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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Mute \n'b' Family: Hags \n'b' Medium fey ( hag ) , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d8+64) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 17 (+3) CON: 18 (+4) INT: 17 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +6, Insight +6, Intimidation +6, Perception +9, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities cold Damage Immunities fire Condition Immunities blinded , charmed , frightened Senses blindsight 60 ft., passive Perception 19 Languages Common, Draconic, Giant, Goblin , Sylvan (cannot speak) Challenge 8 (3,900 XP) \n'b'\n'b' Blind and Mute . Mute hags tear out their eyes and tongues . A mute hag is immune to effects that require them to see and cannot use magic items that require a spoken command . \n'b' Innate Spellcasting : The hag \xe2\x80\x98s innate spellcasting ability is Charisma (spell save DC 14). The hag can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , detect thoughts \n'b' 3/day each : bestow curse , blindness/deafness , cone of cold (12d8, as a 9th-level spell), contagion , cure wounds , inflict wounds (11d10, as a 9th level spell), silence \n'b' 1/day each : blight , control weather \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 makes two attacks: a bite and claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) 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' Invisibility . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). Any equipment the hag wears or carries is invisible with her. \n'b'\n'b' ABOUT \n'b' When bitterness consumes a woman already steeped in arcane power, that energy may sour, driving her to rip out her own eyes and tongue and burning the light from her soul. \n'b' This ritual births a strange and horrible creature: a mute hag . These hateful abominations dedicate their wretched lives to spreading misery and strangling joy wherever they go. Mute hags resemble mortal women, but with blotchy, bruised-looking skin. Some conceal their empty eye sockets and ragged teeth with veils or their own hair, but most relish their hideous countenances. Mute hags stand 6 to 7 feet tall and weigh 150 to 250 pounds. \n'b' Harvester of Sorrow . Mute hags exist to unmake happy things. Tales claim the natural order despises the crones so much that plants wither at their touch, storms churn at their passing, and wounds they inflict never heal . Though physically capable of ripping a man in two, the crones prefer to corrupt instead. They move silently through peaceful settlements, granting the inhabitants\xe2\x80\x99 darkest desires and sowing the seeds of discord. Nothing pleases a mute hag more than watching friends, neighbors, and lovers murder one another in paranoia and rage. Many strike unholy bargains with mortal outcasts, granting vigor, beauty, or revenge in exchange for vile and unforgivable crimes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Night \n'b' Family: Hags \n'b' Medium fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Innate Spellcasting : The hag\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b' At will : detect magic , magic missile \n'b' 2/day each : plane shift (self only), ray of enfeeblement , sleep \n'b' Magic Resistance : The hag has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Claws (Hag Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) 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' Etherealness : The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone 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. \n'b' About \n'b' Grisly fetishes and the rags of once fine clothes hang off the corpse-thin frame of this horrifying, sharp-fanged crone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Red \n'b' Family: Hags \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 21 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +10, Deception +5, Insight +8, Perception +8 Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 18 Languages Common, Druidic, Giant, Sylvan Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The red hag can breathe air and water. \n'b' Blood Sense . The red 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' Magic Resistance . The red hag has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts . The red hag can communicate with Beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage. \n'b' Blood Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Siphon Blood (Recharge 5\xe2\x80\x936) . The red hag drains blood from nearby creatures. Each creature that isn\xe2\x80\x99t a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell\xe2\x80\x99s lowest level. \n'b' Spellcasting . The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : animal friendship, druidcraft, entangle \n'b' 3/day : cure wounds , dispel magic , lesser restoration \n'b' 1/day : control water , freedom of movement \n'b'\n'b' ABOUT \n'b' The red-skinned woman steps forward, sunlight glinting in her raven hair as red magic swirls around her. \n'b' An elder race\xe2\x80\x94older than the elves, and as old as the dragons, they claim\xe2\x80\x94red hags are the most cunning and longest-lived of the hags, with a lifespan of more than a thousand years. \n'b' Beautiful and Strong. Unlike many of their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the red hags do little to enlighten scholars, preferring seclusion. \n'b' Tied to Nature . Red hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines. \n'b' Blood Magic . Because of their connection to nature, red hags often serve as druids. Within their druidic circles they practice blood sacrifices and perform ritualistic blood magic\xe2\x80\x94both to slake their craving for humanoid blood, but also as a means to venerate goddesses of dark magic. The ancient hags all answer to a hierarchy with the most powerful spellcasters at the top.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Reef \n'b' Family: Hags \n'b'\n'b' Medium fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 145 (17d10+68) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., fog sense, passive Perception 11 Languages Aquan, Common, Sylvan Challenge 5 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Horrific Appearance . The sight of a reef hag is so revolting that anyone within 30 feet (other than another hag ) and can see what the hag truly looks like must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature may make a new saving throw at the end of each turn, ending the effect on a success. If the saving throw succeeds the creature becomes immune to this effect for 24 hours. A creature may avert their eyes from the reef hag unless they are surprised by the form. A creature gains disadvantage on attack rolls against the hag until the start of their next turn if they avert their eyes. \n'b' Illusory Appearance . The reef hag can make herself appear as a medium female humanoid. Creatures that touch the reef hag or make a successful DC 16 Intelligence ( Investigation ) check can successfully see through the disguise. \n'b' Reef Mistress . Reef hags can converse with ordinary sea life, including plants and animals, as if they had continuous speak with animals and speak with plants . As an action, they can cause such sea life within 30 feet to impede other creatures, acting as difficult terrain , or can cause difficult terrain caused by seaweed and small sea life to clear and become as ordinary terrain. She can exclude any creatures she wishes from difficult terrain she creates with this ability, and she herself is never impeded by it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The reef hag can make two claw attacks or two harpoon attacks. \n'b' Claws . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 13 (2d6+5) slashing damage. If the reef hag hits a Medium or smaller with both claw attacks, they are grappled (DC 15 to escape) and restrained until the grapple ends. \n'b' Harpoon . Melee Weapon Attack : +8 to hit, 10 ft. reach, 1 target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Salt Wife\xe2\x80\x99s Glare . The reef hag can target a single creature that is within 30 feet and frightened of her. They must pass a DC 15 Wisdom saving throw against this magical effect or be reduced to 0 HP . A creature affected by this ability becomes doesn\xe2\x80\x99t make death saving throws and gains the ability to breathe underwater. While underwater the creature cannot regain HP . After spending a day submerged in salt water, the creature must succeed at a DC 10 Constitution save or be transformed into a merrow and regain their HP . If transformed into a merrow they regard the reef hag as their beloved mistress. She gains advantage on Charisma ( Deception ) checks when interacting with the merrow she transforms, and they in turn become immune to her horrific appearance. This transformation cannot be dispelled but can be reversed with remove curse . This effect becomes permanent after seven days have passed. \n'b'\n'b' About \n'b' Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon, though their powers of illusion allow them to disguise themselves as alluring mermaids or sirens. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises, turning them into savage servants under the sea. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds. \n'b' Storm Hag Covens . Reef hags form covens similar to other hags, almost always with a pair of lesser sea hags. Those living near coastal areas may join forces with a saltmarsh-dwelling green hag , though the arrogant green hags often vie for dominance and mixed covens may break down in bloody murder. A coven with a reef hag as a member has access to the following additional spells: conjure minor elementals (water only), hallucinatory terrain , water breathing , and water walk . \n'b' Toxic Tolerance . Reef hags cultivate gardens of venomous sea life and crustaceans around their lairs like living traps for the unwary. \n'b' Toxic urchins, anemones, corals, eels, spinefish, and more await any who would dare face her in her lair beneath the coral.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Spider \n'b' Tiny construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 1 (2d4 \xe2\x80\x93 4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 7 (-2) INT: 7 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., tremorsense 120 ft. ,passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 0 (0 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the clockwork spider can speak its command word to cause it to transform into a small gramophone or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. \n'b' Record (true Form Only) . The clockwork spider can perfectly record up to one hour of sound that it can hear. \n'b' Playback (gramophone Form Only) . The clockwork spider can replay any sound it has recorded. \n'b' Translate (gramophone Form Only) . The clockwork spider can speak the translation of written or spoken standard language that it can see or hear. Otherwise, the spider cannot speak. \n'b'\n'b' ACTIONS \n'b'\n'b' Self Destruct . To retain important information, the clockwork spider can explode, destroying itself. Creatures within 5 feet of the spider must make a DC 10 Dexterity saving throw, taking 1 fire damage on a failed save. \n'b'\n'b' ABOUT \n'b' Clockwork spiders are delicate arachnoid constructs built for espionage, designed to gather delicate information from people and places important enough to be warded against conventional stealth and scrying. Spiders can record and perfectly recreate whatever sounds they hear for a short time, making them ideal for capturing the secrets of powerful enemies. \n'b' Originally a drow device inspired by the craft of their svirfneblin slaves, spiders were used to great effect in the dark political games of their underground cities before spreading to the black markets of the surface. Spiders are impossible to replicate by any but the most brilliant artificers, making them a near-priceless boon to any guild spy or scheming noble.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Sand \n'b' Family: Hags \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5, Stealth +5 Senses darkvision 120 ft., passive Perception 15 Languages Common, Dwarvish, Giant, Gnomish Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The sand hag has advantage on saving throws against spells and other magical effects. \n'b' Mimicry . The sand hag can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom ( Insight ) check. \n'b' Scorpion Walk . Difficult terrain composed of sand or gravel doesn\xe2\x80\x99t cost the hag extra movement. In addition, while in sandy terrain, she doesn\xe2\x80\x99t leave tracks and has tremorsense out to a range of 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag makes three Claw attacks. If two Claw attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion . A creature can\xe2\x80\x99t suffer more than two levels of exhaustion from this effect. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Illusory Appearance . The sand 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. 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' Scouring Sirocco (Recharge 5\xe2\x80\x936) . The sand hag generates a blast of hot wind and sand in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 14 (4d6) slashing damage and 9 (2d8) fire damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area is heavily obscured by airborne sand until the start of the sand hag\xe2\x80\x99s next turn. \n'b' Spellcasting . The sand hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : silent image \n'b' 3/day each : hallucinatory terrain (as an action), major image \n'b'\n'b' ABOUT \n'b' This withered crone glares malevolently, her face framed by lank, gray hair. Her malicious grin is filled with shark teeth and drool trickles from her lips. \n'b' Hatred of Beauty . Dressed in tattered robes and skeletally thin, sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n'b' False Oasis . These hags delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can\xe2\x80\x99t flee, and then terrifying and slaughtering them one by one. \n'b' Drain Bodies . For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from her victims. They leave the mummified remnants in postures of life\xe2\x80\x94tied to a saddle or atop a guard tower\xe2\x80\x94to terrify others.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Sea \n'b' Family: Hags \n'b' Medium fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious : The hag can breathe air and water. \n'b' Horrific Appearance : Any humanoid that starts its turn within 30 feet of the hag and can see the hag\xe2\x80\x99s true form must make a DC 11 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 hag 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' Actions \n'b' Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Death Glare : The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. \n'b' Illusory Appearance : The hag 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 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 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 16 Intelligence (Investigation) check to discern that the hag is disguised. \n'b' About \n'b' Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Snow \n'b' Family: Hags \n'b' Wrapped up against the cold in thick furs and a head scarf, this ugly old crone has a hooked nose, blue-tinged skin and long, clawed fingers. She trudges through the snow, leaning heavily on a gnarled staff. \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Deception +5, Survival +4 Damage Vulnerabilities fire Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ice Walk . The snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra moment. \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 human hands, but someone touching them would feel her sharp claws. 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' Innate Spellcasting . The snow hag\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The snow hag can innately cast the following spells, requiring no material components: \n'b' At will : minor illusion , prestidigitation , ray of frost \n'b' 1/day each : charm person , fog cloud , sleet storm \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Icy Embrace (Recharge 5-6) . The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn\xe2\x80\x99t restrained . A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage). \n'b' About \n'b' Snow hags live in the cold lands of the far north, making their homes in wooden cottages amidst the trees of the taiga or in remote mountainside caves. \n'b' Evil Whispers . Snow hags enjoy posing as kindly wise women, selling herbal remedies and lucky charms. \n'b' These remedies will work at first, but their efficacy soon fades, prompting the buyer to ask for something more permanent. The hag is only too willing to help but will ask for a favor in return. This might involve spreading gossip about another villager or playing a \xe2\x80\x9charmless\xe2\x80\x9d prank on a neighbor. Slowly but surely, things escalate until everyone in the village is at each other\xe2\x80\x99s throats, much to the hag\xe2\x80\x99s delight. \n'b' Exiled for Ugliness . The first snow hags were daughters of the Snow Queen, fathered by a hill giant lover she denies ever knowing. Appalled by their ugliness, the Snow Queen threw her offspring into the frozen wastes where they live to this day. \n'b' Mothers of Beauty . Snow hags reproduce by stealing human infants and eating them. A year and a day after consuming the infant, the hag gives birth to a beautiful ice maiden . The magical kiss of an ice maiden freezes the heart of a mortal, putting it under her spell, but this magic can be broken by the kiss of the victim\xe2\x80\x99s true love. If an ice maiden loses seven lovers in this way, she transforms into a snow hag .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Storm \n'b' Family: Hags \n'b'\n'b' Medium fey , chaotic evil \n'b' Armor Class 19 Hit Points 231 (22d8+132) Speed 30 ft., 60 ft. fly\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 22 (+6) INT: 17 (+3) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, thunder Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . A storm hag\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : gust of wind \n'b' 3/Day : call lightning , sleet storm \n'b' 1/Day : lightning bolt , wind wall \n'b'\n'b' Storm Rider . A storm hag is immune to wind effects and cannot be damaged or forced to move by wind of any strength. