t see through this darkness, and nonmagical light can\xe2\x80\x99t illuminate it. \n'b' About \n'b' Hades is the god of the underworld. He is also king of the dead, spirits, the dark arts, darkness, riches and hidden treasures. He is the son of the titans Kronos and Rhea and took part in the Titanomachy (the war between the Olympians and the titans) alongside his brothers Zeus and Poseidon. He owns the Helm of Darkness; a legendary artifact that enables him to remain unseen by all.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hafgufa \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 25 (natural armor) Hit Points 410 (20d20 + 100) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 30 (+10) INT: 2 (-4) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Vulnerabilities fire Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities grappled , petrified , prone , restrained Senses tremorsense 120 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 27 (105,000 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of a combat, the hafgufa has advantage on attack rolls against any creature it surprised. \n'b' Barbed Hide . At the start of each of its turns, the hafgufa deals 5 (1d12) piercing damage to any Gargantuan creature grappling it. \n'b' Whirlpool . As a bonus action after moving at least 10 feet, the hafgufa can cause a whirlpool to form centered on itself. The whirlpool forms a vortex that is 5 feet wide at the base, up to 120 feet wide at the top, 50 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 50 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 26 Strength ( Athletics ) check. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 26 Strength saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn\xe2\x80\x99t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength ( Athletics ) check to do so. The first time each turn that an object enters the vortex, the object takes 36 (10d6) bludgeoning damage. This damage occurs each round it remains in the vortex. \n'b' Siege Monster . The hafgufa deals double damage to objects and structures (included in Whirlpool). \n'b' Actions \n'b' Multiattack . The hafgufa makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 28 (4d8 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 26). Until this grapple ends, the target is restrained , and the hafgufa can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 26 (3d10 + 10) bludgeoning damage. \n'b' Luring Scent . The hafgufa unleashes an alluring, sweet scent. Every beast, humanoid, and giant within 300 feet of the hafgufa that can smell the scent must succeed on a DC 15 Wisdom saving throw or be charmed until the scent ends. The hafgufa must take a bonus action on its subsequent turns to continue releasing its scent. It can stop releasing its scent at any time. The scent ends if the hafgufa is incapacitated. While charmed by the hafgufa, a target is incapacitated and ignores the scent of other hafgufa. If the charmed target is more than 5 feet away from the hafgufa, the target must move on its turn toward the hafgufa by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the hafgufa, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this hafgufa\xe2\x80\x99s scent for the next 24 hours. \n'b' Swallow . The hafgufa makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the hafgufa, and it takes 56 (16d6) acid damage at the start of each of the hafgufa\xe2\x80\x99s turns. If the hafgufa takes 60 damage or more on a single turn from a creature inside it, the hafgufa must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hafgufa. If the hafgufa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b' About \n'b' This rocky island has hills valleys with trees and greenery dotting the sand dunes. Large stony outcroppings spike upward at regular intervals. \n'b' The hafgufa is a giant sea monster with huge spines on the ridge of its back. It is a hybrid of an enormous turtle and a whale, with a hardened shell. The hafgufa stays dormant for days at a time, allowing sea birds and crustaceans to land on it. It attracts other wildlife through its sweet scent, all giving the illusion that it is a habitable island. When enough creatures land on the hafgufa, it dives and then turns around to chomp on everything created from its whirlpool. The hafgufa is particularly sensitive to fire and anyone starting a campfire on its back will trigger its whirlpool attack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carnivorous Plant, Giant Sundew \n'b' Huge plant , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 210 (20d12 + 80) Speed 20 ft.\n'b' STATS STR: 26 (+8) DEX: 14 (+2) CON: 19 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8 Skills Perception +5 Damage Resistances slashing Damage Immunities acid Condition Immunities blinded , deafened , exhaustion Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acidic . A creature that touches the sundew or starts its turn grappled by the sundew takes 4 (1d8) acid damage. This acid burns through most organic material but does not affect metal or stone. If the sundew takes cold damage, its acid is neutralized until the end of its next turn after taking the cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sundew makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 24 (3d10 + 8) piercing damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 17). The sundew can grapple up to 4 Medium sized creatures and continue making slam attacks. \n'b'\n'b' REACTIONS \n'b'\n'b' Stupefication Pollen (1/Day): When the sundew has lost at least half of its hit points , it releases a pollen cloud that fills the area in a 20-foot radius around the giant sundew. Creatures other than the sundew in the area must succeed a DC 16 Constitution save or be poisoned for 1 minute. While a creature is poisoned in this way, it is stunned . Afflicted creatures can make a new saving throw at the end of each of their turns, ending the poisoned effect on a success. \n'b'\n'b' ABOUT \n'b' 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'Amalthean Goat \n'b' Large beast , unaligned\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 20 (+5) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 105 (10d10 + 50) Speed 40 ft. Saving Throws Strength +7, Constitution +8 Skills Athletics +7, Insight +3 (doe only), Perception +3 Senses passive Perception 13 Damage Immunities poison, psychic Condition Immunities poisoned Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amalthean Milk . The milk of an Amalthean doe has wondrous side effects. A single fresh draught will heal 2d4 + 2 hit points , neutralize any non-magical poisons, and cure any non-magical diseases. A tamed doe can be milked for 3 draughts each day, which remain fresh for 1 day, but if she is nursing any kids then she needs one draught for each kid, and leaving her with insufficient milk for her young will cause her to be hostile the following day, as well as risking the health of the kid. \n'b' Powerful Charge . When an Amalthean goat moves at least 10 ft. and then successfully uses its head butt, the target takes an additional 9 (2d8) bludgeoning damage and must succeed at a DC 14 strength saving throw or be pushed 10 ft. in a straight line. \n'b' Regeneration . The Amalthean goat regains 10 hit points at the start of its turn, unless prevented from doing so by magical means. If it begins its turn with 0 hit points , it must succeed on a DC 15 Constitution saving throw before regaining 10 hit points . \n'b' Actions \n'b' Head Butt . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Tactics \n'b' Although of low intelligence, Amalthean goats are canny in their use of the cliffs and other precipices of their preferred habitat. In combat they will use their powerful charge to push enemies off ledges or into ravines, buying themselves time to escape, and will willingly provoke opportunity attacks in order to do so. The Amalthean doe fights only to defend herself and her kids from aggression, but the buck is quite belligerent and will generally charge anyone within range. However he is protective, not malicious, and if intruders retreat he is usually content to let them go. \n'b' About \n'b' Amalthean goats appear to be especially large mountain goats or bighorn sheep, with heavy horns curving back from their skulls. Their coat, which shimmers with health and vitality, hints at their magical nature, as does their extraordinary lifespan, for they can live for 80 or more years. \n'b' Magical Milk . These unusual creatures are sought after for a single reason: the milk of an Amalthean goat has incredible healing power, renowned for its ability to cure diseases, negate poisons, and heal wounds. Many people covet this milk, particularly those without access to the divine power of clerics \xe2\x80\x93 but the difficulty lies in obtaining the milk. An Amalthean buck guards every doe, and both, having been raised on a diet of Amalthean milk, are stronger and more resilient than mundane animals. \n'b' Monogamous . Amalthean goats typically live with just their mate, and any young they might have. Their remarkable resilience means they don\xe2\x80\x99t need a herd to protect them from predators. \n'b' Domesticable . Although Amalthean bucks are too aggressive to domesticate, the nans are (very) occasionally tamed by a village or tribe. For fear of theft, these prized animals are usually well-kept secrets. However, solitary goats seem to have greatly reduced lifespans, and of course cannot reproduce, so eventually the village will need to acquire a new kid. They might even hire outsiders to undertake this difficult and dangerous task, although only with great trust or under some pretext, such as fabricated \xe2\x80\x98sacred rites\xe2\x80\x99, in order to protect their secret.