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A storm hag makes 2 claw attacks and 1 bite attack . \n'b' Claw . Melee Weapon Attack : +9 to hit, 5 ft. reach, 1 target. Hit : 14 (3d6 + 4) slashing damage. Any creature struck by this and wearing predominantly metal armor or weaponry takes an additional 3 (1d6) lightning damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, 5 ft. reach, 1 target. Hit : 17 (3d8 + 4) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Whipping Winds . When a creature moves into a square within 15 feet of a storm hag, as a reaction she can force that creature to make a DC 14 Strength saving throw or be knocked prone or pushed 10 feet in a direction of her choosing (including moving the creature adjacent to her). She also can use this reaction to deflect a ranged weapon attack against any creature within 15 feet of her; if she succeeds on a DC 14 Charisma saving throw, the winds deflect that attack harmlessly. \n'b'\n'b' About \n'b' A storm hag\xe2\x80\x99s wrinkled face contains a look of gleeful distaste, and her eyes are thick with cataracts, rendering her gaze pupil-less. A storm hag\xe2\x80\x99s hair is wild and unruly with static electricity popping and crackling throughout the mass. Her mouth hangs open, revealing thin pointed teeth with small arcs of electricity jumping across them. Black talons sprout from her fingertips, likewise crackling with electricity. A storm hag weighs 70 pounds and stands around 4 feet tall, though if she stood up straight, she could easily reach 5 feet. \n'b' Storm Hag Covens . When the clouds turn gray and the winds pick up into a howl, wise travelers pray that the cause is only a natural tempest and the foul weather is not connected with a storm hag and a group of hags working with her. Storm hags are hateful creatures, and strangely, their hate is one of the few things that brings them pleasure. A storm hag is haughty and views her way of doing things as the only proper approach, forcing coven members to ride a fine line between flattery and submission. A coven with a storm hag as a member has access to the following additional spells: call lightning , control weather , water breathing , and wind walk .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Swamp \n'b' Family: Hags \n'b' Medium fey (hag) , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 110 (20d8 + 20) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 12 (+1) INT: 15 (+2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Athletics +7, Deception +9, Insight +4, Perception +7, Stealth +7 Senses darkvision 90 ft., passive Perception 17 Languages Aklo, Common, Giant, Sylvan, tongues Challenge 7 (2,900 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 innate spellcasting ability is Charisma (spell save DC 14). The hag can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : dancing lights , disguise self , minor illusion , tongues , vicious mockery \n'b' 1/day each : hallucinatory terrain , major image , mirror image \n'b'\n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b' Mimicry . The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swamp hag makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) slashing, and the victim must make a DC 16 Constitution save or gain a level of exhaustion . Each exhaustion level gained from the hag\xe2\x80\x99s attacks can be removed after finishing a short or long rest. \n'b' Soul Swallow (1/Day) . The hag can drain the soul of a dead or incapacitated creature of Medium size or smaller. Victims of this attack take 4d6 points of damage and must succeed at a DC 13 Constitution saving throw or be reduced to 0 hit points . A consumed soul cannot be restored to life without true resurrection or similarly powerful effect. Swallowing the soul of a helpless creature grants the hag 20 temporary hit points . In addition, all allies of the victim within 60 feet and line of sight must make a DC 17 Wisdom saving throw or become frightened for 1d4 rounds. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hag 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 hag regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The hag moves a distance equal to its full movement without provoking opportunity attacks. \n'b' Claw . The hag makes a bite attack. \n'b' Hag Magic (Costs 2 Actions) . The hag casts one of its spells. \n'b'\n'b' ABOUT \n'b' Terrifying crones known to haunt foul swamps and tangled forests, swamp hags harbor an intense hatred for all beauty and purity. Making use of their varied deceptive abilities, these crones delight in murdering innocents, unhinging noble minds, and debasing the pure of heart. They are fond of disguising themselves by magic, inveigling young lovers away from friends, family, and former loves and into all manner of debauchery and scandal. Some swamp hags prefer to reveal their true natures to their lovers at a moment precisely engineered to drive the man mad with horror and shame. Others drag out their dalliances and do what they can to utterly ruin the lives of the men they seduce before showing the broken shell that remains the truth. In the end, the luckiest of these unfortunate lovers end up being eaten by their swamp hag companions\xe2\x80\x94for the unlucky, their final doom can be much worse, for the cruel imagination of the swamp hag is vast. A typical swamp hag stands between 5 and 6 feet tall and weighs just under 160 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape, Winged \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 95 (10d10+40) Speed 30 ft., climb 30 ft., fly 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 4 (-3) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Perception +5, Stealth +5 Condition Immunities disease, exhaustion Damage Resistances necrotic Senses darkvision 60 ft., passive Perception 15 Languages Urgan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration The winged ape regains 5 hp at the start of its turn, as long as it has at least 1 hp . \n'b' Proficient The winged ape is proficient with simple and martial weapons and light armor. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The winged ape makes two slam attacks and one bite attack . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d8+5 bludgeoning damage. If the winged ape hits the same target with both slam attacks, it gains tactical advantage on a bite attack against the same target on this turn. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 1d6+5 piercing damage. \n'b'\n'b' ABOUT \n'b' This powerful ape-like beast resembles a lean, black-furred gorilla, but it has a huge pair of batlike wings and a gleam of evil intelligence in its eyes. \n'b' Descended from some ancient sorcerer\xe2\x80\x99s ill-considered attempts to breed powerful, loyal servants and soldiers, winged apes are thankfully rare in the world. They are as strong as an ordinary gorilla but more lightly built, standing about 8 feet tall and weighing in at 400 pounds or so. \n'b' While a winged ape is physically formidable and more than capable of tearing a human warrior limb from limb with its powerful arms and sharp fangs, the most dangerous thing about it is the creature\xe2\x80\x99s intelligence. It is far more than a simple beast, and harbors a wicked, low cunning. It can learn to use weapons or wear light armor or clothing, although it only bothers to do so when some powerful master equips it appropriately. Worse yet, the typical winged ape is a cruel, vicious brute, filled with malice toward most other creatures and eager to set upon foes for the sheer joy of murder. \n'b' Winged apes live for centuries. In the wild, they are most often encountered among the overgrown ruins of sorcerer\xe2\x80\x99s towers or evil temples. The priests or mages who once dwelled there are long forgotten, but still their brutal servants linger, posing a threat to any who come too near. Other winged apes are found in the service of living sorcerers, acting as guards, errand-beasts, or assassins. \n'b' However, winged apes make for surly and untrustworthy servants, and are likely to turn on their masters if not supplied with plentiful food and opportunities to rip smaller creatures to pieces.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Tooth \n'b' Family: Hags \n'b' Medium fey, chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 18 (+4) 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 Perception +5, Stealth +4 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pounce . If the tooth hag moves at least 20 feet straight toward a creature and then hits it with an eye scratch attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be forced prone . If the target is prone , the tooth hag can make one bite attack against it as a bonus action. \n'b' Skewer . Once per turn, when the tooth hag makes a melee attack with its bite and hits, the target takes an extra 10 (3d6) damage, and the tooth hag gains temporary hit points equal to the extra damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tooth hag makes three attacks: one with her bite and two with her eye scratch. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Eye Scratch . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage, and if the creature can see the tooth hag, it must make a DC 12 Dexterity saving throw. If the saving throw fails by 5 or more, the creature loses one eye. If the creature has just one eye remaining, it has disadvantage on Wisdom ( Perception ) checks and ranged attack rolls. If it has no eyes remaining, it is permanently blind. Permanent blindness lasts until the creature\xe2\x80\x99s sight is restored by the lesser restoration spell or other magic. Otherwise, a creature that fails the save begins is temporarily blinded in one eye until the end of its turn. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the tooth hag until the start of its next turn, when it can avert its eyes again. \n'b'\n'b' ABOUT \n'b' This hideous old woman, lean and bent, with a wrinkled face and piercing black eyes. Her primary distinguishing feature is her enormous tusk, like that of an elephant , that curves down the hag\xe2\x80\x99s mouth past her chin. \n'b' Tooth hags are often used as guardians by evil wizards. \n'b' Tooth hags have wickedly sharp fingernails that they will not hesitate to use to claw the eyes out of opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Wash \n'b' Family: Hags \n'b' Huge fey, chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 19 (+4) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Perception +4 Senses passive Perception 14 Languages Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the hag can move up to its speed toward a hostile creature that it can see. \n'b' Mountain Born . The wash hag is acclimated to high altitude, including elevations above 20,000 feet. \n'b' Pack Tactics . The wash hag has advantage on an attack roll against a creature if at least one of the hag\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sure-Footed . The wash hag has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wash hag makes two melee attacks or two ranged attacks . \n'b' Mop . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Fist . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage. \n'b' Shake . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 38 (9d6 + 7) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until the grapple ends, the target takes 38 (9d6 + 7) bludgeoning damage at the start of each of the hag\xe2\x80\x99s turns. The hag can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b' Iron . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit 17 (3d6 + 7) fire damage. \n'b' Soap . Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 17 (3d6 + 7) acid damage. \n'b' Clothes Prop . Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This wild wash woman is huge and fat, with rolled-up sleeves and a cross, red face. Its hair is dragged up on top of her head and held in place by a couple of clothes pins.\xc2\xa0She has a mop in one hand and a cake of soap in the other.\xc2\xa0Wash hags live on Monday Mountain, where they ferociously defend their territory. They detest dirt and clean anything they can catch in the most brutal means possible.\xc2\xa0They are often armed with long bars of soap, bottles of bluing, clothes props, wash boards, tubs and baskets. \n'b' Wash Warriors . When provoked, wash hags charge down a mountain toward their opponents, and the faster they run the crosser they get. After throwing soap and clothes props at their enemies, they charge into battle and grapple their foes, shaking them vigorously until they stop resisting. \n'b' Clothes Horses . Wash hags maintain herds of wild clothes horses, which they use to supplement their endless washing habits.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hag, Wicked \n'b' Family: Hags \n'b' Medium fey (witch), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (15d8 + 15) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 17 (+3) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +6, Cha +7 Damage Immunities poison Damage Immunities poisoned Skills Animal Handling +6, Arcana +6, Deception +7, History +6, Insight +6, Intimidation +7, Nature +6, Perception +6, Stealth +5 Senses passive Perception 16 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Sensitivity . While in darkness, the hag has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Tag Coven . When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. \n'b' Harmed by Running Water . The hag takes 20 acid damage if it ends its turn in running water. \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' Innate Spellcasting . The hag\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , detect magic , produce flame , thaumaturgy * \n'b' 3/day each : hypnotic pattern , sleep (9d8)* \n'b' 1/day each : legend lore *, scrying \n'b'\n'b' Keen Sight . The hag has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b' Shared Spellcasting (Coven Only) . While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard\xe2\x80\x99s spell list but must share the spell slots among themselves. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag\xe2\x80\x99s Intelligence modifier, and the spell attack bonus is 4 + the hag\xe2\x80\x99s Intelligence modifier.\n'b'\n'b'\n'b' 1st level (4 slots) : identify , ray of sickness \n'b' 2nd level (3 slots) : hold person , locate object \n'b' 3rd level (3 slots) : bestow curse , counterspell, lightning bolt \n'b' 4th level (3 slots) : phantasmal killer , polymorph \n'b' 5th level (2 slots) : contact other plane , scrying \n'b' 6th level (1 slot) : eyebite \n'b'\n'b' Spellcasting . The wicked hag can cast the following spells from the wizard\xe2\x80\x99s spell list. For casting these spells, the hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.\n'b'\n'b'\n'b' 1st level (4 slots) : invisible object* \n'b' 2nd level (3 slots) : blinding dust* \n'b' 3rd level (3 slots) : fireball , swap disguise* \n'b' 4th level (3 slots) : hypnotic sunflowers*, polymorph \n'b' 5th level (2 slots) : hallucinatory maze *, illusory barrier* \n'b' 6th level (1 slot) : restore shape* \n'b'\n'b' Umbrella Defense . The wicked hag can use a bonus action to open or close her umbrella. While open, the wicked hag gains a +4 bonus to AC and resistance to acid damage, but disadvantage on melee attacks with the umbrella. \n'b' Umbrella Magic . The hag carries an umbrella as a focus for her inner power. She can ride the umbrella as if it were a broom of flying . While holding the umbrella, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the umbrella is lost or destroyed, the hag must craft another, which takes a year and a day. Only a wicked hag can use an umbrella in this fashion. \n'b' Water Susceptibility . For every 5 feet the hag moves in water, or for every gallon of water splashed on it, it takes 1 acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hag makes two umbrella attacks. \n'b' Umbrella . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This wicked old woman has an eyepatch over one eye, her hair tied in three braids, and a long, pointed hat atop her head. Her dress is covered in mystical symbols and she leans on a curious umbrella. \n'b' There are several wicked hags in Faerie, known as Wicked Witches of the East and West, but there are more than these named rulers, both of which were defeated. It is theorized that wicked hags achieve their power only through age, and that new witches take the place of older ones as they die. Alternately, it may be that Faerie always has a balance of evil in it, and the wicked hags are forever destined to be a part of it. \n'b' Darkness and Water . Whatever the case, wicked hags have much in common. They often lose sight in one eye.\xc2\xa0Despite this, their vision is comparable to that of a hawk, capable of viewing long distances. They are also dried up, bereft of blood, which gives them vulnerability to water.\xc2\xa0Wicked hags fear the dark and use spells to keep their domains illuminated. To partially make up for this vulnerability , wicked hags carry magical umbrellas that enhance their powers and protect them from being splashed by rain or water.