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Dreamthief \n'b' Medium fiend , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (17d8 + 85) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 21 (+5) INT: 16 (+3) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +7, Wis +7, Cha +7 Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , magic missile \n'b' 2/day each : plane shift (self only), ray of enfeeblement , sleep \n'b'\n'b' Dream Theft . While in the same space as a dreaming creature, or when touching the boundary of a dreamscape from the ethereal plan, the hag can force the dreaming creature into a lucid body and enter its dreamscape. If the hag deals enough damage to kill the lucid body, instead of the dreamer waking up harmlessly, the hag can trap the creature\xe2\x80\x99s dreaming mind in her dreamstone, causing its body to remain in a mindless coma indefinitely (even magic like a wish can at best transport the caster to the location of the trapped mind). \n'b' Dreamstone . Every dreamthief hag carries a dreamstone-a gemstone crafted from the petrified tears of a dream dragon and worth at least 2,200 gp. The stone is psychically attuned by the hag\xe2\x80\x99s spirit and proximity. If the hag dies or is no longer in possession of her stone, it remains attuned for only 24 hours. The dreamstone can hold up to 20 dreaming minds stolen by the hag. The hag can release a stored mind, sifting out its essence, to regain a use of one of her innate spells as a bonus action. The mind then returns to its body, but the hag\xe2\x80\x99s tampering usually inflicts deep mental scars, resulting in new phobias, nervous ticks, or sleep disorders. The hag can use her dream theft ability and etherealness only if she has her dreamstone. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag makes three claw attacks. She can use Etherealness or Cast a Spell in place of any melee attack . \n'b' Mind Blocking Claws (Hag Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. A creature that takes damage from this attack cannot make any intelligence related activity \xe2\x80\x93 including casting Intelligence based spells (all non- cleric or druid spells), making an intelligence saving throw or skill check \xe2\x80\x93 until the end of the targets next round. \n'b' Change Shape . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Etherealness . The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a dreamstone in her possession. \n'b' Nightmare Haunting (1/Day) . While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag\xe2\x80\x99s soul bag. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the greater restoration spell or similar magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Annis Hag \n'b' Family: Hags \n'b' Large fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d10+48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +7, Stealth +4 Damage Resistances piercing or slashing from nonmagical attacks Senses darkvision 60 ft., fog sense, passive Perception 17 Languages Common, Giant, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fog Sense . The annis hag can see through fog without any impairment. \n'b' Grappling Gorge . The annis hag can make a bite attack against a foe she is grappling as a bonus action. \n'b' Innate Spellcasting : The annis hag can cast spells using Wisdom (save DC 15 for spells and +7 to hit with spells). She can cast the following spells:\n'b'\n'b'\n'b' At will : fog cloud , resistance , sacred flame , thaumaturgy \n'b' 4/day : bless , cure wounds , healing word , shield of faith \n'b' 3/day : blindness/deafness , hold person , spiritual weapon \n'b' 1/day : speak with dead , clairvoyance , protection from energy \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The annis hag can make two claw attacks as an action. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one grappled target. Hit : 10 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the creature is Medium or smaller, than they are grappled (DC 15 to escape) and restrained until the grapple ends. The annis hag has two claws and can grapple a single Medium or smaller creature with each claw. \n'b' Change Shape . The annis hag can transform into a Medium female humanoid and back again. However, when in such a form she loses her bite and claw attacks. Any clothing she carries on her resizes, but otherwise does not change in appearance. \n'b'\n'b' ABOUT \n'b' Dwelling in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although possessed of cunning minds, they often cannot resist indulging in their taste for living flesh and the music of pleading screams of victims they approach in the guise of friendly travelers or folk in need. The typical annis hag stands just over 8 feet tall and weighs upward of 300 pounds. \n'b' Trophy Hunters . Annis hags find the flesh of children, young animals, and the pure of heart particularly pleasing, both for the tenderness of such meals and for the sorrow such murders spread. After gorging themselves, these hags delight in stripping the skin from their victims, often garbing themselves in the grisly trophies. They may keep collect heads and faces to return to the victims\xe2\x80\x99 families as horrific anonymous gifts, sometimes implicating friends or family in the murder. They may keep collect heads and faces to return to the victims\xe2\x80\x99 families as horrific anonymous gifts, sometimes implicating friends or family in the murder. \n'b' Coven Leaders . Annis hags dislike forming covens with other hags, always dominating their smaller cousins when they do.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape, Colossal \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 297 (18d20+108) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 22 (+6) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +15, Constitution +11, Wisdom +6, Charisma +3 Skills Acrobatics +7, Perception +6, Survival +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Kaiju Killer . Against creatures of Huge or larger size , the ape gains advantage on Wisdom ( Survival ) checks. Creatures with the kaiju or titan tag can never gain advantage against the ape while it is not incapacitated, and the ape gains advantage on all saving throws against such creatures. \n'b' Maim . If the ape hits with two fist attacks agaisnt the same target on its turn, the target must make a DC 23 Constitution saving throw. On a failed save, the target gains one level of exhaustion . \n'b' Actions \n'b' Multiattack . The ape makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 32 (4d10 + 10) bludgeoning damage, and a target of Large or smaller size is grappled (escape DC 25). The ape has two fists, each of which can grapple one target. \n'b' Rock . Ranged Weapon Attack : +15 to hit, range 100/200 ft., one target. Hit : 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone . \n'b' Fling . One Large or smaller object held or creature grappled by the ape 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 23 Dexterity saving throw or take the same damage and be knocked prone . \n'b' Hurl . The ape throws a rock at a 15-foot square within 100 feet that it can see. Any creatures in the target squares must make a DC 23 Dexterity saving throw. A creature takes 21 (6d6) bludgeoning damage, and if Huge are smaller are also knocked prone . A successful save halves damage and avoids being knocked prone . If the attack misses, the rock lands 1d6 squares away in a random direction. Wherever the rock lands, the area of effect becomes difficult terrain . \n'b' About \n'b' Sharp teeth fill this enormous ape\xe2\x80\x99s mouth, and its long, muscular arms stretch to the ground, ending in wickedly curved claws. These immense apes are vastly more dangerous than their smaller kin. They are highly territorial, attacking anything that intrudes on its territory. It does not break off its attack until the trespassers flee, though it retains a special enmity for kaiju and other colossal creatures. Such oversized enemies constitute a threat and a challenge to the ape\xe2\x80\x99s dominance and must be driven out. Colossal apes sometimes bellow, roar, and rage before attacking if trying to drive enemies away, but if they sense real danger they leap to attack without warning or provocation. If a colossal ape is stymied by a heavily armored foe, it attempts to grapple its foe.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Hag \n'b' Family: Hags \n'b' Medium fey (hag) , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 58 (9d8+18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Insight +4, Intimidation +3, Perception +6, Stealth +3 Damage Immunities fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant, Sylvan Challenge 3 (700 XP) \n'b'\n'b' Ash Affinity . In a burned environment, such as a building that has been torched, the ash hag has advantage on Dexterity ( Stealth ) checks. \n'b' Innate Spellcasting . The hag\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +3 to hit with spell attacks). The hag can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : burning hands , detect magic , tongues \n'b' 3/day each : bestow curse , inflict wounds (4d10, as a 2nd-level spell), scorching ray , suggestion \n'b' 1/day each : ash cloud (like fog cloud with a radius of 30 feet), blight , phantasmal killer \n'b'\n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws (Hag Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Change Shape . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Choke on Cinders . The hag fills the lungs of a single target within 30 feet it can see with thick, ashy cinders. The creature must make a DC 12 Constitution saving throw. On a failed save, the creature is incapacitated . At the end of its next turn, the creature must make another saving throw; on a failed save, it becomes unconscious for 10 minutes. On any successful save, the effect ends for that creature. \n'b' Invisible Passage . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible , she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. \n'b'\n'b' ABOUT \n'b' Despicable, flesh-hungry creatures, ash hags favor areas that fire has cleansed, such as husks of burned buildings or smoldering fields. They particularly prefer charred urban spaces, for such areas allow them to live among the ashes they love while they lure local residents to their doom. Ash hags often disguise themselves as beautiful, vulnerable maidens who just survived a devastating fire, or as charitable old women who show up at such disaster sites offering assistance. Once they have lured victims back to their lairs, ash hags sometimes toy with their captives for weeks, feeding them ashes until they eventually perish. An ash hag typically stands between 5 and 6 feet tall and weighs 140 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Brine Hag \n'b' Family: Hags \n'b' Medium fey , lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 150 (20d8 +60) \n'b' Speed 15 ft., swim 40 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Insight +7, Perception +7, Intimidation +8, Persuasion +8 \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 120 ft., passive Perception 17 \n'b' Languages Aquan, Common, Sylvan \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The brine hag can breathe air and water. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b' Polluted Aura . The brine hag pollutes the water around her when she is submerged. Each creature in the same water as the hag and that start its turn within 20 feet of the hag must succeed on a DC 16 Constitution saving throw or become poisoned while within the aura and for 1 minute after it leaves. A poisoned creature that starts its turn outside of the aura can repeat the saving throw, ending the effect on itself on a success. \n'b' Skilled Submariner . The hag has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find creatures and objects underwater. In addition, she has advantage on Dexterity ( Stealth ) checks made to hide while underwater. \n'b' Speak with Aquatic Creatures . The brine hag can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brine hag makes two Claw attacks and one Tail Slap attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or become incapacitated until the end of its next turn. If it fails the saving throw by 5 or more, it is paralyzed instead. \n'b' Tail Slap . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 16 (2d12 +3) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or pushed up to 10 feet away from the hag . \n'b' Shriek (Recharge 5\xe2\x80\x936) . The brine hag unleashes a painful screeching in a 30-foot cone. Each creature in the area must make a DC 16 Constitution saving throw. On a failure, a creature takes 33 (6d10) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned . \n'b' Denizens of the Deep (1/Day) . The brine hag magically calls four reef sharks, two swarms of quippers, or one Beast of CR 2 or lower that has a swimming speed. The called creatures arrive in 1d4 rounds, acting as allies of the hag and obeying her spoken commands. The Beasts remain for 1 hour, until the hag dies, or until the hag dismisses them as a bonus action. \n'b' Spellcasting . The brine hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \n'b'\n'b' At will : minor illusion \n'b' 3/day each : charm person , major image \n'b' 1/day : control water \n'b'\n'b' ABOUT \n'b' Clawed, spined, and eel-tailed, this scaly, fishlike crone is slick with slime and seaweed and dotted with crusts of barnacles. The brine hag inhabits coastal regions, lairing in hidden grottoes, shipwrecks, and tidal caves. Sometimes posing as fishers or oyster diggers under hoods or cloaks, they prey on beachcombers, castaways, and fishermen. \n'b' Corrupted Beauty . Brine hags were once aquatic fey who were lured into evil doings by evil, primordial entities of the deeps. Whether coerced or tempted, these marine monstrosities have been transformed by their unrepented acts. \n'b' Cruel Manipulators . Like the creatures that created them, brine hags regularly manipulate weaker-willed beings, drawing them into wicked intrigues. They delight in corrupting others, reveling as much in those that embrace evil as in the despair of those who regret any actions committed due to the hag\xe2\x80\x99s influences.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cuca \n'b' Family: Hags \n'b' Large fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 87 (13d8 + 29) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +9 Senses darkvision 60 ft., passive Perception 15 Languages Common, Deep Speech Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . The cuca has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the cuca to sleep. \n'b' Innate Spellcasting . The cuca\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The cuca can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : poison spray (2d12) \n'b' 1/day each : conjure animals (1 cuca-raised crocodile only), hellish rebuke (2d10 fire) \n'b'\n'b' Shillelagh . While the cuca is wielding a club or quarterstaff, that weapon counts as having the shillelagh spell cast on it. \n'b' Sunlight Sensitivity . While in sunlight, the cuca has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Marsh Walker . The cuca ignores movement restrictions caused by mud, overgrowth, and other swampy conditions. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained , and the cuca can\xe2\x80\x99t bite another target. \n'b' Shillelagh . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. \n'b' Swallow . The cuca 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 cuca, and it takes 10 (3d6) acid damage at the start of each of the cuca\xe2\x80\x99s turns. The cuca can have only one target swallowed at a time. If the cuca dies, a swallowed creature is no longer Restrained by it and can Escape from the corpse using 5 feet of Movement, exiting prone . \n'b'\n'b' ABOUT \n'b' The cuca are crocodile-raising hags that eat children who are tired but refuse to go to sleep. They stalk homes late at night looking for kids that are still awake.\xc2\xa0Crocodiles raised by cuca are notoriously difficult to handle, and the diet they are reared on make the beasts natural enemies of the lizardfolk . They are cursed child eaters, hunted by the tribes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cuca-Raised Crocodile \n'b' Family: Hags \n'b' Large beast (fey when conjured), evil \n'b' Armor Class 12 (natural armor) Hit Points 52 (7d10 + 14) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 (+6 in water) Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Ancestry . When conjured, a cuca-raised crocodile has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the cuca-raised crocodile to sleep. \n'b' Hold Breath . The crocodile can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. The target is grappled (escape DC 13) Until this grapple ends, the target is restrained , and the crocodile can\xe2\x80\x99t bite another target. \n'b' Death Roll . The crocodile makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target must succeed on a DC 13 Strength or Dexterity saving throw (target\xe2\x80\x99s choice) or be forced prone , and the grapple persists. \n'b'\n'b' ABOUT \n'b' The cuca are crocodile-raising hags that eat children who are tired but refuse to go to sleep. They stalk homes late at night looking for kids that are still awake.\xc2\xa0Crocodiles raised by cuca are notoriously difficult to handle, and the diet they are reared on make the beasts natural enemies of the lizardfolk . They are cursed child eaters, hunted by the tribes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dreamthief Hag \n'b' Family: Hags \n'b' Medium fiend (hag), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 161 (17d8 + 85) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 21 (+5) INT: 16 (+3) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +10, Dex +7, Wis +7, Cha +7 Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hag \xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , magic missile \n'b' 2/day each : plane shift (self only), ray of enfeeblement , sleep \n'b'\n'b' Dream Theft . While in the same space as a dreaming creature, or when touching the boundary of a dreamscape from the ethereal plan, the hag can force the dreaming creature into a lucid body and enter its dreamscape. If the hag deals enough damage to kill the lucid body, instead of the dreamer waking up harmlessly, the hag can trap the creature\xe2\x80\x99s dreaming mind in her dreamstone, causing its body to remain in a mindless coma indefinitely (even magic like a wish can at best transport the caster to the location of the trapped mind). \n'b' Dreamstone . Every dreamthief hag carries a dreamstone\xe2\x80\x94a gemstone crafted from the petrified tears of a dream dragon and worth at least 2,200 gp. The stone is psychically attuned by the hag\xe2\x80\x99s spirit and proximity. If the hag dies or is no longer in possession of her stone, it remains attuned for only 24 hours. The dreamstone can hold up to 20 dreaming minds stolen by the hag . The hag can release a stored mind, sifting out its essence, to regain a use of one of her innate spells as a bonus action. The mind then returns to its body, but the hag\xe2\x80\x99s tampering usually inflicts deep mental scars, resulting in new phobias, nervous ticks, or sleep disorders. The hag can use her dream theft ability and etherealness only if she has her dreamstone. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag makes three claw attacks. She can use Etherealness or Cast a Spell in place of any melee attack . \n'b' Mind Blocking Claws ( Hag Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. A creature that takes damage from this attack cannot make any intelligence related activity \xe2\x80\x93 including casting Intelligence based spells (all non- cleric or druid spells), making an intelligence saving throw or skill check \xe2\x80\x93 until the end of the targets next round. \n'b' Change Shape . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Etherealness . The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a dreamstone in her possession. \n'b' Nightmare Haunting (1/Day) . While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag \xe2\x80\x98s soul bag. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the greater restoration spell or similar magic. \n'b'\n'b' ABOUT \n'b' These more powerful cousins of night hags often wander the Dimension of Dreams, stealing dreaming minds, trapping them within dreamstones, and selling them to the highest bidder. While few denizens of any plane trust dreamthief hags, some welcome them as merchants. Many powerful evil beings find captured minds to be useful components in dark rituals or profane research. Even those who hold dreamthief hags in contempt are careful not to offend them, for their bite contains a venom capable of temporarily paralyzing a victim\xe2\x80\x99s mind, and the hags have few scruples about capturing even longtime commercial partners\xe2\x80\x99 minds if the hags feel they have been disrespectful. While it\xe2\x80\x99s difficult to determine exactly what harm befalls the minds in dreamthief hags\xe2\x80\x99 care, those who have been released by them are never quite the same, and rarely have a nightmare -free night of sleep again.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Feld Hag \n'b' Family: Hags \n'b' Medium fey (shapechanger) , chaotic evil \n'b' Armor Class 14 Hit Points 67 (9d8 + 27) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +6, Perception +4, Stealth +6 Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 14 Languages Common, Deep Speech, Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Feld Hag Tar . A creature damaged by the feld hag\xe2\x80\x99s claw or Igneous Sudor must succeed on a DC 13 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of its next turn. On a success, the creature is immune to feld hag tar for 24 hours. \n'b' Innate Spellcasting . The hag\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , grease , minor illusion \n'b' 1/day each : command , conjure animals (wolf only), sleep \n'b'\n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag can use Change Shape and then makes two attacks. \n'b' Claws (Animal or Hag Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target is subjected to the hag\xe2\x80\x99s Feld Hag Tar trait. \n'b' Birch Whip (Humanoid or Hag Form Only) . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 3 (1d6) lightning damage. \n'b' Igneous Sudor . Ranged Spell Attack : +6 to hit, range 30 ft., one target. Hit : 10 (3d6) fire damage, and the target is subjected to the hag\xe2\x80\x99s Feld Hag Tar trait. \n'b' Change Shape . The hag magically polymorphs into a Small or Medium mastiff, wolf, or female humanoid, or back into her true form. She can\xe2\x80\x99t cast spells while in animal form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed, except for her birch whip. She reverts to her true form if she dies. \n'b'\n'b' ABOUT \n'b' Feld hags, also known as harvest or lunar hags, kill and eat farmers, blight crops before the harvest, and kidnap mortal children to taint and raise as their own. \n'b' The hag\xe2\x80\x99s unnatural essence twists such children into slavering monstrosities which serve the hag as guard beasts, hunters, and servants. \n'b' A feld hag stands a head taller than most of her hag kin, towering over just about anyone unfortunate enough to see her in her true form. When the moon is full, a feld hag looms ominously in the pale moonlight, with pitted sallow skin and a vague, twisted grin. As the moon waxes and wanes, a feld hag\xe2\x80\x99s skin shifts as well, always matching the lunar body\xe2\x80\x99s color-from porcelain white during a full moon to ebon black at the beginning of a new lunar cycle. When the moon glows orange or red in the autumn, the feld hag\xe2\x80\x99s flesh likewise glows with bloody intensity. No matter the moon\xe2\x80\x99s phase, a feld hag can be easily identified by her burning fingers, which grip an electrifying whip that obeys only that hag, and the foul-smelling igneous secretions that slowly drip from her every pore. \n'b' To covertly destroy crops and spread famine, feld hags transform into various nondescript animals like snakes, turtles, and frogs. However, even when a crop is destroyed, the feld hag\xe2\x80\x99s work is not yet done. A feld hag is rarely sated until she has feasted upon the raw flesh of a farmer\xe2\x80\x99s child or taken a brood to be pounded in her iron butter churn and fed to her dogs. \n'b' Although feld hags thoroughly enjoy tossing their hag tar, they take particular delight in administrating pain with their horrific birch whip. In the hands of a feld hag, a simple birch stick transforms into a magical whip of incredible cruelty and suffering. Although others have tried to take this whip from a fallen feld hag, once dropped, the whip instantly transforms back into a simple branch. Although the whip often bears a sickle at one end, feld hags use this as a tool in the field, not as a weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Floe Hag \n'b' Family: Hags \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 135 (18d8 + 54) \n'b' Speed 30 ft., climb 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Stealth +5 \n'b' Damage Immunities cold \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Aquan, Common, Giant \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The floe hag can breathe air and water. \n'b' Ice Walk . The floe hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain covered in ice or snow doesn\xe2\x80\x99t cost her extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The floe hag makes two Claw attacks or three Ice Bolt attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 10 (3d6) cold damage, and the target is grappled (escape DC 15) if the hag doesn\xe2\x80\x99t have another creature grappled . \n'b' Ice Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 12 (3d6 + 2) cold damage. \n'b' Stash . The floe hag stashes a Medium or smaller creature grappled by her or that is incapacitated within 5 feet of her inside an extradimensional pocket in her parka, ending the grappled or incapacitated condition. The extradimensional pocket can hold only one creature at a time. While inside the pocket, the creature is blinded and restrained , and it has total cover against attacks and other effects outside the pocket. The trapped creature can take its action to escape the pocket by succeeding on a DC 15 Strength check and using 5 feet of movement, falling prone in an unoccupied space within 5 feet of the hag . If the floe hag dies, a trapped creature is freed, appearing in an unoccupied space within 5 feet of the hag\xe2\x80\x99s body. \n'b' Distracting Knock (Recharge 5\xe2\x80\x936) . The floe hag raps her knuckles on the ice, creating a magical, echoing knock . Each creature within 30 feet of the hag must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . While incapacitated , a creature moves toward the hag by the safest available route on each of its turns, unless there is nowhere to move. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Spellcasting . The floe hag 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' At will : minor illusion , prestidigitation \n'b' 3/day each : fog cloud , sleep \n'b' 1/day : sleet storm \n'b'\n'b' ABOUT \n'b' A woman with long, lank hair, green-scaled skin, and elongated fingers hums eerily as it emerges from a hole in the ice. The floe hag is found in freezing cold seas. People living in the fishing villages of the far north know to limit their time on the ice to avoid a floe hag grabbing them. \n'b' Tell-Tale Signs . The floe hag clings to the underside of ice floes and knocks on the ice to attract the attention of hunters and fishermen. When a victim gets too close, the hag seizes it and stashes it inside an extradimensional pocket stitched into the back of her sealskin parka. Once she has a captive, she brings it to her lair beneath the ice. \n'b' Eternal Captive . Captives brought to the floe hag \xe2\x80\x98s lair are never seen again. Some say the hag is lonely and wants company, freezing the captives into statues for companionship and decoration. Others say she stays young by slowly absorbing her captives\xe2\x80\x99 life energy. On rare occasions, a captive that survives an extended stay in the hag \xe2\x80\x98s lair transforms into a new floe hag and leaves the lair to claim its own victims and lair.