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hild\xe2\x80\x99s Brood \n'b' Family: Hags \n'b' Small humanoid , neutral \n'b' Armor Class 15 ( Dex + natural armor) Hit Points 4 (1 HD) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities unconscious , Incapacitated Senses passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undying . If one of the brood is physically attacked they suffer the damage, torn flesh, broken bones, etc. They shout in pain and call for aid from their mother, the witch or hag who binds them. They weep and ask for pity. But they do not die, though they may lie still as if dead or crawl off into the darkness, they quickly rebound and return as if healed. The only way to kill them or rather, to release their soul from bondage is to slay the witch or hag who binds them. \n'b'\n'b' ACTIONS \n'b'\n'b' Regretful Laughter . Any creature that comes within 50 ft. of one of a child must make a successful DC 16 Charisma save or succumb to a nagging regret of lost youth and happiness. If the save is successful, the laughter and cries become a distraction only. 8 hours later, any who have heard the child\xe2\x80\x99s laughter must make another DC 16 Charisma Save, going to the child and beginning to play with them on a failure, laughing and shouting as any child would do. 10 rounds later, the victim who failed the check must make another DC 16 charisma check. Failing that they descend into madness, dancing and capering about like a lunatic, screaming and laughing all the while. An insane creature can\xe2\x80\x99t take actions , can\xe2\x80\x99t understand what other creatures say, can\xe2\x80\x99t read, and speaks only in gibberish. The GM controls its movement, which is erratic. After 10 more rounds, they pass out, becoming unconscious and incapacitated , easy prey for the witch or her minions. If the victim survives for the duration of a long rest after falling unconscious , they awaken , sane once more. \n'b' Summon Witch . A brood child that is reduced to 0 hit points will summon the witch or hag who binds them on a roll of 6 on 1d6. \n'b'\n'b' ABOUT \n'b' Lost children . Hild\xe2\x80\x99s Brood are apparitions that dwell as much in the mind of a witch or hag as they do in the world at large. They are the stolen dead, children laid aside by their loved ones for illness or death, and commended to the gods for care. These, the witch steals during their passage to the other world and she takes them to her abode, binding them to her, corrupting them in such a way that salvation lies only in the witch\xe2\x80\x99s death. The stolen child joins the witch with no understanding of where it came from or where it is, living only in the moment, playing or roughhousing, or doing what normal children do. There are usually half a dozen of these children and they all know one another\xe2\x80\x99s name and pleasures, but they have little memory of what came before. Only powerful priests can draw that out of the wayward spirit. \n'b' Deceptive innocence . These creatures are children between the ages of 6 and 10. There is nothing unusual about their appearance. They dress as children do, the boys in wool pants and long-sleeved shirts, the girls in full skirts, and both wear simple leather shoes. They are not filthy, but are dirty, as children who play outside all day tend to be. They carry few items beyond the occasional wooden toy, a doll or horse, or some such. Sometimes one will have a tool, such as a hammer or saw, but they never carry weapons or anything of that nature. \n'b' Mindless play . The brood is mindless, concerned only with their play. If engaged, they laugh only and continue to play, trying to induce any who are not playing to join them. Their activities, laughter, and mindless joy are infectious, distracting any who listen to it or engage them from more important tasks. This is where the true danger in the brood lies, for once one succumbs to their joyful diversions, it is difficult to do anything else. Engaging them is challenging. When playing together the brood often torments each other with a singular game. They do not answer questions beyond a very shallow, child-like response. They always act as if they know the correct answer but often answer with a nonsensical response. The brood responds with only joy and merriment to any who join them, though redirecting them toward other tasks is impossible. Though they may seem interested in other\xe2\x80\x99s speech or concerns for a moment, they quickly revert to their games and pursue them with joy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Sprite \n'b' Tiny construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 4 (1d4 + 2) Speed 10 ft., fly 40 ft. \n'b'\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'\n'b' Skills Perception +3, Stealth +8 Senses Blindsight, 60 ft., passive Perception 13 Languages Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The clockwork sprite is incapacitated while in an antimagic field . If targeted by dispel magic , the clockwork sprite must succeed on a Constitution saving throw against the spell\xe2\x80\x99s DC or fall unconscious for 1 minute. \n'b' Lifelike . Viewed from a distance, a clockwork sprite appears like an ordinary sprite. A creature within 30 feet of a clockwork can discern its true nature with a DC 15 Intelligence ( Nature ) check. \n'b' Magic Resistance . The clockwork sprite has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b' Shortbow . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. \n'b' Invisibility . The clockwork sprite magically turns invisible until it attacks of casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the clockwork sprite wears or carries turns invisible with it. \n'b'\n'b' About \n'b' Adepts produced many wondrous works, including cunning clockworks designed to emulate living creatures. Some occultists often used cruel and unethical methods of ensuring their creations were as \xe2\x80\x9clifelike\xe2\x80\x9d as possible. The secrets of these creations were lost but some of the actual works remain. \n'b' A clockwork creature is a construct built in the likeness of a living creature, animated by an arcane arrangement of gears and springs but capable of surprisingly lifelike movement and behavior. Remaining clockworks largely do whatever they were built to do, entirely unaware that the world that created them is long since gone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pesta Hag \n'b' Family: Hags \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 105 (14d8 + 42) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Wis +5 \n'b' Skills Intimidation +4, Medicine +5, Perception +5, Stealth +4 \n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic, poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Giant, Sylvan \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Disease Sense . The pesta hag can pinpoint the location of poisoned creatures or creatures suffering from a disease within 60 feet of her and can sense the general direction of such creatures within 1 mile of her. \n'b' Pestilence Aura . At the start of each of the pesta hag\xe2\x80\x99s turns, each creature within 10 feet of her takes 4 (1d8) poison damage. If a creature remains within the aura for more than 1 minute, it must succeed on a DC 13 Constitution saving throw or contract a disease of the hag\xe2\x80\x99s choice. The disease\xe2\x80\x99s saving throw DC is 13, regardless of the disease the hag chooses. \n'b' Plague Carrier . The pesta hag is immune to diseases. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The pesta hag makes two Pestilence Rake or Poison Bolt attacks. \n'b' Pestilence Rake . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 5 (2d4) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken, and it contracts sewer plague, sight rot, or another disease of the pesta hag\xe2\x80\x99s choice. The disease\xe2\x80\x99s saving throw DC is 13, regardless of the disease the hag chooses. \n'b' Poison Bolt . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 12 (2d8 + 3) poison damage. \n'b' Curative Touch (3/Day) . The pesta hag touches another creature. The target magically regains 10 (2d8 + 1) hp and is freed from any disease or poison afflicting it. \n'b' Summon Plague Rats (1/Day) . The pesta hag magically calls 1d3 swarms of rats. The called rats arrive in 1d4 rounds, acting as allies of the hag and obeying her spoken commands. The swarms carry a terrible disease. If a creature takes damage from the swarm\xe2\x80\x99s Bites, it must succeed on a DC 10 Constitution saving throw or contract the disease. Until the disease is cured, the creature can\xe2\x80\x99t regain hp except by magical means, and the target\xe2\x80\x99s hp maximum decreases by 3 (1d6) every 24 hours. If the creature\xe2\x80\x99s hp maximum drops to 0 as a result of this disease, it dies. The rats remain for 1 hour, until the hag dies, or the hag dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' This hideous crone is wrapped in tattered, black garments and carries a large, wooden rake. Her pale skin is blackened on her nose and fingertips, and her exposed flesh shows open, weeping sores. \n'b' Pesta hags, also known as plague hags, are physical manifestations of disease. As a pesta hag wanders, disease spreads in her wake, especially where folk antagonize her. A pesta hag will cure diseases from petitioners that come bearing gifts or even on a whim. The gifts demanded vary widely, depending on the hag\xe2\x80\x99s mood. She may demand the grandest horse in a lord\xe2\x80\x99s stables, for example, but accept a fresh pear or a scarf full of berries from a poor leper. Or she may turn away both without explanation. \n'b' Ghost Ships . Occasionally, a pesta hag takes passage on a vessel. Inevitably, the crew falls victim to disease. If the entire crew succumbs, the ghost ship continues on its course, often with the body of a determined captain slumped over the wheel to keep the vessel on course. When it docks, the pesta hag slips ashore amid the confusion , leaving the ship and its grisly cargo behind.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wood Hag \n'b' Family: Hags \n'b' Medium fey , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 170 (20d8 + 80) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 21 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +8, Wis +9 \n'b' Skills Deception +6, Perception +9, Stealth +6, Survival +9 \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 19 \n'b' Languages Common, Elvish, Sylvan \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' One with the Woods . While the hag remains motionless in forest terrain, she is indistinguishable from an old, decomposing log or tree stump. \n'b' Magic Resistance . The wood hag has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The wood hag can communicate with Beasts and Plants as if they shared a language. \n'b' Woodland Walk . Difficult terrain composed of plants doesn\xe2\x80\x99t cost the wood hag extra movement. In addition, she can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wood hag makes two Claw or Toxic Splinter attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 18 (4d8) poison damage. \n'b' Toxic Splinter . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature within 5 feet of the target can take its action to remove the splinter with a successful DC 13 Wisdom ( Medicine ) check, ending the poisoned condition on the target. \n'b' Spellcasting . The wood 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' At will : charm person , entangle \n'b' 3/day : plant growth \n'b' 1/day : contagion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nettling Word . The wood hag heckles, mocks, or jeers at one creature she can see within 30 feet of her. If the creature can hear and understand the hag , it must succeed on a DC 16 Charisma saving throw or become enraged until the end of its next turn. While enraged, a creature has advantage on melee attack rolls, is unable to distinguish friend from foe, and must move to and attack the nearest creature other than the hag . If no other creature is near enough to move to and attack , the enraged creature stalks off in a random direction. Attack rolls against an enraged creature have advantage. \n'b'\n'b' ABOUT \n'b' In the rainforest\xe2\x80\x99s mist-draped half- light , a rotting, mossy tree stump mutters to itself. The decomposing mass rises, unfolding from its camouflage of ferns, mosses, and mulch, revealing the short, powerfully?built crone underneath. The wood hag resembles a disheveled, ancient woman. The hag\xe2\x80\x99s pallid skin is mottled by patches of mold and clusters of tiny mushrooms. Her clothing consists of draped mosses, lichens, and fern fronds, and it crawls with slugs, grubs, and earthworms. \n'b' Witch of the Wilds . Wood hags haunt fog-wreathed rainforests, steaming, mountain-top jungles, and murky mangrove swamps. Their homes are moist, moldering places of fern and fungus, snail, and shadow. Wood hags carve out lairs within great, rotting logs, build camouflaged treehouses, or dig rabbit-like warrens into forest floors. \n'b' Monstrous Matron . Wood hags are friends to cueyatl, shambling mounds, and similar denizens of the dark and damp areas in which they live. Wood hags also create allies and servants from available materials, constructing witchalders and mud golems to do their bidding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haladron \n'b' Tiny celestial , lawful good \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d4 + 8) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 15 (+2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +4 Damage Resistances radiant Condition Immunities exhaustion , poisoned , prone , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Celestial, Common, telepathy 30 ft. Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The haladron doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immortal Nature . The haladron doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Immutable Form . The haladron is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Bolt of Law . Ranged Spell Attack : +4 to hit, range 60 ft., one target. Hit : 6 (1d8 + 2) radiant damage plus 4 (1d8) thunder damage. \n'b' Stitch (3/Day) . The haladron repairs a single break or tear in an object it touches, leaving no trace of the former damage. If the haladron uses this feature on a creature, the creature regains 3 (1d6) hp .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haleshi \n'b' Large fey , lawful neutral \n'b' Armor Class 17 Hit Points 123 (13d10 + 52) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +7 Skills Insight +9, Nature +5, Perception +6, Persuasion +7 Damage Resistances cold Condition Immunities charmed Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Common, Elvish, Sylvan Challenge 7 (2,900 XP) \n'b' Actions \n'b'\n'b' Multiattack . The haleshi makes two attacks with its stupefying touch. \n'b' Stupefying Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn. \n'b' Clamport (3/Day) . The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam\xe2\x80\x99s passengers and releases them. After releasing the passengers, the clam returns to normal. \n'b' Amphibious . The haleshi can breathe air and water. \n'b' Charming Defense . While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class). \n'b' Innate Spellcasting . The haleshi\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : charm person , invisibility (self only) \n'b' 1/day each : major image , water walk , zone of truth \n'b'\n'b' Reactions \n'b'\n'b' Water Shield (Recharge 5-6) . The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water. \n'b'\n'b' A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands. \n'b' Diplomatic Fey . Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups.\xc2\xa0Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation.\xc2\xa0The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity. \n'b' Clam Riders . Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another. \n'b' Food-Lovers . While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Half-Giant \n'b' Large giant , any alignment \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) 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 +7, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Giant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Keen Smell . The half-giant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sunlight Sensitivity . While in sunlight, the half-giant has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The half-giant makes two melee attacks or ranged attacks . \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Large Sling . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage. \n'b' About \n'b' Living far away from prying eyes are half-giants. \n'b' These creatures have learned to stay away from the everyday world. They are usually the result of large humanoids breeding with giants. Often shunned by both sides of their family, they live as outcasts. \n'b' Huge Hulk . Half-giants have to find areas they can move around in freely. Because of their size, their movement is sometimes limited by the urban environment. \n'b' Lazy Lad . They aren\xe2\x80\x99t the most motivated individuals and spend much of their time lying around. This has helped lower their life expectancy and they only live about 100 years. This is much less than most giants. \n'b' Small Minds . Unfortunately, half-giants are not too bright either and there are many disturbing rumors about them. Some folks say a few of the evil ones have been recruited by cults and the Thieves\xe2\x80\x99 Guild.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ape, Woods \n'b' Medium monstrosity , unaligned \n'b' Armor Class 11 (16 with barkskin ) Hit Points 82 (11d8 + 33) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +6, Perception +7, Stealth +4 (+7 in forested terrain), Survival +10 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 17 Languages Druidic Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Land\xe2\x80\x99s Stride . The woods ape can move through nonmagical difficult terrain without using extra movement and can pass through nonmagical plants without being slowed by them and without taking damage if they have thorns, spines, or a similar hazard. In addition, the woods ape has advantage on saving throws against plants that are magically created or manipulated to impede movement. \n'b' Innate Spellcasting . The woods ape\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : guidance , mending , create or destroy water , detect poison and disease , entangle , speak with animals , speak with plants , tree stride \n'b' 3/day each : animal messenger , barkskin , call lightning , locate animals or plants , pass without trace \n'b' 1/day each : awaken , commune with nature , conjure animals , plant growth \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The woods ape makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hallowed Reed \n'b' These small patches of pale, yellow and green reeds with bright white tips propagate by merging with nearby mundane grasses and weeds. The merging process slowly transforms the native plant into these sentient stalks. The reeds serve as the sensors of a lustrating grove, growing out from the grove for several miles like luminescent fingers stretching across the landscape . \n'b' Medium celestial, neutral good \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d8) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing Damage Immunities radiant Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Like Calls to Like . The hallowed reed knows if a creature within 30 feet of it is good-aligned or not. \n'b' Limited Telepathy . Using telepathy, a hallowed reed can magically communicate with any other good-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words. \n'b' Rebirth . If a hallowed reed is slain, a new patch of hallowed reeds will grow in the same spot starting within a week of its death. Charring or salting the ground where a hallowed reed was slain prevents this resurgence. \n'b' Actions \n'b' Searing Grasp . Melee Weapon Attack : +4 to hit, reach 15 ft., one creature. Hit : 4 (1d4 + 2) radiant damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained , it takes 2 (1d4) radiant damage at the start of each of its turns, and the hallowed reed can\xe2\x80\x99t grasp another target. Undead and fiends have disadvantage on ability checks made to escape the grapple. \n'b' About \n'b' Ritual Use . The reeds sometimes allow small portions of their central mass to be cut away by good-aligned spellcasters.