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Lantern \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 6 (?1) DEX: 10 (+0) CON: 10 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 30 ft., passive Perception 10 Languages understands one language (usually Common) but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The clockwork lantern is immune to any spell or effect that would alter its form. \n'b' Lantern\xe2\x80\x99s Light . While lit, the clockwork lantern sheds bright light in a 5- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. A creature holding or carrying the lantern\xe2\x80\x99s control rod can alter the radius as a bonus action. \n'b' Magic Resistance . The clockwork lantern has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Lantern\xe2\x80\x99s Flame . Ranged Spell Attack : +2 to hit, range 30 ft., one target. Hit : 3 (1d6) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Green Hag, Pandemonium-Corrupted \n'b' Family: Hags \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 82 (11d8 + 33) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Deception +4, Perception +4, Stealth +3 \n'b' Condition Immunities charmed, frightened \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Draconic, Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The hag can breathe air and water. \n'b' Innate Spellcasting . The hag\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, with no material components. \n'b'\n'b' At will : dancing lights, fiendish investiture (page 35), mage hand, minor illusion, vicious mockery \n'b' 3/day each : deadly bark (2nd level), telekinesis \n'b'\n'b' Mimicry . The hag can mimic animal sounds and humanoid voices. A creature that hears the sound can tell they are imitations with a successful DC 14 Wisdom (Insight) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Illusory Appearance . The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. \n'b' Invisible Passage . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. \n'b' Innate Spellcasting (Psionics) . The corrupted creature\xe2\x80\x99s spellcasting ability is its highest among Intelligence, Wisdom, and Charisma. To quickly determine a new spell attack bonus for a creature, you can use the bonus to hit for one of its attacks. The corrupted creature can innately cast the following spells, requiring no components: \n'b'\n'b' At will : fiendish investiture (page 35), mage hand \n'b' 3/day each : deadly bark (page 34; level equals 1 + half challenge rating), telekinesis. If the corrupted creature has a challenge rating of 2 or lower, it can only target objects that aren\xe2\x80\x99t being worn or carried with telekinesis. \n'b'\n'b' ABOUT \n'b' Already apt to use magic to solve their problems, green hags are only a short step away from corruption by the Pandemonium legion. These hags subvert swamp and frontier settlements on behalf of their fiendish masters, reveling in the chaos and tragedy they bring. Corrupted green hags love sneaking around and causing fatal accidents with mage hand or telekinesis, while they remain safely out of physical danger. \n'b' Pandemonium Corruption \n'b' Pandemonium is the legion of warped magic, the imposition of will over matter, and the wickedness born of decadent impulses. Its corruptions most often are intentionally inflicted upon creatures, come about through debauched excesses, or linger behind after fiendish possession as a horrid psychic residue. Latent psychic power blossoms in the corrupted, and many na\xc3\xafve creatures experiencing this corruption believe they can keep the resulting dark impulses in check. Ultimately, though, Pandemonium-corrupted creatures seek out others of their kind or other fiends of the Pandemonium legion, which echo each other\xe2\x80\x99s power and expand their abilities to new, wicked heights. Pandemonium-corrupted creatures usually have a violet glow to their eyes that grows brighter when they cast spells. \n'b' Already apt to use magic to solve their problems, green hags are only a short step away from corruption by the Pandemonium legion. These hags subvert swamp and frontier settlements on behalf of their fiendish masters, reveling in the chaos and tragedy they bring. Corrupted green hags love sneaking around and causing fatal accidents with mage hand or telekinesis, while they remain safely out of physical danger. \n'b' Pandemonium corruption grants the Resilient Mind trait, including a degree of psionic ability. \n'b' Resilient Mind . The creature gains immunity to the charmed and frightened conditions. Its Wisdom score increases to 14 + half its challenge rating (rounded down) unless it was already at least that high. If it already has Innate Spellcasting, it can also innately cast fiendish investiture (page 35) and mage hand at will, and deadly bark (page 34; level equals 1 + half challenge rating) and telekinesis each 3 times per day. If the corrupted creature has a challenge rating of 2 or lower, it can only use its telekinesis to target objects that aren\xe2\x80\x99t being worn or carried. If the creature does not already have the Innate Spellcasting racial trait, it gains the Innate Spellcasting trait below.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Annis \n'b' Family: Hags \n'b' Large fey , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +9, Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Common, Deep Speech Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The annis hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion , prestidigitation , vicious mockery \n'b' 2/day each : invisibility , sleep \n'b' 1/day : major image \n'b'\n'b' Warty Skin . The annis hag\xe2\x80\x99s warty skin is always present, though it changes with her form. Her warty skin might manifest as coarse, bumpy fur if she is an animal, as a hard and lumpy interior if she is a stuffed toy, or as a network of scratches or tarnish if she is an object like a candelabra. Whatever the form the hag takes, a creature that touches her immediately notices the bumpy or scratchy quality and knows the object or animal is not as it appears. Otherwise, a creature must take an action to visually inspect the hag\xe2\x80\x99s form and succeed on a DC 20 Intelligence ( Investigation ) check to discern that the hag is disguised. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (hag form only) . The annis hag makes two Claw attacks. She can use her Life Drain in place of one Claw attack. \n'b' Claws (hag form only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15). The hag has two claws, each of which can grapple only one target. \n'b' Life Drain . Melee Spell Attack : +6 to hit, reach 5 ft., one creature grappled by the hag. Hit : 13 (3d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b' Change Shape . The annis hag magically polymorphs into a Tiny or Small beast or object, usually a young animal or a child\xe2\x80\x99s toy, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Annis \n'b' Family: Hags \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 85 (10d8+30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 18 (+4) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , restrained Damage Resistances cold, fire; bludgeoning, piercing, and slashing from weapons that aren\xe2\x80\x99t made from cold iron. Senses darkvision 120 ft.; passive Perception 15 Skills Arcana +7, Athletics +7, Deception +4, Insight +5, Perception +5 Languages Abyssal, Common, Giant, Goblin, Infernal, Orc, Sylvan Challenge 6 (2,300 XP). \n'b' SPECIAL TRAITS \n'b'\n'b' Resist illusions . The annis hag has advantage on saves against all spells of the illusion school. \n'b' Spell-like abilities . The annis hag may use alter self and fog cloud as spell-like abilities. She may use each of these abilities twice, after which she must engage in a long rest before they may be used again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The annis attacks with her claws and a bite, plus a possible rend attack (see below). \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d4+4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6+4) piercing damage. \n'b' Rending Grapple . If the annis strikes with her claws, she holds her victim fast. The victim is both grappled and restrained and suffers automatic claw and bite damage each round as a result. The escape DC for this grapple is 15; victims may try to escape each round. While an annis is grappling, she may not attack any other creatures, but may defend and gains half cover from her victim. Further, if the AC bonus from her victim is what prevents her from being hit, her victim is instead struck for full damage. \n'b'\n'b' ABOUT \n'b' The annis hag always appears as an overgrown female humanoid with putrid eyes and long, black claws at the tips of her fingers. She has an exaggerated form that is extremely thin while at the same time being wiry and athletic and has taut, drawn, cobalt-blue skin which is as hard as stone. \n'b' Social Hags . These foul creatures are often found in the company of ogres, trolls, and evil giants, very often commanding and controlling them. The annis subsists on a diet of human flesh but will devour any flesh, so long as there are muscle and sinew. In general, annis hags are solitary and rarely gather in groups, but when they do they can be a serious threat, as can all hags forming a coven. \n'b' Powerful but Clever . In combat, the annis hag uses her strength and claws to maximum advantage, holding her foes in an iron grip and rending them apart. They are wickedly intelligent and almost always send their minions into battle first, to weaken their foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape, Dire \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 90 (12d10 + 24) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Scent . The dire ape has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dire ape makes two Fist attacks. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. \n'b' Throw Tree . Ranged Weapon Attack : +6 to hit, range 30/60 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Dire apes are much larger than apes commonly found in jungles and savannas. Shy but territorial, these mighty beasts are often found in the deepest part of the wilderness. Due to their size, a troop of dire apes needs a large range in which to forage, and the presence of even regular hunters urges them to move on. A troop consists of an adult male and three to four adult females with two to six young (treat as apes). When encountered, the young flee for the trees or other hiding places while the adults attempt to frighten away intruders by making great displays of their might. Small trees are torn up by the roots and flung about, threatening displays of fangs and chest thumping are carried out, and in one reported case, a passing duiker was torn in half and flung at the interlopers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Annis \n'b' Family: Hags \n'b' Large fey, neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d10+48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +7, Stealth +4 Damage Resistances piercing or slashing from nonmagical attacks Senses darkvision 60 ft., fog sense, passive Perception 17 Languages Common, Giant, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fog Sense . The annis hag can see through fog without any impairment. \n'b' Grappling Gorge . The annis hag can make a bite attack against a foe she is grappling as a bonus action. \n'b' Innate Spellcasting . The annis hag can cast spells using Wisdom (save DC 15 for spells and +7 to hit with spells). She can cast the following spells:\n'b'\n'b'\n'b' At will : fog cloud , resistance , sacred flame , thaumaturgy \n'b' 4/day : bless , cure wounds , healing word , shield of faith \n'b' 3/day : blindness/deafness , hold person , spiritual weapon \n'b' 1/day : speak with dead , clairvoyance , protection from energy \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The annis hag can make two claw attacks as an action. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one grappled target. Hit : 10 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the creature is Medium or smaller, than they are grappled (DC 15 to escape) and restrained until the grapple ends. The annis hag has two claws and can grapple a single Medium or smaller creature with each claw. \n'b' Change Shape . The annis hag can transform into a Medium female humanoid and back again. However, when in such a form she loses her bite and claw attacks. Any clothing she carries on her resizes, but otherwise does not change in appearance. \n'b'\n'b' ABOUT \n'b' Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty blades, annis hags forgo much of the cunning and deceptiveness of their kind to revel in the more visceral evils of torture and slaughter. The typical annis hag stands just over 8 feet tall and weighs upward of 300 pounds. \n'b' Dwelling in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although possessed of cunning minds, annis prove more decadent than most other hags, frequently indulging in their taste for living flesh and the music of pleading screams. Unlike green hags, they use their ability to assume humanoid form not to infiltrate societies but to lure victims into a false sense of security before attacking\xe2\x80\x94often posing as travelers in need of aid or pilgrims seeking to share a camp. \n'b' Trophy Hunters . Annis hags find the flesh of children, young animals, and the pure of heart particularly pleasing, both for the tenderness of such meals and for the sorrow such murders spread. After gorging themselves, these hags delight in stripping the skin from their victims, often garbing themselves in the grisly trophies. They are also known to retain and even preserve identifiable portions of their victims (such as heads) for later use in spreading misery. An annis who eats the children of a local farmer might keep the heads (or at least the faces) handy to return to the victims\xe2\x80\x99 parents, for example\xe2\x80\x94often in the guise of an anonymous gift. The most insidious of annis hags present these gifts in ways that implicate friends or family in the victim\xe2\x80\x99s death. \n'b' Coven Leaders . Like most hags, annis sometimes join covens of their repulsive sisters, though many prove resistant to such cooperation. They are particularly unlikely to join covens that already include other annis, though groups of related annis\xe2\x80\x94typically horrible triplets\xe2\x80\x94are not unknown. A typical annis coven consists of one annis leader along with two green hags or sometimes even a witch or two. Annis covens often seek to recruit additional creatures as guardians and are particularly fond of trolls and ogres for such roles.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Ash \n'b' Family: Hags \n'b' Medium fey , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 58 (9d8+18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Skills Arcana +4, Insight +4, Intimidation +3, Perception +6, Stealth +3 Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ash Affinity . In a burned environment, such as a building that has been torched, the ash hag has advantage on Dexterity ( Stealth ) checks. \n'b' Innate Spellcasting . The hag\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +3 to hit with spell attacks). The hag can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : burning hands , detect magic , tongues \n'b' 3/day each : bestow curse , inflict wounds (4d10, as a 2nd level spell), scorching ray , suggestion \n'b' 1/day each : ash cloud (like fog cloud with a radius of 30 feet), blight , phantasmal killer \n'b'\n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws (hag form only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Change Shape . The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Choke on Cinders . The hag fills the lungs of a single target within 30 feet it can see with thick, ashy cinders. The creature must make a DC 12 Constitution saving throw. On a failed save, the creature is incapacitated . At the end of its next turn, the creature must make another saving throw; on a failed save, it becomes unconscious for 10 minutes. On any successful save, the effect ends for that creature. \n'b' Invisible Passage . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible , she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. \n'b'\n'b' ABOUT \n'b' Despicable, flesh-hungry creatures, ash hags favor areas that fire has cleansed, such as husks of burned buildings or smoldering fields. They particularly prefer charred urban spaces, for such areas allow them to live among the ashes they love while they lure local residents to their doom. Ash hags often disguise themselves as beautiful, vulnerable maidens who just survived a devastating fire, or as charitable old women who show up at such disaster sites offering assistance. Once they have lured victims back to their lairs, ash hags sometimes toy with their captives for weeks, feeding them ashes until they eventually perish. An ash hag typically stands between 5 and 6 feet tall and weighs 140 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Blood \n'b' Family: Hags \n'b' Medium fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 19 (+4) WIS: 21 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8, Cha +7 Skills Deception +7, Intimidation +7, Perception +9, Stealth +7 Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 19 Languages Common, Giant, Sylvan Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The blood hag can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage, and the target is grappled (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target. \n'b' Blood Bolt . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Blood-Drinking Hair . The hag drains blood from one creature grappled by her. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken. \n'b' Face Peel . The blood hag peels the face off one creature grappled by her. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) slashing damage and be stunned until the end of its next turn. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0. \n'b' Sanguine Curse . The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn\xe2\x80\x99t have blood. While cursed, the target is incapacitated and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. The blood hag can have only one target cursed at a time. If it curses another, the effect on the previous target ends. \n'b' Spellcasting . The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : disguise self , knock , tongues \n'b' 3/day each : modify memory , pass without trace \n'b'\n'b' ABOUT \n'b' This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree, and her hair falls in ringlets of wriggling worms. \n'b' Blood hags have long skulked on the fringes of society. The hags prey on mankind, stealing seed to propagate, blood to satisfy their insatiable thirst, and faces as trophies of these short-lived and bloody trysts. \n'b' Worm Hair . A blood hag\xe2\x80\x99s hair is a morass of wriggling worms, ever-thirsty for fresh blood.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Cooky \n'b' Family: Hags \n'b' Huge fey (witch), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 175 (14d12 + 84) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 22 (+6) INT: 12 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Cook\xe2\x80\x99s Utensils +6, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The cooky hag is an 11th-level spellcaster. Its spellcasting ability is Charisma (save DC 14, +6 to hit with spell attacks). The cooky hag has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , mending , poison spray, prestidigitation \n'b' 1st level (4 slots) : create or destroy water , detect magic , purify food and drink , unseen servant \n'b' 2nd level (3 slots) : hold person , shatter \n'b' 3rd level (3 slots) : create food and water , feign death, water breathing \n'b' 4th level (3 slots) : control water , resilient sphere \n'b' 5th level (3 slots) : geas , scrying \n'b' 6th level (1 slot) : heroes\xe2\x80\x99 feast \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cooky hag makes two melee attacks and can use Preserve. \n'b' Fork . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Ladle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage \n'b' Preserve . The cooky hag chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is imprisoned in a glass jar. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, at the start of its next turn, the cooky hag reanimates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a preservefolk. Otherwise, it becomes a preservefolk noble. A cooky hag can preserve only one creature at a time. \n'b'\n'b' ABOUT \n'b' This huge, towering hag has a passion for preserving. She wields a large fork in one hand and a ladle in the other. \n'b' Cooky hags, sometimes known as cooky witches, are experts at preserving their prey. \n'b' Prime Preservers . Cooky hags immediately set to work converting the resident humanoid population. They create a noble ruling class with the titles of Preserve and Preserva, but the cooky hag is the ultimate authority. \n'b' Fresh for Days . Why do cooky hags preserve their victims? To keep them fresh of course and ensure they don\xe2\x80\x99t ever need to work a day in their life. Which they don\xe2\x80\x99t, since they\xe2\x80\x99re dead. \n'b' Preservatory . The most famous cooky hag, known as the Imperial Squawmos, created the Preservatory. The curious city is filled with preservefolk and led by the Prime Preserve and Preserva. All of this is an act of course, as the real power is the Imperial Squawmos herself. \n'b' Bottle it All . Cooky hags have been known to preserve dogs and cats as well as people. It seems they have difficulty letting go of things, and they preserve creatures to keep them evergreen. The resulting unliving things are much worse off, but the cooky hag sees no difference.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Forest \n'b' Family: Hags \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +8, Charisma +7 Skills Deception +7, Nature +6, Perception +8, Stealth +7 Senses passive Perception 18 Languages Sylvan, Abyssal, Primordial Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The forest hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The forest hag can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : dancing lights , druidcraft, thorn whip \n'b' 1/day : confusion , grasping vine, gust of wind , sleep , spike growth , water breathing \n'b'\n'b' Magic Resistance . The forest hag has advantage on saving throws against spells and other magical effects. \n'b' Mushroom Stride . While wearing her skull headdress, the forest hag can use 10 ft. of her movement to travel from one giant mushroom to another up to 30 ft. away. \n'b' Speak with Beasts and Plants . The forest hag can communicate with beasts and plants as if they shared a language. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The forest hag makes two attacks with her claws. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Staff of Decomposing . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target must make a successful DC 15 Constitution saving throw or take 24 (7d6) poison damage. The staff can also dispel any plant-related spell. \n'b' Illusory Appearance . The forest hag covers herself and anything she is wearing with a magical illusion that makes her look like an ugly version of another forest humanoid. The effect ends if the hag takes a bonus action to end it or if she dies. \n'b'\n'b' About \n'b' Roaming the darkest woods is the forest hag. These monsters are birthed from a cursed womb. The Queen of Darkness or one of the other evil arch fey curses a child to become one with the decomposers of the forest. \n'b' Despoiler of the Forest . This hag wants the forest around her to become as rotten as she is. She lives on hallucinogenic mushrooms that continue to warp her mind. \n'b' Inner Rage . Deep inside the forest hag is a lost soul and that rage eats her alive. She enjoys tormenting others and bringing their downfall. Most of the inhabitants of the woods loathe her, but she is strong enough to survive on her own. Like some other hags, she can alter her appearance. This enables her to walk amongst other fey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Gilitrutt \n'b' Family: Hags \n'b' Large fey (shapechanger), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Perception +5, Performance +5, Stealth +4, Weaver\xe2\x80\x99s Tools +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The gilitrutt has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pounce . If the gilitrutt moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the gilitrutt can make a bite attack against it as a bonus action. \n'b' Shapechanger . The gilitrutt can use its action to polymorph into a Large mastiff or a Medium cloud of mist, or back into its true form. While in mastiff form, the gilitrutt can\xe2\x80\x99t speak, and its walking speed is 50 feet. Its statistics, other than its speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the gilitrutt can\xe2\x80\x99t take any actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xe2\x80\x99t pass through water. It has advantage on Strength , Dexterity , and Constitution saving throws, and it is immune to all nonmagical damage. \n'b' True Name Weakness . If a gilitrutt\xe2\x80\x99s true name is spoken it must make a DC 20 Wisdom saving throw or be stunned and knocked prone until the end of its turn. The hag can repeat the saving throw at the end of each of its turns, ending the stunned effect on itself on a success. After its true name has been spoken, the gilitrutt is immune to the effect for 24 hours. \n'b' Innate Spellcasting . The gilitrutt\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:\n'b'\n'b'\n'b' 3/day each : disguise self (including the form of a Medium humanoid), fog cloud \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gilitrutt makes three attacks: one with her bite and two with her claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. The target is also grappled (escape DC 16). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the gilitrutt has advantage on attack rolls against it and can \xe2\x80\x98t use this attack against other targets. When the gilitrutt moves, any Medium or smaller target it is grappling moves with it. The gilitrutt can grapple two creatures, one with each claw. \n'b' Heart Sight . The gilitrutt magically knows a creature\xe2\x80\x99s current emotional state within 30 feet. If the target fails a DC 13 Charisma saving throw, the gilitrutt also knows the creature\xe2\x80\x99s alignment. Celestials, fiends, and undead automatically fail the saving throw. \n'b'\n'b' About \n'b' A large, white shaggy dog seems to be keeping pace with you. \n'b' Gilitrutts are hags who can take the form of a large white shaggy dog the size of a bullock or a nebulous white miasma. They are fond of silently appearing besides travelers on lonely roads, engulfing them. Gilitrutts detest laziness and can sense it in people, eager to make bargains of a work exchange (usually in return for weaving wool). \n'b' The catch is that the victim must know the hag\xe2\x80\x99s name or be carried away to be eaten later. Smart targets refuse the deal if they can or do their research before the hag comes to collect. \n'b' Truthful Compulsion . That said, gilitrutts are fond of singing and talking to themselves and frequently mention their own names in songs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Raptor \n'b' Small construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 110 (20d6 + 40) Speed fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +4 Skills Perception +3, Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Telepathic Bond . The clockwork raptor can communicate telepathically with its creator within a number of miles equal to its creator\xe2\x80\x99s Charisma bonus (minimum 1). The creator must be on the same plane of existence and aware of the raptor\xe2\x80\x99s presence to establish this bond. Telepathic bond does not require concentration. \n'b' Keen Sight . The clockwork raptor has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork raptor makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 +2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' The clockwork raptor is a small avian automaton created by many artificer guilds. Its lithe body resembles that of a feathered bird, crafted from gleaming metal alloys. Its intricately designed framework is adorned with brass embellishments and finely detailed plumage, and its metallic feathers are meticulously crafted to mimic its organic counterparts. Its eyes, adorned with gemstone-like orbs, glow with a mesmerizing azure hue, giving the illusion of calculating intent. \n'b' Clockwork raptors are often used as scouts. They can communicate over great distances, and they possess limited combat abilities that can aid their masters in a fight. Clockwork raptors can be obtained through some artificer guilds, though their cost varies based on demand and availability, though they average around 2,500 gp. The creator can communicate with them telepathically, and this ability passes on to anyone who purchases them or finds them after they have been abandoned.