\xc2\xa0The pieces can be dried and carried or affixed to a holy symbol. The magic of hallowed reeds affects spells casts as rituals, often increasing their power, duration, or likelihood of success.\xc2\xa0Similarly, the reeds can be sacrificed in summoning rituals to increase the likelihood that the summoned creature will obey its master. For this reason, the reeds are hunted by evil diabolists and elementalists. \n'b' Rule of Three . It is rare for the hallowed reeds to grow in clusters numbering less than three. It is equally rare to encounter the reeds in numbers not divisible by three. Once three hallowed reeds come to maturity, they often sprout a young alabaster tree, which they protect until it fully matures. \n'b' Celestial Flora \n'b' Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal. \n'b' Slow Growing . Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial\xe2\x80\x99s arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly. \n'b' Cleansing . Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed. \n'b' Sustained by Miracles . Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts. \n'b' Lustrating Groves . Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and commune spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hamadryad \n'b' Medium plant , any neutral\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 33 (6d8 + 6) Speed 40 ft., climb 30 ft. Skills Deception +5, Insight +4, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Hamadryad, Ledean, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Forest-goer . The hamadryad has advantage on all Dexterity ( Stealth ) checks made within a forest. \n'b' Innate Spellcasting . The hamadryad\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). She can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : druidcraft, guidance , resistance \n'b' 3/day each : entangle \n'b' 1/day each : spike growth \n'b'\n'b' Sneak Attack . Once per turn, the hamadryad deals an extra 7 (2d6) damage when she hits a target with a melee attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hamadryad that isn\xe2\x80\x99t incapacitated and the hamadryad doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sylvan Allies (Recharge 5-6) . If the hamadryad is in a forest, she can summon a woodland animal (a Medium or smaller beast of CR 1/2 or less) which arrives at the end of her next turn. The beast will fight to protect the hamadryad at any cost. \n'b' Actions \n'b' Fists . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Tactics \n'b' Hamadryads do not relish combat, but they fight to defend their woods if they judge an intruder to be too great a threat. They use their superior mobility and camouflage to attack those on the fringe of a group, often using spike growth or entangle . They will then disappear back into the forest until another opportunity presents itself. \n'b' Description \n'b' Certain secluded swamps or bayous enjoy the protection of a swamp-dwelling version of the hamadryad. These \xe2\x80\x9cswamp maidens,\xe2\x80\x9d as they\xe2\x80\x99re sometimes called, are much like their forest cousins in most ways. However, these hamadryads of the swamps tend to be slightly more inclined toward maliciousness where interlopers are concerned, and they can call on darker allies to protect their homes. \n'b' A hamadryad resembles a slender young woman, with a complexion a shade of rich wooden brown and impressive \xe2\x80\x98hair\xe2\x80\x99 that is actually a mass of long, flexible, willow-like branches. Their toes are long and can lengthen into roots when the hamadryad is thirsty. Their skin might look normal but it is as hard as any wood and once you touch it, it is impossible to confuse the hamadryad for a being of flesh and blood. \n'b' Protectors of the Grove . Within each hamadryad\xe2\x80\x99s forest is a secret glade where the wood nymphs gather. They keep any treasure they\xe2\x80\x99ve found here. If their forest is endangered, the hamadryads will use their treasure to bribe others into helping them defend their lands. \n'b' Hamadryads communicate among themselves with a whispering language like the wind among the trees.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Tutor \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 8 (?1) DEX: 10 (+0) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +2, Con +4, Int +5 Skills Arcana +5, History +5, Insight +2, Nature +5, Religion +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 30 ft., passive Perception 10 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Teaching . The clockwork tutor decreases the time required to learn a language or tool proficiency by 25 percent. To benefit from this trait, a creature holding or carrying the tutor\xe2\x80\x99s control rod must work with the tutor for at least 4 hours each day, which it can do alongside training with an instructor. \n'b' Immutable Form . The clockwork tutor is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting (1/Day) . The clockwork tutor can innately cast comprehend languages , requiring no material components. Its innate spellcasting ability is Intelligence . \n'b' Magic Resistance . The clockwork tutor has advantage on saving throws against spells and other magical effects. \n'b' Supportive Teacher . The clockwork tutor can cast the guidance cantrip at will without requiring spell components \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork tutor makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (2d4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hamadryad \n'b' Medium fey , chaotic good \n'b' Armor Class 17 (natural armor; see fury of nature) Hit Points 598 (52d8 + 364) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 25 (+7) CON: 25 (+7) INT: 18 (+4) WIS: 19 (+4) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +20, Medicine +12, Nature +12, Perception +12, Persuasion +23, Stealth +15 Damage Resistances acid, cold, and lightning Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered Condition Immunities blinded , deafened , exhaustion , poisoned Senses darkvision 60 ft., greensight 120 ft., passive Perception Languages Common, Druidic, Elven, Sylvan Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Attuned to Forest . While a hamadryad is within her forest, she receives constant information about the goings on within it. She cannot be flanked or surprised while within her forest. \n'b' Bubble of Protection . As a bonus action, a hamadryad can extend her damage resistances and immunities to up to 7 creatures within 30 feet of her until she dismisses the effect or is reduced to 0 hit points . \n'b' Fury of Nature . The hamadryad appears to be an unarmed and unarmored elven female, however, when angered her skin becomes as hard as wood (+4 to AC) and her arms turn into razor sharp spear like appendages. She gains the multiattack, antithesis of metal, and seed barrage combat options. Metal is also repelled by her combat form and attacks with metal weapons against her are at disadvantage. \n'b' Greensight . The hamadryad can see through plant matter of any kind that provides up to \xc2\xbe cover to a range of 60 feet. Creatures do not benefit from \xc2\xbe cover or less from the hamadryad\xe2\x80\x99s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest (or jungle) terrain. \n'b' Innate Spellcasting : The hamadryad\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 23, +15 on spell attack ). The hamadryad can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : charm person , confusion , entangle , goodberry, neutralize poison, sending (dryads only), sleep (9th level), suggestion , tree stride \n'b' 1/day each : call lightning storm, conjure woodland beings (8th level), heal , heroism (9th level), pass without trace , shillelagh \n'b'\n'b' Legendary Surge (3/Day) . Anytime the hamadryad rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. She must accept the modified roll and she can only use this ability once per roll (though she can use it multiple times per round). \n'b' Magic Resistance . The hamadryad has advantage on saving throws against spells and other magical effects. \n'b' Nature\xe2\x80\x99s Mantle of Protection . Beasts and plants take no actions to harm or impede a hamadryad. If the hamadryad attacks a creature she normally receives protection from, she loses this protection from that creature, and any others of the same species within line of sight, if she attacks it. \n'b' Peacemaker . A hamadryad adds double her proficiency bonus on Wisdom ( Insight ) and Charisma ( Persuasion ) skills. \n'b' Speak with Beasts and Plants . The hamadryad can communicate with beasts and plants as if they shared a language. \n'b' Spellcasting . The hamadryad is an 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She has the following druid spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, mending , poison spray, produce flame \n'b' 1st level (4 slots) : cure wounds , entangle , faerie fire , speak with animals \n'b' 2nd level (3 slots) : animal messenger , beast sense, hold person \n'b' 3rd level (3 slots) : conjure animals , meld into stone , water breathing \n'b' 4th level (3 slots) : dominate beast , locate creature , stoneskin , wall of fire \n'b' 5th level (3 slots) : commune with nature , mass cure wounds , tree stride \n'b' 6th level (1 slot) : heal , heroes\xe2\x80\x99 feast, sunbeam \n'b' 7th level (1 slot) : fire storm \n'b' 8th level (1 slot) : animal shapes \n'b' 9th level (1 slot) : foresight \n'b'\n'b' Tree Meld . A hamadryad can meld with any tree and can remain melded with a tree as long as she wishes. \n'b' Tree Stride . Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hamadryade makes three attacks, which can be a combination of antithesis of metal and seed barrage. \n'b' Antithesis of Metal . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit. 2 (1d4) piercing damage. In addition, armor worn by the target is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Seed Barrage . Ranged Weapon Attack : +2 to hit, reach 80/320 ft., one target. Hit. 2 (1d6) piercing damage. Targets hit by the shards also become entangled by plants that sprout from the ground and are immobilized on a failed DC 23 Dexterity saving throw. \n'b' Fey Charm . The hamadryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the hamadryad, it must succeed on a DC 23 Wisdom saving throw or be magically charmed . The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the dryad\xe2\x80\x99s control, it takes the hamadryad\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the hamadryad\xe2\x80\x99s Fey Charm for the next 24 hours. The hamadryad can have no more than one humanoid and up to three beasts charmed at a time. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hamadryad 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 hamadryad regains spent legendary actions at the start of her turn. \n'b'\n'b' Cast a Spell . The hamadryad casts a spell. \n'b' Infectious Charm . The hamadryad casts a spell from the enchantment school she knows and it affects double the number of creatures. \n'b' Legendary Initiative (1/Day, Costs 3 Actions) . The hamadryad can take a second action from her list of available options. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the hamadryad takes a lair action to cause one of the following effects; the hamadryad can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' The hamadryad chooses a point she can see within her lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain . Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 22 Dexterity saving throw or become restrained by the vines and take 18 (4d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 22 Strength check. This effect lasts until the hamadryad uses her lair action again or dies. \n'b' The hamadryad can cast her senses to any area within her forest, similar to a clairvoyance spell. \n'b' The hamadryad can strike a creature with a beam of moonlight, or summers fire, or winter\xe2\x80\x99s frost, depending on the time of year and day. In each case a single creature takes 21 (6d6) cold, fire, lightning or thunder damage (as appropriate) and is blinded on a failed DC 22 Dexterity saving throw or half as much damage and not blinded on a successful save. \n'b'\n'b' REGIONAL EFFECTS \n'b' The forest that the hamadryad calls home is warped by her magic, which creates one or more of the following effects. \n'b'\n'b' Treebound fey within the forest do not die if their tree is destroyed. Instead they enter a deep slumber for 1d4 weeks as the hamadryad bonds them to a new tree. \n'b' All water sources within the hamadryad\xe2\x80\x99s forest heal the imbiber 1d4 hit points if they are chaotic good, fey or a beast. \n'b' Large bodies of water within the forest (such as a lake) provide the effect of greater restoration to anyone the hamadryad deems worthy (usually fey, beasts or other woodland protectors and forest natives). If the hamadryad dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days. \n'b'\n'b' ABOUT \n'b' A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, she loathes such separation. All nonevil woodland creatures acknowledge her as the wisest of dryads and respect her gifts of healing and diplomacy. \n'b' In most forests, a hamadryad is the sister or wife of an erlking, and represents the protective, patient, and nurturing aspect of nature. With her healing magic, she can relieve the suffering of a dryad whose tree has been killed and sustain her long enough for her to bond with another tree. A hamadryad prefers to avoid direct confrontations, instead using her magic and allies to divert, confuse, and even befriend any would-be enemies. Her powers allow her to speak with or quickly travel to her subjects even when they are in the most remote parts of the forest. \n'b' As a consequence, little happens in the forest without her knowledge, and those who enter her realm would do well to remember this.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hamephat \n'b' Medium humanoid (human), lawful neutral \n'b' Armor Class 20 (half plate, +1 shield) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 44 (+2) CON: 25 (+2) INT: 24 (+2) WIS: 21 (+0) CHA: 05 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +4 Skills Animal Handling +4, Athletics +8, Insight +4, Perception +4 Senses passive Perception 14 Languages Khemitian, some Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge . On his turn, Hamephat can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b' Second Wind . On his turn, Hamephat can use a bonus action to regain 1d10 + 8 hit points . Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b' Spellcasting . Hamephat is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). He has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , spare the dying \n'b' 1st level (4 slots) : command , cure wounds \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hamephat makes two melee attacks or two ranged attacks . \n'b' +1 Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) 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'\n'b' GEAR \n'b' +1 longsword, +1 shield , potion of stone giant strength, potion of greater healing , half-plate, longbow, 20 arrows, light warhorse, pouch with 5 pp, 35 sp, 15 gp, and a topaz (150 gp). \n'b' ABOUT \n'b' Hamephat is 23 years old and the only son of a free farmer. His abilities allowed him to attend school without cost to his family \xe2\x80\x93 something they hadn\xe2\x80\x99t the funds for. He first entered the priesthood but soon realized he wasn\xe2\x80\x99t meant for that and so joined the army. After only one year he was promoted from subaltern to fifth lieutenant \xe2\x80\x93 all at the age of 21. His rise was too rapid, and a jealous first lieutenant had him posted to Aartuat, realizing that with opportunity for learning and performance, this fellow would be a rival in just a few years. Now age 23, having been stuck here for some time, Hamephat is itching to do something \xe2\x80\x93 anything. Hamephat is a devotee of Herakhty (Horus).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hammer Holly \n'b' Huge plant , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 60 (8d12 + 8) \n'b' Speed 0 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing \n'b' Condition Immunities blinded , deafened , frightened \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the hammer holly remains motionless, it is indistinguishable from a normal holly tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 21 (5d6 + 4) bludgeoning damage and target is stunned for 1 round. If the target succeeds on DC 12 Constitution saving throw, it is not stunned . \n'b'\n'b' ABOUT \n'b' These holly trees appear as others of their kind: waxy leaves of deep green and clusters of bright red berries. However, these trees respond to the approach of creatures by swinging their branches, clubbing at anything that moves within range of their senses. Victims of a hammer holly lie where they fall, becoming compost to feed the tree. \n'b' Experiment Gone Wild . Some scholars believe hammer hollies were magically engineered in Carnessa when the magocracy still thrived. They theorize the trees were early attempts to weaponize plants, acting as a passive security measure for the gardens and grounds of wealthy wizards. Their presence in the Western Wastes is used as proof of the dangers present south of the Wall. Those that hold this position warn that dangerous plants have already migrated north and that more will certainly follow. While they only grow during a mad spring, it is thought that those short periods are enough to allow such plants to continue to spread and that it is only a matter of time before they reach areas where they can thrive longer and become a major menace, such as the Ironcrags, Allain, and even the Arbonesse. \n'b' Hammer Holly Wine . Like most hollies, the berries of the hammer holly are toxic. They are not poisonous to dust goblins however, and those humanoids enjoy a fermented beverage brewed from the berries that might generously be called wine. Hammer holly wine is a great delicacy for dust goblins and a rarity considering the difficulty in harvesting the necessary ingredient. Creatures who seek peaceful relations with dust goblins will find their chances greatly increased should they have hammer holly berries to offer in trade or as a bribe. Any creature other than a dust goblin that drinks hammer holly wine is poisoned for 1 hour. A successful DC 12 Constitution saving throw negates the poisoned effect. Each serving beyond the first causes a creature 3 (1d6) points of poison damage and increases the duration of the poisoned condition by an additional hour; a successful save halves the damage and negates the poisoned effect, but the DC for the saving throw increases by 1 for each additional serving drunk. \n'b' Incidental Treasure . Items belonging to victims of a hammer holly often linger long after their owners have decomposed. This works to the hammer holly\xe2\x80\x99s advantage as new victims are often lured into range of the tree\xe2\x80\x99s attacks by shiny objects glinting among the tree\xe2\x80\x99s roots.