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Graea \n'b' Family: Hags \n'b'\n'b' Medium elemental , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+2) INT: 18 (+4) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning Skills Arcana +7, Deception +4, History +7, Insight +6, Investigation +7, Nature +7, Perception +6, Religion +7 Senses darkvision 30 ft., passive Perception 16 Languages Common, Aquan Challenge 4 (1,100 XP) or 5 (1,800 XP) when part of a coven \n'b' Special Traits \n'b'\n'b' Amphibious . The graea can breathe air and water. \n'b' Elemental Demise . If the graea dies, its body disintegrates into a burst of sea foam, leaving behind only equipment the graea was wearing or carrying. \n'b' Hag Coven . When graeae must work together, they form covens, in spite of their selfish natures. A coven is made up of graeae, all of whom are equals within the group. A coven consists of three graeae so that any arguments between two graeae can be settled by the third. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the graea and can see the hag\xe2\x80\x99s true 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 graea 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 hag\xe2\x80\x99s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag\xe2\x80\x99s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. \n'b' Graea Eye (Coven Only) . A graea coven can craft a magic item called a graea eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The graea eye is usually entrusted to a minion for safekeeping and transport. A graea in the coven can take an action to see what the graea eye sees if the graea eye is on the same plane of existence. A graea eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A graea coven can have only one graea eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the graeae can\xe2\x80\x99t perform it while blinded . During the ritual, if the graeae take any action other than performing the ritual, they must start over. \n'b' Shared Spellcasting (Coven Only) . While all three members of a graea coven are within 30 feet of one another, they can each innately cast spells. The graea\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks) and requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , detect evil and good , detect magic , fog cloud , purify food and drink \n'b' 3/day each : tongues , water breathing , water walk \n'b' 1/day each : conjure elemental (water elemental only), control water , gaseous form \n'b'\n'b' Actions \n'b'\n'b' Beak . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Water Jet . The graea magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the graea and\xc2\xa0forced prone . On a success, a target takes half the bludgeoning damage, but is neither pushed nor forced\xc2\xa0 p r one . \n'b' Illusory Appearance . The graea covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the graea takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the graea could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence ( Investigation ) check to discern that the graea is disguised. \n'b'\n'b' About \n'b' These three withered old women have but one eye and one tooth between them. \n'b' In Greek \xe2\x80\x9cgraeae\xe2\x80\x9d means \xe2\x80\x9cold women.\xe2\x80\x9d That is what they appear to be; three old women. The original graeae were named Dino, Enyo and Pephredo, but they have many monstrous sisters and brothers. Each coven of three graeae have just one tooth and one eye between them. Their original parents were Ceto, a daughter of Oceanus, and Phorcys, a son of Pondus. The gorgons are related to them and the graeae are the ones who guard the path that leads to the gorgons. \n'b' A graea\xe2\x80\x99s true form is that of a man-sized swan with the head and arms of an old woman. They are made of sea foam and return to that form if destroyed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Mirror \n'b' Family: Hags \n'b' Medium fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d8 + 84) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances thunder Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Confounding Ugliness . Any Humanoid that starts its turn within 60 feet of the hag and can see the hag\xe2\x80\x99s true form must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn. If the Humanoid\xe2\x80\x99s saving throw is successful, it is immune to the hag\xe2\x80\x99s Confounding Ugliness for the next 24 hours. Unless the target is surprised or the revelation of the hag\xe2\x80\x99s true form is sudden, the target can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can\xe2\x80\x99t see the hag until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the hag in the meantime, it must immediately make the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mirror hag can use her Reconfiguring Curse. She then makes one Bite attack and two Claw attacks. She can replace her Bite attack with a use of Spellcasting. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 5 (2d4) necrotic damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 5 (2d4) necrotic damage. \n'b' Reconfiguring Curse . The mirror hag curses one creature she can see within 60 feet of her, corrupting its form. The target must make a DC 15 Constitution saving throw. On a success, the target is immune to the hag\xe2\x80\x99s Reconfiguring Curse for the next 24 hours. On a failure, the target is cursed, suffering one of the following effects of the hag\xe2\x80\x99s choice:\n'b'\n'b'\n'b' Disfigured . The target\xe2\x80\x99s skin erupts with growths and lesions, and it has disadvantage on all Charisma checks made to influence Humanoids, except for Intimidation . \n'b' Sickly . The target becomes frail and unhealthy, and it has disadvantage on Constitution saving throws. It regains only half its lost hp at the end of a long rest, and it halves the result of any Hit Dice rolled to restore hp during a short rest. \n'b' Twisted . The target\xe2\x80\x99s limbs and spine become bent and clumsy. It has disadvantage on all Dexterity checks and Dexterity saving throws, and its speed is reduced by 10 feet. \n'b' Withered . The target\xe2\x80\x99s muscles atrophy, and it has disadvantage on all Strength checks and Strength saving throws. \n'b' Spellcasting . The blood hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : disguise self , ray of enfeeblement \n'b' 1/day each : dispel magic , locate creature \n'b'\n'b' ABOUT \n'b' This hunchbacked crone\xe2\x80\x99s sallow skin is covered with growths and lesions. \n'b' Hideous Hex . Until a creature can see past the hag\xe2\x80\x99s deformities, she curses it with the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them. \n'b' Warped Features . Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag\xe2\x80\x99s looks, she bestows her reconfiguring curse on it. \n'b' Mirror Covens . Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Moon \n'b' Family: Hags \n'b'\n'b' Medium fey (hag), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8+39) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Condition Immunities frightened Skills Arcana +4, Insight +4, Intimidation +5, Perception +6, Religion +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The hag can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : augury , bane , vicious mockery (2d4 damage) \n'b' 3/day each : speak with dead \n'b' 1/day each : bestow curse , confusion , divination , tongues , vampiric touch \n'b'\n'b' Lunatic Insight . The hag is proficient with initiative checks, adding her proficiency bonus (+2) to her Dexterity modifier. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Moon hags are foul prophets that haunt endless tombs. These lurid hags almost universally worship the god of oblivion. Moon hags are extremely knowledgeable about the secret paths and portals of Purgatory, and they often use this knowledge to journey to the Material Plane for sinister purposes. Most moon hags use this opportunity to birth and abandon changelings. \n'b' Pale Changelings . Moon hag changelings, the unfortunate offspring of dalliances between these macabre matrons and unsuspecting mortals, are especially pale-skinned and many often plagued by chronic anxiety, leading them to become reclusive.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape, Giant Carnivorous \n'b' Huge beast , neutral evil \n'b' Armor Class 14 Hit Points 172 (15d12 + 75) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 20 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack . The giant carnivorous ape 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 : 15 (2d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) slashing damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 50/100 ft., one target. Hit : 30 (7d6 + 6) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Moon Moon \n'b' Family: Hags \n'b' Medium fey (hag) , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8+39) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances psychic Skills Arcana +4, Insight +4, Intimidation +5, Perception +6, Religion +4 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The hag can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : augury , bane , vicious mockery (2d4 damage) \n'b' 3/day each : speak with dead \n'b' 1/day each : bestow curse , confusion , divination , tongues , vampiric touch \n'b'\n'b' Lunatic Insight . The hag is proficient with initiative checks, adding her proficiency bonus (+2) to her Dexterity modifier. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Moon hags are foul prophets that haunt endless tombs. \n'b' These lurid hags almost universally worship the god of oblivion. Moon hags are extremely knowledgeable about the secret paths and portals of Purgatory, and they often use this knowledge to journey to the Material Plane for sinister purposes. Most moon hags use this opportunity to birth and abandon changelings. \n'b' Pale Changelings . Moon hag changelings, the unfortunate offspring of dalliances between these macabre matrons and unsuspecting mortals, are especially pale-skinned and many often plagued by chronic anxiety, leading them to become reclusive.'} |
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