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hammerfolk \n'b' Small humanoid (hammerfolk, ozian), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d6 + 8) Speed 30 ft., burrow 10 ft., climb 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Skills Intimidation +1, Perception +3, Stealth +3 Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hill Guise . While fully withdrawn into its burrow, the hammerfolk can\xe2\x80\x99t see and is indistinguishable from the hill. \n'b' Siege Monster . The hammerfolk deals double damage to objects and structures. \n'b' Stone Camouflage . The hammerfolk has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Hammerhead . Melee Weapon Attack : +4 to hit, reach 15 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the hammerfolk in a straight line and forced prone . \n'b' Burrow Defense . The hammerfolk withdraws into its burrow. Until it emerges, the hammerfolk gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its burrow, the hammerfolk\xe2\x80\x99s speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on Dexterity saving throws, it can\xe2\x80\x99t take reactions , and the only action it can take is a bonus action to emerge. \n'b'\n'b' ABOUT \n'b' This being is quite short and stout and has a big head, which is flat at the top and supported by a thick neck full of wrinkles. But it has no arms at all. \n'b' Hammerfolk use their heads to defend their territory. As quick as lightning their head shoots forward and their necks stretch out until the top of the head, where it is flat, strikes a target, sending them tumbling. \n'b' Hammerheads . Hammerfolk burrow holes into hills, where they can defend their turf and use their attacks to the greatest advantage. They find it quite amusing to repel attackers, and will not hesitate to ruthlessly bash anyone who isn\xe2\x80\x99t a hammerfolk that they can reach.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hangman Creeper \n'b' Huge plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 144 (17d10 + 51) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , prone Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the creeper remains motionless, it is indistinguishable from an ordinary tangle of vines. \n'b' Reaching Vines . The creeper can have up to four vines at a time. Each vine can be attacked (AC 16; 10 hit points ; resistance to bludgeoning and piercing damage). Destroying a vine deals no damage to the creeper, which regrows any severed vines at the beginning of its next turn. A vine can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. If a vine is destroyed while it has a creature grappled , the grapple ends. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The creeper makes four attacks with its choking vines and one with its bite. If it has a creature grappled , it can replace its bite attack with its swallow. \n'b' Choking Vine . Melee Weapon Attack : +7 to hit, reach 60 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15) and lifted 10 ft. into the air. Until the grapple ends, the target cannot breathe, speak, or cast spells that require verbal components, and the creeper can\xe2\x80\x99t use the same vine on another target. A creature grappled in this way must succeed on a DC 15 Constitution saving throw at the start of its next turn or run out of breath and begin to suffocate. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target grappled by the creeper. Hit : 20 (3d10 + 4) piercing damage. \n'b' Swallow . The creeper makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the creeper, and it takes 21 (6d6) acid damage at the start of each of the creeper\xe2\x80\x99s turns. If the creeper takes 20 damage or more on a single turn from a creature inside it, the creeper 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 ft. of it. If the creeper dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Relentless Draw . On its turn, the creeper can use a bonus action to pull each creature grappled by it up to 30 ft. straight toward it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hangman Tree \n'b' Huge plant , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 138 (12d12 + 60) \n'b' Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 8 (-1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing \n'b' Damage Vulnerabilities fire \n'b' Senses passive Perception 13 \n'b' Languages Common, Sylvan \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the hangman tree remains motionless, it is indistinguishable from a normal tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hangman tree makes two hanging vines attacks. \n'b' Hanging Vines . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage and the target is grappled (escape DC 16). While grappled , the target is lifted 10 feet off the ground and is restrained and unable to breathe or speak. It must succeed on a DC 16 Constitution saving throw at the start of each of the tree\xe2\x80\x99s turns or take 16 (3d6 + 6) bludgeoning damage. Hallucinatory Spores (1/Day). The hangman tree releases a cloud of invisible spores that cause creatures to perceive the tree and its surroundings as perfectly pleasant and normal. All living creatures within 50 feet must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed , the creature is incapacitated and has a speed of 0. A creature can attempt a new saving throw at the end of its turn each round if it sees the tree attack an ally; if the tree attacks a creature, this does not automatically break the effect but the attack creature has advantage on this saving throw. \n'b'\n'b' ABOUT \n'b' The hangman tree prefers to lie in wait near remote forest tracks and game trails, waiting for victims to wander by. These carnivorous plants are incredibly patient and can wait for months in a single location for food to approach. When prey does draw near, the tree\xe2\x80\x99s vines lash like striking snakes. The tree often uses its pull ability to hoist grappled foes 10 to 15 feet in the air so that they are out of reach of allies while they slowly strangle. The tree generally only swallows one foe whole at a time, letting its other captured victims dangle and ripen until it is ready to feed on them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hangman Tree, Greater \n'b' Gargantuan plant , neutral evil \n'b' Armor Class 20 (natural armor) Hit Points 248 (16d20 + 80) Speed 10 ft.\n'b' STATS STR: 24 (+7) DEX: 7 (-2) CON: 20 (+5) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances bludgeoning and piercing Damage Immunities psychic Condition Immunities charmed , frightened , prone , stunned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Paralyzed by Cold . A hangman tree is paralyzed for 1 round if it fails a Constitution saving throw after taking cold damage. The DC of the saving throw equals 10 or half the damage it takes, whichever is greater. \n'b' Slowed by Darkness . Spells that engulf the hangman tree in darkness affect it as the slow spell for 1d4 rounds. \n'b' Vines . The vines of a hangman tree have AC 15 and 10 hit points . Only slashing damage affects them. Damage done to a vine is not subtracted from the hangman tree\xe2\x80\x99s overall total and does not reduce its number of vine attacks (the tree has plenty of vines to replace any that are severed). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A hangman tree makes four Vine attacks. \n'b' Vine . Melee Weapon Attack : +11 to hit, reach 15 ft., one creature. Hit : 13 (1d12 + 7) bludgeoning damage and the target must make a successful DC 16 Dexterity saving throw or be grappled (escape DC 16). While the creature is grappled , it is restrained , can\xe2\x80\x99t speak or cast spells with verbal components, and must succeed on a DC 16 Strength saving throw at the beginning of its turn or be hung by its neck, take 13 (1d12 + 7) bludgeoning damage, and be unable to breathe. \n'b' Hallucinatory Spores (recharge 4-6). Each creature within a 50 ft. sphere centered on the tree must make a successful DC 16 Wisdom saving throw or be charmed by the tree for 2d6 minutes. A charmed creature believes the tree to be of some ordinary sort (or to be a treant or other friendly tree creature). An affected creature won\xe2\x80\x99t attack the hangman tree for any reason while charmed . A successful saving throw renders a creature immune to this tree\xe2\x80\x99s hallucinatory spores for 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aphasian Abomination \n'b' Large construct , unaligned \n'b' Armor Class 15 Hit Points 170 (20d10 + 60) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 20 (+5) CON: 16 (+3) INT: 17 (+3) WIS: 20 (+5) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Int +7, Wis +9 Skills Arcana +7, Insight +9, Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 120 ft., passive Perception 19 Languages Common, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The aphasian abomination can move through a space as narrow as 1 inch wide without squeezing. \n'b' Aphasic Field . The aphasian abomination generates a field of psychic distortion around itself. Each creature that starts its turn within 60 feet of the abomination must succeed on a DC 17 Intelligence saving throw or lose the ability to speak coherently, saying coherent words that make no sense in context instead of whatever it intends to say. If the creature attempts to cast a spell with verbal components, it fails, taking 9 (2d8) psychic damage per spell level of the spell it attempted to cast, and it expends the spell slot. \n'b' Construct Nature . The aphasian abomination doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The aphasian abomination is immune to any spell or effect that would alter its form. \n'b' Made of Magic . The aphasian abomination is formed of magical energy. It temporarily winks out of existence when inside an antimagic field , instantly reappearing once the space it occupied is no longer within the area of effect. An aphasian abomination targeted by dispel magic takes 21 (6d6) damage plus an extra 7 (2d6) psychic damage for each spell level beyond 3rd, if the spell is cast using a higher spell slot. \n'b' Magic Resistance . The aphasian abomination has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aphasian abomination makes three Force Blast attacks. \n'b' Force Blast . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 120 ft., one target. Hit : 23 (4d8 + 5) force damage. \n'b'\n'b' ABOUT \n'b' A swirling cloud of orange-yellow energy moves with deliberate intent. What appear to be dozens of glowing, green eyes and mouths churn across the surface of the cloud as it moves. \n'b' A living weapon created during a great war of mages, the aphasian abomination exists to slay spellcasters. Its powerful abilities to attack the speech centers of the mind can break communication as well as stop spellcasters from speaking the words necessary to cast their magic, effectively neutralizing them. Though the mighty magicians that created these magical constructs are long dead, their creations still roam free in the blasted wastes where the war was fought, seeking enemy spellcasters to destroy. \n'b' Dangerous Portents . The aphasian abomination\xe2\x80\x99s ability to sense and seek out magic means the area where one is encountered likely contains remnants and relics from the ancient past.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Warhorse \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 3 (-4) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities exhaustion , poisoned Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The clockwork warhorse is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork warhorse has advantage on saving throws against spells and other magical effects. \n'b' Trampling Charge . If the clockwork warhorse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the horse can make another attack with its hooves against it as a bonus action \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harbinger of Wrath \n'b' Gargantuan construct , chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 297 (18d20 + 108) Speed 50 ft.\n'b' STATS STR: 28 (+9) DEX: 8 (-1) CON: 22 (+6) INT: 5 (-3) WIS: 11 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, lightning, necrotic Damage Immunities cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adamantine Weapons . The harbinger\xe2\x80\x99s weapon attacks are adamantine and magical. \n'b' Immutable Form . The harbinger is immune to any spell or effect that would alter its form. \n'b' Legendary Resistance (3/Day) . If the harbinger fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The harbinger has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The harbinger of wrath makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Impale . The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger\xe2\x80\x99s spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger\xe2\x80\x99s turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger\xe2\x80\x99s spikes by using 10 feet of movement. \n'b' Drain Life (Recharge 5-6) . The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack , its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt. \n'b' Spike Volley (Recharge 5-6) . The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path. \n'b' Engines of Decimation . The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. \n'b' Forged by Demons . The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. \n'b' Construct Nature . A harbinger doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hare, Arctic \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 3 (1d6) Speed 40 ft. \n'b'\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'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' Special Traits \n'b'\n'b' Arctic Camouflage . The arctic hare\xe2\x80\x99s snow-white coat grants it a degree of camouflage in snowy terrain. When in snow or ice, creatures have disadvantage to see the arctic hare. \n'b' Keen Hearing . The arctic hare has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Snowshoed . The arctic hare\xe2\x80\x99s wide feet allow it to run across snow with ease. Snow does not count as difficult terrain for the arctic hare. \n'b' Thick Fur . The arctic hare\xe2\x80\x99s fur provides them excellent protection from the cold. Arctic hares can tolerate temperatures as low as ?50 degrees Fahrenheit without any additional protection. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., 1 target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' The arctic hare is a snowy white rabbit hare. Resembling a large rabbit with unusually long ears, the arctic hare is exceptionally fast and adept and running through snow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harefolk \n'b' Small humanoid (harefolk), chaotic good \n'b' Armor Class 13 (leather armor) Hit Points 18 (4d6 + 4) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 Senses passive Perception 13 Languages Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The harefolk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Ready for Trouble . The harefolk can\xe2\x80\x99t be surprised, and it has advantage on initiative rolls if it isn\xe2\x80\x99t incapacitated or unconscious. \n'b' Shapechanger Sensitivity . The harefolk has advantage on Intelligence ( Investigation ) and Wisdom ( Insight ) checks to determine if a creature is a shapechanger. It automatically succeeds when the shapechanger is a werewolf. In addition, the harefolk has advantage on its first attack roll each turn against a creature with the Shapechanger trait or Change Shape action, regardless of whether the harefolk was previously aware of the shapechanger\xe2\x80\x99s nature. \n'b' Snow Camouflage . The harefolk has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Snow Walker . The harefolk can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Sling . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' What appears to be an arctic hare given humanoid form is clad in leather armor and stands with its shortsword at the ready. Its bright eyes take everything in, while its nose quivers in search of predators. \n'b' Werewolf Foes . Harefolk have a long-standing hatred for werewolves, owing to their near extinction at the lycanthropes\xe2\x80\x99 jaws. Harefolk are wary of other lycanthropes and shapechangers, even primarily good-aligned creatures such as werebears. \n'b' Rabbit Tenders . Harefolk keep arctic hares and other rabbits capable of surviving in arctic climes as pets. They believe the presence of rabbits brings good luck to a clan. Nomadic clans of harefolk ensure their pets can forage grasses as they travel, while more domestic clans grow gardens of hardy vegetables to feed the rabbits. Since harefolk are omnivorous, supplementing their diet of grubs and other insects with vegetation they find or grow, their dietary needs keep them from competing with their pets for resources. Though they are capable of eating flesh from other creatures, their bond with rabbits keeps many harefolk from hunting game animals, including non-rabbits. Adventuring harefolk often bring along a rabbit as a companion animal or familiar. \n'b' Pranksters . Harefolk enjoy pulling harmless tricks on each other, and stories of memorable pranks are passed down through generations. When dealing with their enemies, harefolk pranks turn injurious if not lethal. One of their favorite tricks is to seed areas beneath the snow with snares and bear traps. As they lead pursuers through these areas, they bound safely over the snow while the creatures pursuing them sink below the surface and set off the traps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harionago \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 260 (40d8+80) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 22 (+6) CON: 14 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Wis +8 Damage Immunities necrotic, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Skills Deception +13, Persuasion +13 Senses darkvision 60 ft., passive Perception 13 Languages Common, Elvish, Sylvan Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The harionago\xe2\x80\x99s spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : hideous laughter \n'b' 3/day each : feather fall , levitate , ray of enfeeblement \n'b' 1/day each : charm monster, dominate person \n'b'\n'b' Infectious Laughter . Whenever a harionago successfully casts hideous laughter on a creature, it can cast hideous laughter on one other creature within 10 feet of it. This ability does not stack with itself, so the harionago can only cast hideous laughter twice in a turn this way. Additionally, damage dealt by the harinago does not cause a creature affected by its hideous laughter to make another saving throw to end the spell. \n'b' Wrathful Rejection . A harionago does not handle the rejection of its advances very well. Whenever a creature successful saves against one of the harionago\xe2\x80\x99s spells the harionago reduced its Wisdom by 1 point and gains advantage to its attack rolls and saving throws. This bonus lasts as long as the harionago has any Wisdom reduction. This Wisdom reduction can only be restored when the harionago kills the character that successfully saved against her ability. If that creature gets killed by some means other than the harionago, it must kill a member of their family to remove the Wisdom reduction. In order to remove all of its Wisdom reduction, the harionago must kill everyone (or a family member of everyone) that has successfully saved against its spells. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The harionago makes one two claw attacks and four hair barb attack . \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage. \n'b' Hair Barb . Melee Weapon Attack : +11 to hit, 1reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage. The harionago can choose to grapple one creature it hits instead of dealing damage (escape DC 18). \n'b'\n'b' ABOUT \n'b' A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge. Destroying a harionago doesn\xe2\x80\x99t always lay her to rest for good. On rare occasions and by mysterious means, a harionago rises again after a year and a day to resume her hunt. She can only rest after she takes her revenge on those who murdered her. If her murderers are already dead when she returns, she will rest only once every member of her murderers\xe2\x80\x99 family lines has been slaughtered.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harionago \n'b' Medium undead , neutral evil \n'b' Armor Class 20 (natural armor) \n'b' Hit Points 159 (14d8 + 96) \n'b' Speed 30 ft., fly 10 ft. (can hover)\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 15 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +8 \n'b' Skills Perception +6, Stealth +7 \n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered 289 \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Elven, Sylvan \n'b' Challenge 11 (7,200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The harionago attacks with her claws and hair barbs. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Hair Barbs . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (4d6+3) slashing damage plus the targer must make a DC 16 Constitution save. The target takes 44 (8d10) necrotic damage on a failed save, or half that on a successful save. \n'b' Vampiric Touch (Recharge 5-6) . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : 21 (6d6) necrotic damage, and the harionago regains hit points equal to half the necrotic damage dealt. Infectious Laughter. The harionago lets out ringing, scornful laughter. All non-harionago within 60 feet who can hear the harionago must succeed on a DC 16 Wisdom saving throw or fall prone , becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn\xe2\x80\x99t affected. At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. The target has advantage on the saving throw if it\xe2\x80\x99s triggered by damage. On a success, the laughter ends for that target. \n'b' Suggestion (Recharge 5-6) . The harionago suggests a course of activity (limited to a sentence or two) and magically influences a creature it can see within 30 feet that can hear and understand it. Creatures that can\xe2\x80\x99t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act makes the creature automatically immune. The target must make a DC 16 Wisdom saving throw. On a failed save, it pursues the course of action to the best of its ability. The suggested course of action can continue for up to 1 minute. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. If the harionago or any of its companions damage the target, the suggestion ends. \n'b' Ghost : A ghost isn\xe2\x80\x99t necessarily hostile. Roll the NPC\xe2\x80\x99s traits randomly or select them. If the ghost is evil, there is a 50% chance of 1d4 dead bodies in the vicinity, representing its victims. Regardless, if the PCs disturb its resting place, threaten it, or remind it of something upsetting, the ghost will attack , starting with its Horrifying Visage. Skeleton Champions: These are the desiccated remains of ancient warriors whose restless spirits animate their bones in endless repetition of wars long forgotten. \n'b'\n'b' ABOUT \n'b' The harionago appears as a young woman, lost, bruised, and dressed in worn clothing. A harionago often seems sympathetic, despite her pallor and battered looks. However, the harionago is motivated by an insatiable desire for vengeance. When she attacks, her nails become elongated claws, and she attacks with her prodigiously long, barbed hair.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harionna \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 82 (11d8+33) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Deception +4, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting \n'b'\n'b' dancing lights , minor illusion , vicious mockery \n'b' 1/day : mislead \n'b'\n'b' Mimicry . The harionna can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ( Insight ) check. \n'b' Traceless . The harionna leaves no tracks or other sign of its passage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The harionna makes two hair attacks. \n'b' Hair . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage and the harionna can choose either to take an item from the target or to knock the target prone unless the target succeeds on a DC 14 Dexterity saving throw. \n'b' Cursed Eye . The harionna imposes a curse on a target within 30 feet by glaring and cackling. Unless the target succeeds on a DC 12 Wisdom saving throw, the target suffers disadvantage on all ability checks with on all attack rolls, saving throws, and ability checks with one ability score of the harionna\xe2\x80\x99s choice for 1 round. The harionna can cackle loudly as a bonus action to continue the effect each round thereafter. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the harionna\xe2\x80\x99s Cursed Eye for the next 24 hours. \n'b' Illusory Appearance . The harionna covers herself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the harionna takes a bonus action to end it or if the harionna dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the harionna could appear to have short hair, but someone touching it would feel its long, writhing hair. 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 harionna is disguised. \n'b'\n'b' ABOUT \n'b' Harionnas are sinister cousins of the hags that lurk in forests and hills, especially along roadsides and sometimes just outside of villages and towns (though rarely entering such settlements) in hopes of inveigling unwary travelers and murdering them. \n'b' A harionna use common guile and seduction along with their magical powers to delude flirtatious men (and occasionally people of other genders) while diverting and distracting their allies so she can take her prey without interference. \n'b' Unassuming Appearance . Unusual among their kind, harionnas are not horrific to behold, but instead tend to be comely if not quite beautiful. They always have long cascades of hair, never cutting it, though they comb and braid it almost constantly. Their hair is magically prehensile, with long, barbed hooks concealed among their tresses.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harpoon Weed \n'b' Medium plant , neutral \n'b' Armor Class 13 (natural) Hit Points 44 (8d8+8) Speed swim 10 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The harpoon weed may make two attacks. \n'b' Blade Frond . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3+2) piercing damage. \n'b' Harpoon Frond . Ranged Weapon Attack : +4 to hit, range 20 ft., one target. Hit : 4 (1d3+2) piercing damage. If the target is a creature, it is grappled (escape DC 13; successful escape attempt results in an additional 4 (1d3+2) piercing damage). Until this grapple ends, the target is restrained . A creature grappled by a harpoon frond must succeed on a DC 10 Strength check or be pulled 10 feet toward the harpoon weed. A harpoon weed may have up to 4 creatures grappled at one time. \n'b'\n'b' ABOUT \n'b' This plant is a deep green color. It floats on the calm sea, forming a spherical shape. \n'b' Harpoon weeds are roughly shaped balls of floating seaweed. \n'b' Although they possess gas bladders that allow directed movement, they typically float where the tides and winds take them. \n'b' The tips of their fronds are hard and sharp, and the plant can fire them at passing creatures by compressing gas bladders inside its fronds. Impaled targets are hauled in, stabbed repeatedly with its other fronds, and then slowly dissolved. \n'b' Harpoon weeds have no concept of the size of creatures moving near them, and they often fire on beings far bigger then themselves, or at passing ships. Although the seaweed itself is inedible, the cord it produces is the equivalent to silk rope, and each harpoon weed yields about 50 feet of cord.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harpspider, Arctic \n'b' Medium monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 91 (14d10+14) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft.; passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Ethereal Jaunt . As a bonus action, the spider can move between the Material Plane and the Ethereal Plane. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b' Webs . The arctic harpspider\xe2\x80\x99s crystalline web is delicate and easily destroyed, having just 5 hit points for each 5 ft. section. Sections of the web may be suspended to act as an early warning system, woven into bridges and tunnels, or spun into patches of difficult terrain . \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 1d10+2 (7) piercing damage plus 4d8 (18) poison damage (DC 11 Constitution save halves poison damage). If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Hypnotic Harmonics . The harpspider strums the thin, crystalized strands of its web. Every creature within 300 feet of the harpspider that can hear the tinkling, melodious resonance must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. In each subsequent round at the end of the creature\xe2\x80\x99s turn it makes an additional Wisdom save against the same DC. If the save is successful than the effect ends. A creature that is charmed moves toward the arctic spider on its turn in the most direct path possible, unless it is somehow blocked. The harpspider must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpspider is incapacitated . A target that successfully saves is immune to this harpspider\xe2\x80\x99s song for the next 24 hours. \n'b'\n'b' About \n'b' The arctic harpspider is an otherworldly creature composed of crystallized mineral-rich fluid. This bizarre other-dimensional arachnid possesses a shrewd cunning and is an instinctive skirmish predator. If its quarry resists its mesmerizing harmony, the spider favors darting in to strike then swiftly ducking back out of reach. It often waits until its poison disables a victim before closing in for the kill. It gains nourishment from the vital bodily fluids of its victims but can enter a state of frozen hibernation if prey is scarce. An arctic harpspider weighs 450 pounds and its legs extend 8 feet from its 7-foot-long body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aphrodite: God of Love and Beauty \n'b' Medium celestial (divinity), chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 217 (29d8 + 87) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 22 (+6) CON: 16 (+3) INT: 20 (+5) WIS: 20 (+5) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +12, Wis +12, Cha +17 Skills Animal Handling +13, Deception +17, Persuasion +17, Insight +13 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses truesight 90 ft., passive Perception 15 Languages Celestial, Common; telepathy 300 ft. Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Aphrodite fails a saving throw, she can choose to succeed instead. \n'b' Unearthly Grace . Any creature that has seen Aphrodite and targets her with an attack or a harmful spell must first succeed a DC 25 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This includes area of effect attacks and spells. \n'b' Call the Dedicated Hearts (1/day) . Aphrodite calls 4 of her most loyal servants, the Dedicated Hearts , to assist her. They have their own initiative and will do everything in their power to defend their god. \n'b' Innate Spellcasting . Aphrodite\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 25, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : scrying , sending \n'b' 1/day each : antipathy/sympathy , geas , glibness , power word: stun, plane shift \n'b'\n'b' Actions \n'b' Multiattack . Aphrodite uses her Empyrean Contempt and makes two Arrow of Light attacks. \n'b' Empyrean Contempt . Aphrodite unleashes a string of words laced with divine presence at up to 3 creatures she can see within 120 ft. The creature(s) must succeed on a DC 25 Wisdom saving throw or take 28 (7d8) psychic damage (halved on a success). The creature(s) don\xe2\x80\x99t need to understand Aphrodite to be affected. \n'b' Arrow of Light . Ranged Weapon Attack : +13 to hit, range 90/240 ft., one target. Hit : 28 (5d8 + 6) radiant damage \n'b' Legendary Actions \n'b' Aphrodite 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. Aphrodite regains spent legendary actions at the start of her turn. \n'b' Teleport . Aphrodite magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. \n'b' Infatuate . Aphrodite briefly talks to a creature that can hear her, forcing it to succeed a DC 25 Wisdom saving or become charmed for 1 minute. The affected creature will protect Aphrodite at all costs, but can repeat the saving throw at the end of each of its turns. Once the creature is freed from the charm, it cannot be targeted again for the next 24 hours. \n'b' Divine Muse (Costs 2 Actions) . Aphrodite gives her blessing to up to 5 creatures within 60 feet of herself. Until the end of their next turn, affected creatures have advantage on all saving throws and attack rolls. \n'b' Arrow of Light (Costs 3 Actions) . Aphrodite makes 2 Arrow of Light attacks. \n'b' About \n'b' Aphrodite is the Olympian god of love, beauty, sexual pleasure, and fertility. She is considered the ideal of beauty and uses it to her advantage by gathering the loyalty of infatuated mortals and immortals alike.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harpy, Owl \n'b' Family: Harpy \n'b' Medium monstrosity, neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 112 (15d8 + 45) Speed 20 ft., fly 80 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +7, Stealth +9 Damage Vulnerabilities thunder Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Common, Abyssal, Giant Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hypersensitive Hearing . The owl harpy has advantage on Wisdom ( Perception ) checks that rely on hearing, and it can\xe2\x80\x99t use its blindsight while deafened . \n'b' Quiet Wings . The owl harpy has advantage on Dexterity ( Stealth ) checks made to hide while flying. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The owl harpy makes two Claw attacks and two Talon attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Talon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Sleeping Song . The owl harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or fall unconscious until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated . An unconscious target wakes if it takes damage or if another creature uses an action to wake it. A target that successfully saves is immune to this harpy\xe2\x80\x99s song for the next 24 hours. \n'b' Hovering Darkness (3/Day) . While flying, the owl harpy shakes a fine, magical dander from her wings, and a 15-foot radius of magical darkness extends out from her, moves with her, and spreads around corners. The darkness lasts as long as the owl harpy flies and maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. \n'b'\n'b' ABOUT \n'b' This winged woman\xe2\x80\x99s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison. \n'b' Harpy Queens . An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl\xe2\x80\x99s predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. \n'b' Nocturnal Magic . Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunderous noises distress them. \n'b' Servants of Darkness . Owl harpies are natural bards thanks to their sharp wits, and most are zealous followers of deities and demon lords of darkness and night. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clockwork Weaving Spider \n'b' Tiny construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 30 (12d4) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 9 (-1) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The clockwork weaving spider doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The clockwork weaving spider is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork weaving spider has advantage on saving throws against spells and other magical effects. \n'b' Unmaking . The clockwork weaving spider\xe2\x80\x99s speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider\xe2\x80\x99s Trimming Blade attack roll exceeds the target\xe2\x80\x99s Armor Class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one nonmagical cloth, leather, or paper object on the target becomes damaged and unusable until repaired. This effect can deface or ruin clothing, backpacks, journals, and similar objects, but it can\xe2\x80\x99t destroy armor. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork weaving spider makes two Trimming Blade attacks or two Poisoned Needle Shuttle attacks. \n'b' Trimming Blade . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Poisoned Needle Shuttle . Ranged Weapon Attack : +5 to hit, range 30 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This mechanical spider has long, spindly legs, including one equipped with a sharp blade that\xe2\x80\x99s disproportionately large for the creature\xe2\x80\x99s body. \n'b' Cloth Makers . These tiny, useful devices are a boon to weavers as they help produce clothing. They also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes). \n'b' Throw Poison . Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Plague Harpy \n'b' Family: Harpy \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 142 (19d8 + 57) \n'b' Speed 20 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 \n'b' Damage Resistances necrotic, poison \n'b' Condition Immunities poisoned \n'b' Senses blindsight 90 ft., passive Perception 15 \n'b' Languages Common \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The plague harpy can magically transmit simple messages and images to any creature within 90 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Virulence . A creature infected with harpy\xe2\x80\x99s plague becomes contagious 24 hours after contracting the disease. When a creature starts its turn within 5 feet of the contagious target, that creature must succeed on a DC 15 Constitution saving throw or also contract the harpy\xe2\x80\x99s plague disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The harpy uses Dirge. It then makes one Bite attack and two Talons attacks, or it makes three Sorrowful Caw attacks. If the harpy hits one Medium or smaller creature with two Talons attacks, the target is grappled (escape DC 15). Until this grapple ends, the harpy can automatically hit the target with its Talons, and the harpy can\xe2\x80\x99t make Talons attacks against other targets. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract the harpy\xe2\x80\x99s plague disease. If the target is disheartened and contracts harpy\xe2\x80\x99s plague, its hp maximum is reduced by an amount equal to the necrotic damage taken. Until the disease is cured, the target can\xe2\x80\x99t regain hp except by magical means, and the target\xe2\x80\x99s hp maximum decreases by 10 (3d6) every 24 hours. If the target\xe2\x80\x99s hp maximum drops to 0 as a result of this disease, the target dies. \n'b' Talons . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. \n'b' Sorrowful Caw . Ranged Spell Attack : +6 to hit, range 90 ft., one target. Hit : 13 (3d6 + 3) psychic damage. \n'b' Dirge . The harpy telepathically sings a mournful hymn and projects images of sickly and dying loved ones in the mind of one creature it can see within 90 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be disheartened for 1 minute. While disheartened, a creature has disadvantage on saving throws against being poisoned or contracting a disease. The disheartened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The creature combines the body of a woman with the head, wings, and talons of a giant vulture. \n'b' It perches silently, head cocked to the side, studying its surroundings. The plague harpy is a carrion eater and an aggressive plague carrier. They are found anywhere bodies accumulate, especially those that are diseased. \n'b' Patiently Awaiting Death . A plague harpy likes its meals dead, and preferably rotten and diseased. The harpies are perfectly content to infect individuals, leaving the creatures otherwise unmolested, and allow them to return to their loved ones. Plague harpies sow the seeds of disease today in the hopes of reaping greater rewards tomorrow. \n'b' Pain of the Dying . The dirge sung by plague harpies sounds different to each person that hears it and is accompanied by telepathic images of dying friends and family. The harpies hope to instill a state of sorrow and grief with the dirge, making their victims more susceptible to illness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harpyia \n'b'\n'b' Medium elemental , chaotic evil \n'b' Armor Class 11 (natural armor) Hit Points 38 (7d8+7) Speed 20 ft., fly 90 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 12 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Dive Attack . If the harpyia is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) damage to the target. \n'b' Flyby . The harpyia doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight and Smell . The harpyia has advantage on Wisdom ( Perception ) checks that rely on sight and smell. \n'b' Stench . Any creature other than an infernal harpy that starts its turn within 5 feet of the harpy must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of all infernal harpies for 1 hour. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The harpy makes one attacks with its claws and uses Befoul. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. If the target is a creature, the harpyia can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 11 Strength saving throw or drop one item it is holding on the ground. \n'b' Befoul (Recharge 6) . The harpy befouls one creature directly below it. If the target is Medium or smaller, it must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This awful looking being has the upper body of an ugly female and the lower body of a vulture. Its wings and claws are spattered with filth and you can smell its foul stench even at a distance. \n'b' The harpyiai are spirits of wicked gusts of wind. As such, they are the hounds of Zeus, snatching things and people from the earth. Unexplainable disappearances are often associated with them. \n'b' Harpyiai befoul all that is clean and good, a scourge of the gods hell-bent on sullying anything edible. They are the picture of foulness and have a disposition to match. In battle, harpyiai serve as advanced troops, ruining morale from above with their excrement. They are particularly effective in sieges, poisoning water and food supplies. \n'b' Sacred to Zeus . As children of Zeus, harpyiai are not easy to harm. They are immune to most mundane weapons and if pressed, will flee back to the heavens. If pursued by magical flight, a deity may intervene to protect them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harro \n'b' Large Beast , unaligned \n'b' Armor Class 15 Hit Points 85 (10d10 + 30) Speed 70 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 21 (+5) CON: 16 (+3) INT: 4 (-3) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Athletics +6, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If the harro moves at least 20 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Exceptional Climber . The harro can climb and move on the steepest inclines without making an ability check. It cannot climb on smooth surfaces, or if conditions are especially bad. \n'b' Sure-Footed . The harro has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Multiattack . The harro makes two attacks: one with its hooves and one with its horns. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Horns . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' About \n'b' A famous creature hailing from the Drakenbergen, the harro resembles the ibex, to which it is related. \n'b' However, the harro is much taller-easily reaching the size of a horse-and slimmer. Its coat comes in various tones of gray, and some especially majestic specimens are an immaculate white. The harro is muscular, spirited, and faster than any horse. Some myths even claim it to be descended from air elementals; a fair explanation, given how its speed and agility have led some to believe it can walk on air. Indeed, much like its cousin the ibex, the harro can scale near-vertical surfaces with such ease it confounds even the best acrobats and climbers. \n'b' Despite its herbivorous diet and speed, it is a fierce and shorttempered animal that won\xe2\x80\x99t hesitate to defend itself if threatened, fearlessly charging and trampling its foes. Male harros are especially aggressive during the mating season, attacking any who would stand in their way. Only the most formidable predators and hunters can confront it. Wearing clothes or items fashioned from harro horn or leather is a mark of great prestige\xe2\x80\xa6 or, to some, a great sacrilege. \n'b' Despite its difficult temper, the harro can be ridden if trained from an early age. \n'b' Finding a young harro is an endeavor in itself, and raising one takes several years of daily toil. Those willing to put in such effort, however, are rewarded with a singular steed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harvest Horse \n'b' Large construct , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 37 (5d10 + 10) \n'b' Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 5 (\xe2\x80\x933) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 3 (\xe2\x80\x934) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4 \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses passive Perception 6 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The harvest horse is considered one size larger for the purpose of determining its carrying capacity. \n'b' Construct Nature . The harvest horse doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Poor Traversal . The harvest horse must spend two additional feet of movement to move through difficult terrain instead of one additional foot. \n'b' Siege Monster . The harvest horse deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Harvester\xe2\x80\x99s Stampede (Recharge 5\xe2\x80\x936) . The harvest horse moves up to its speed in a straight line and can move through the space of any Large or smaller creature. The first time the harvest horse enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 12 Dexterity saving throw. On a failure, it takes 7 (2d6) slashing damage and is forced prone . On a success, it takes half as much damage and isn\xe2\x80\x99t forced prone . When the harvest horse moves in this way, it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' ABOUT \n'b' Weld the front half of an iron horse to a small, patchwork plow, add short blades on either side of the plow, and either a farmer or a necromancer is ready to harvest. \n'b' Harvest horses are patchwork constructs made as autonomous plows and crop-harvesters. They are forged from scrap iron and broken farming equipment, reassembled by a village blacksmith, then enchanted by apprentices or local mystics. The resulting constructs vary wildly in cost, appearance, and functionality but take the form of an iron horse bolted to a plow or wagon. \n'b' Rural Constructs . Harvest horses are far less sophisticated than the intricate creations favored by nobles or powerful spellcasters. While still expensive for a farmer, their makeshift construction and their animating enchantments means that a good harvest, a reasonable investment, or a loan is often enough to commission one. Once purchased, a harvest horse performs the work of an ox, horse, or donkey without needing food or sleep, getting sick, dying of old age, or being eaten by wolves and monsters. \n'b' Even a damaged and destroyed harvest horse can be repaired relatively simply. Maintaining a harvest horse can mean the difference between a family slowly losing what little it has and real stability. \n'b' Maintenance Issues . The harvest horse\xe2\x80\x99s simplicity works against it. Harvest horses lack the sophistication of their more expensive counterparts and are more prone to malfunction. They require more supervision than an ox, because they can\xe2\x80\x99t navigate broken terrain, lack even bestial intelligence, occasionally fail to recognize commands, and misidentify fences, clumps of dirt, or living things as crops. Without frequent repair or adjustments, a malfunctioning harvest horse can become as much of a threat as a pack of wolves. \n'b' Bandit Tools . Not all who build or buy a harvest horse have good intentions. A harvest horse may not be a capable combatant, but it can drag an enormous load and is more durable than most living livestock. Bandits, town militias, necromancers, and desperate adventurers have been known to steal these constructs, hitch wagons to them, and use them as an improvised chariot or as a tool in grave-robbing. The most ambitious attach small ballista to them, while the more restrained use them as a disruptive and unreliable form of heavy cavalry.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Harvest Maiden \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 Hit Points 117 (18d8 + 36) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 15 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Charisma +9 Skills Deception +9, Intimidation +9, Persuasion +9 Senses passive Perception 14 Languages Sylvan, Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The harvest maiden\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The harvest maiden can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : firebolt, message \n'b' 3/day : burning hands , charm person , detect thoughts , sleep \n'b' 2/day : fireball , lightning bolt \n'b'\n'b' Magic Resistance . The harvest maiden has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The harvest maiden can communicate with beasts and plants as if they shared a language. \n'b'\n'b' Actions \n'b'\n'b' Unarmed Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b' Stunning Kiss . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. The target must make a successful DC 17 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of their turns. \n'b' Smoky Charms (Recharge 2-3) . The harvest maiden targets one creature she can see within 30 feet of her. The target must succeed on a DC 17 Charisma saving throw or become charmed by the harvest maiden for 1 minute. The charmed target can repeat the saving throw if the harvest maiden does any damage to it. A creature that succeeds on the saving throw is immune to the harvest maiden\xe2\x80\x99s charms for 24 hours. \n'b'\n'b' About \n'b' The harvest maiden is a beautiful female fey with bright red curly hair. \n'b' She is usually clad in a long blue dress and wanders through the woods. These charming dark fey are part of the Autumn Court and serve the Skeleton King. \n'b' Intoxicating . The harvest maiden uses all her charms to seduce her victims. Seemingly harmless, these fey are actually ruthless and highly ambitious. \n'b' Servant of the King . The harvest maidens are also loyal to the Queen of Darkness and seek to emulate her. They delight in intimidating less powerful fey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hastur, the King in Yellow \n'b' Large mythic aberration (Great Old One), unaligned \n'b' Armor Class 30 (yellow robes) Hit Points 3,503 (226d10 + 2,260) Speed 30 ft., fly 120 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 30 (+10) INT: 26 (+8) WIS: 19 (+4) CHA: 36 (+13) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +17, Con +22, Int +20, Wis +16, Cha +25 Skills Arcana +32, Deception +37, Insight +28, Perception +16, Religion +32 Damage Resistances acid, cold Damage Immunities psychic; damage from non-Epic creatures Condition Immunities blinded, charmed, exhaustion, frightened, stunned, unconscious Senses blindsight 120 ft., passive Perception 26 Languages telepathy, unlimited range to any creature on the same plane Challenge Mythic 10 \n'b' SPECIAL TRAITS \n'b'\n'b' Great Old One Magic . Hastur does not require material components for spells, may speak a spell\xe2\x80\x99s verbal components telepathically, and does not need to concentrate on spells to maintain their effects for the duration. \n'b' Infectious Madness . Hastur\xe2\x80\x99s spells and abilities induce madness. Each time a creature fails a death, Intelligence, Wisdom, or Charisma saving throw against Hastur, the creature gains one level of yellow mania. Mythic Resistance. If Hastur fails a saving throw, it may expend the use of an unspent legendary action to succeed instead. \n'b' Out of Touch . Hastur barely registers reality as we know it. If Hastur takes 30 or less damage from a single instance of damage it instead takes no damage. \n'b' Spellcasting . Hastur is a 30th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +25 to hit with spell attacks). When Hastur would deal damage with a spell or magical effect, it may choose to instead deal psychic damage. Hastur can innately cast the following spells:\n'b'\n'b'\n'b' At will (cast as an 8th-level spell) : harm, hideous laughter, mass suggestion, phantasmal force, synaptic static* \n'b' 9/day : feeblemind, globe of invulnerability, planeshift, psychic scream\xe2\x80\xa0, teleport \n'b'\n'b' Hastur has the following Epic spells prepared: \n'b'\n'b' Tier 1 (7 slots) : antimagic ray, dimensional mastery, hideous mandate, infinity room, magic bullet, night terror \n'b' Tier 2 (6 slots) : determinism, enslave, implosion, kinetic control \n'b' Tier 3 (5 slots) : soul harvest, sphere of ultimate destruction \n'b' Unearthly Grace . Hastur moves with an otherworldly air, granting him the following benefits:\n'b'\n'b'\n'b' Hastur may take both a Dash and Disengage action as a single bonus action. \n'b' Once on each of its turns, if Hastur is prevented from taking an action (including bonus, legendary, and mythic actions) as the result of a condition or magical effect, it may spend half its movement (minimum of 5 ft.) to become immune to that condition or magical effect until the end of that turn. \n'b'\n'b' MYTHIC ACTIONS \n'b' On initiative count 20 (losing initiative ties), Hastur takes a mythic action to cause one of the following effects. Hastur can cause the same effect multiple times in a row. \n'b'\n'b' Active Hallucinations . Hastur magically teleports to a space it can see within 80 feet of it. Additionally, six illusory copies of Hastur are created in unoccupied spaces it can see within 80 feet of it. The illusions function as Hastur does and act on its turn, but their actions cannot harm or affect anything. If damaged, the illusions are destroyed, but otherwise are indistinguishable from Hastur. If they are not destroyed, the illusions disappear on the next initiative count of 20. \n'b' Present the Yellow Sign . Hastur presents the Yellow Sign, an eldritch glyph that heralds its profane power. All creatures within 60 feet of it that can see Hastur must succeed on a DC 33 Wisdom saving throw or gain three levels of yellow mania, or one level on a success. Unless surprised, a creature can use its reaction to avert its eyes to automatically succeed on the saving throw. A creature that averts its eyes in this manner cannot target Hastur until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hastur makes three Tattered Lash attacks or casts two non-Epic spells. \n'b' Overwhelming Presence (Recharge 5\xe2\x80\x936) . Hastur asserts total authority over the minds of creatures around it. Until the start of Hastur\xe2\x80\x99s next turn, the first time a creature attempts a saving throw against Hastur, it cannot succeed on that saving throw. \n'b' Revel in Madness (Recharge 5\xe2\x80\x936) . Hastur shatters the minds of its enemies. Each creature with one or more levels of yellow mania in a 1-mile radius centered on Hastur must succeed on a DC 33 Intelligence saving throw or take 55 (10d10) psychic damage per level of yellow mania it has. A successful saving throw halves the damage. \n'b' Tattered Lash . Melee Weapon Attack : +17 to hit, reach 50 ft., one target. Hit : 38 (6d10 + 5) slashing damage and the creature is pushed up to 50 feet away from Hastur. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Hastur can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Hastur regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a Spell . Hastur casts a non-Epic spell. \n'b' Cast an Epic Spell (Costs 2 Actions) . Hastur casts an Epic spell. \n'b' Dark Impulse . Hastur chooses a creature it is aware of with one or more levels of yellow mania and forces it to attempt a DC 33 Wisdom saving throw. On a failure, the creature immediately uses its reaction to take an action of Hastur\xe2\x80\x99s choice that the creature could ordinarily take as an action on its turn. \n'b' Tattered Lash . Hastur makes a Tattered Lash attack. \n'b' Violent Paranoia . Hastur instils a maddening paranoia in a creature it is aware of. The creature must succeed on a DC 33 Wisdom saving throw or be forced to consider all allies as enemies for 1 hour. The creature still considers Hastur a primary threat, but will not make efforts to avoid injuring its former allies and will actively defend itself if approached. The extremity of this effect should be determined by the creature\xe2\x80\x99s personality and the GM. A creature may attempt a DC 33 Wisdom saving throw at the end of each of its turns, ending the effect on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hate-Owl \n'b' This sinister-looking owl has pitch-black plumage and a pallid face with yellow eyes. The V-shaped pattern of feathers on its brow gives the appearance of a perpetual scowl of utter scorn. \n'b'\n'b' Neutral evil Small monstrosity \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Languages none Skills Perception +4, Stealth +4 Senses darkvision 60 ft. Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Multiattack . The hate-owl bites once and attacks once with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 1d4 + 2 piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 2d6 + 2 slashing damage. \n'b' Spiteful Glare . Gaze Attack : A creature within 60 feet that can see the hate-owl\xe2\x80\x99s eyes must make a DC 13 Charisma saving throw. If it fails, the creature drops one item it\xe2\x80\x99s holding (roll randomly if more than one item is held) and has disadvantage on attacks, ability checks, and saving throws until the end of its next turn, and the hate-owl can immediately move up to 60 feet (if it hasn\xe2\x80\x99t moved yet) and use Multiattack against the creature. \n'b'\n'b' Special Traits \n'b'\n'b' Flurry of Wings . If the hate-owl\xe2\x80\x99s bite and claws attacks both hit the same target on the hate-owl\xe2\x80\x99s turn, the target takes an additional 1d8 + 2 bludgeoning damage. \n'b'\n'b' About \n'b' Environment Urban Organization solitary \n'b' Viewed as a thing of ill omen, the presence of the owl roosting is feared by the common man. Spiteful, petty birds, the hate-owl got its name from the hateful scowl its natural plumage creates. They have been known to kill or torture for sport, attacking dogs and other small animals as they flense off flesh and fur and then leave the poor victims to limp away. \n'b' These great owls are large, although most of their bulk comes from fluffy feathers and large heads , with plumage that gives that appearance of wearing a high-collared cloak. Great horned owls have wingspans of up to 5 feet and weigh up to 4 pounds. Gable hate-owls primarily hunt at night, locating prey through their excellent hearing and sight . Their diet consists of rodents supplemented by smaller birds and rabbits. \n'b' Their gaze particularly unsettles the folk of the Blight, as the piercing black eyes that seem dead peer out from under the sharp contrasting pale facial feathers. This sinister-looking visage creates ill fate to any that the owl wishes, typically casting its hateful look upon those that startle or interrupt the bird. A hate-owl\xe2\x80\x99s wickedly sharp beak lets it easily rip open hard shells or strip the flesh from its meals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hateful Wraith \n'b' Medium undead , neutral evil \n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 15 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The hateful wraith 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' Sunlight Sensitivity . While in sunlight, the hateful wraith has disadvantage on attack rolls, as well as Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 22 (5d8) necrotic damage, and the target must succeed on a DC 14 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. If a creature is slain by this attack , its spirit rises on the next turn as a traversing specter (p.138) in the space of its corpse, or in the nearest unoccupied space. The specter is under the hateful wraith\xc2\x92s control. The hateful wraith can have no more than 7 specters under its control at a time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aphrodite\xe2\x80\x99s Dedicated Hearts \n'b' Medium humanoid , unaligned \n'b' Armor Class 17 (half plate) Hit Points 112 (15d8 + 45) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +3 Damage Resistances Psychic Condition Immunities charmed , frightened Senses passive Perception 13 Languages any 2 languages, Celestial Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack . The dedicated heart makes 3 Divine Blade attacks or 2 Silver Javelin attacks. \n'b' Divine Blade . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage and 7 (2d6) radiant damage. \n'b' Silver Javelin . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Reactions \n'b' Dedicate . If the dedicated heart is within 10 feet of Aphrodite when a creatures targets her with an attack , it can use its reaction to move towards Aphrodite and take the hit. \n'b' About \n'b' Mortals dedicated to Aphrodite body and soul, they have been recognized for their faith and rewarded with her blessing and the chance to fight for her.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clone Shroom \n'b' Large plant , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d10 + 50) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 9 (-1) CON: 20 (+5) INT: 16 (+3) WIS: 18 (+4) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities blinded , charmed , exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 17 Languages Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the clone shroom remains motionless, it is indistinguishable from a giant mushroom. \n'b' Magic Resistance . The clone shroom has advantage on saving throws against spells and other magical effects. \n'b' Shady Character . While in direct sunlight, the clone shroom has disadvantage on ability checks and saving throws. \n'b' Swamp Camouflage . The clone shroom has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clone shroom makes one bite attack and three pseudopod attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the clone shroom can\xe2\x80\x99t grapple another target. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Swallow . The shroom makes one bite attack against a Medium or smaller target 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 clone shroom, and it takes 17 (5d6) necrotic damage at the start of each of the clone shroom\xe2\x80\x99s turns. \n'b' Fungi Clone . The shroom grows a duplicate of a good-aligned creature that died after being swallowed by it. This clone forms inside the shroom and grow to full size and maturity after 30 days. The original creature\xe2\x80\x99s soul transfers to the clone. The clone is physically identical to the original and has the same personality, memories, and abilities, but their alignment has changed to evil. \n'b'\n'b' ABOUT \n'b' A duchess walks through her opulent gardens after returning from a long voyage. Her companions haven\xe2\x80\x99t noticed a drastic change, a permanent sly smile has appeared on her face. She is the victim of a clone shroom, and a monster has taken her place. \n'b' Magic Mushroom . It is an evil, magical plant that creates a duplicate of a good-aligned humanoid. Exact copies of their former selves, the clones are as evil as the clever plant. The fiendish fungus then sends the duplicate back into the world to seed chaos. \n'b' Dark Shadows . These curious plants live in the shade in bogs, fens, and swamps. They appear to be identical to other giant mushrooms in the region.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hater \n'b' Small fey , chaotic evil \n'b' Armor Class 12 Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 8 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Persuasion +5, Stealth +4 Senses passive Perception 9 Languages Sylvan, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Fey Ancestry . The hater has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b' Innate Spellcasting . The hater\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). The hater can innately cast the following spells, requiring no components.\n'b'\n'b' At will : mage hand , prestidigitation \n'b' 1/day : detect thoughts , dissonant whispers, fog cloud , vicious mockery \n'b'\n'b' Actions \n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' About \n'b' The ugliest of all humanoids is the hater. These little fey are jealous of creativity and happiness. Creative works make them very uncomfortable. They are cowardly, deceptive creatures filled with self loathing. \n'b' Relentless Rage . At the core of the hater\xe2\x80\x99s being is a deep sadness. The rage and anger they manifest is really a shell that covers a vulnerable place. \n'b' Hidden Horrors . Haters enjoy hiding in large crowds and insulting artists, those in love, and writers. They will use their magic to sow discontent and foster rumors. \n'b' Misery Loves Company . Now and then, haters will join together in groups to steal works of art or critique artists.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haugbui \n'b' Medium undead , lawful neutral \n'b' Armor Class 15 Hit Points 153 (18d8 + 72) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 15 (+2) WIS: 20 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Wis +10 Skills Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , restrained Senses truesight 60 ft., passive Perception 20 Languages the languages it knew in life, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The haugbui 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' Sunlight Sensitivity . While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The haugbui has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . The hangbui doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting. \n'b' Psychic Blast . Melee or Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 27 (5d8 + 5) psychic damage. \n'b' Invisibility . The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it. \n'b' Spellcasting . The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : dancing lights , mending , purify food and drink , spare the dying \n'b' 3/day each : gust of wind , telekinesis \n'b' 1/day each : dispel magic , remove curse \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Sepulchral Scrying (Recharge 6) . While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor\xe2\x80\x99s space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14). \n'b'\n'b' ABOUT \n'b' A thick swirl of dust rises, settles, and forms the vague outline of a human\xe2\x80\x94two points of yellow light shine where its eyes should be, staring malevolently. \n'b' Mound Haunter . A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse. \n'b' Milder Spirits . Haugbuis are similar to v\xc3\xa6ttir but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated and thus are viewed with greater tolerance by the living. \n'b' Scrye and Watch . Haugbuis prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haugbui \n'b' Medium undead, neutral \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +3, Stealth +5 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t cold iron Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Haugbui Weakness . The haugbui is destroyed if a piercing weapon made of iron is driven into its heart while it is incapacitated in its resting place. \n'b' Innate Spellcasting . The haugbui innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : contagion , bestow curse Regeneration. The haugbui regains 10 hit points at the start of its turn. If the haugbui takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the haugbui\xe2\x80\x99s next turn. The haubui\xe2\x80\x99s body is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Stench . Any creature that starts its turn within 5 feet of the haugbui must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the haugbui\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage. Instead of dealing damage, the haugbui can grapple the target (escape DC 15). \n'b'\n'b' About \n'b' This rotting corpse creaks into action to defend its tomb! \n'b' The haugbui is a mound-dweller, a living corpse that makes its home in its own tomb. It is rarely encountered outside of it and usually only threatens those who seek to violate its tomb. \n'b' Greed Even in Death . It enjoys and expects funerary goods, including that which is buried with it in the mound and sacrifices of calf\xe2\x80\x99s milk and freshly-brewed ale made by locals in the area. It is quite capable of feats of enormous strength, should grave robbers test it. Even cows can be sacrificed to keep aggressive haugbui placated. \n'b' Trollskap . Grave robbers are its usual victims, but heroes who seek out particularly rare magic items buried with their owners must sometimes contend with haugbui as well. In addition to teeth, claws and great strength, the haugbui can use \xe2\x80\x9ctrollskap,\xe2\x80\x9d evil magic, to defend its home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Helhest \n'b' Family: Haugbui \n'b' Large undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 45 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned , exhaustion Senses darkvision 60 ft., passive Perception 11 Languages understands Common, Infernal, but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Death Gaze . When a creature that can see the helhest\xe2\x80\x99s eyes starts its turn within 30 feet of the helhest, the helhest can force it to make a DC 14 Constitution saving throw if the helhest isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points , unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the helhest until the start of its next turn. If the creature looks at the helhest in the meantime, it must immediately make the saving throw. \n'b' Rotting Presence . When any creature that isn\xe2\x80\x99t undead starts its turn within 30 feet one or more helhests, that creature must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage plus 1 necrotic damage for each helhest within 30 feet of it. \n'b' Unsteady . The helhest has disadvantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. \n'b' Withering Gaze . One creature that the helhest can see within 60 feet of it must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This three-legged skeletal horse limps along, its heavy gaze filling you with dread. \n'b' Helhests are the mounts of Hel, who rules over Helheim. \n'b' Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn\xe2\x80\x99t stop Hel from using them however, and the sound of their awkward threelegged canter is a sure sign of death and pestilence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haunted Armor \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 66 (12d8 + 12) Speed fly 35 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Challenge 4 (1100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Deadly Surprise . If the haunted armor hits a creature that is surprised, the creature suffers an additional 11 (2d10) necrotic damage and has their hit point maximum reduced by that much until the end of a long rest. \n'b' False Appearance . While the haunted armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b' Grim Sympathy . When a haunted armor is reduced to 0 hit points by a creature within 30 feet of it, the creature who killed it suffers damage equal to half the damage (rounded down) they dealt to the haunted armor. \n'b' Unliving Construct . This haunted armor doesn\xe2\x80\x99t require air, food, or drink. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The haunted armor makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. \n'b' Vision of Doom (1/Day) . The haunted armor gives a creature within 30 feet a glimpse of its grisly demise. The creature must make a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the haunted armor\xe2\x80\x99s next turn. In addition, attacks against that creature have advantage until the haunted armor\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Drain Essence . When the haunted armor hits a creature with its Slam attack , it can use its reaction to deal an additional 5 (1d10) necrotic damage and reduce the creature\xe2\x80\x99s maximum hit points by the damage dealt. The creature regains these hit points following a long rest. \n'b'\n'b' ABOUT \n'b' Ghost hunters face countless threats. While the incorporeal Undead are typically the primary concern, other threats to consider include haunted Constructs, supernatural Oozes, and even rival ghost hunters. This chapter provides a bestiary with stat blocks that is ideal for a ghost hunting campaign. \n'b' When a warrior falls in battle, especially if they perish in cursed lands or against evil forces, their spirit can become overwhelmed by fury and despair, becoming bound to the armor they died in. Unfortunately, heroes who battle against Fiends or powerful Undead may end up having their souls trapped, empowering their former enemies by becoming their eternal servants. \n'b' Even the most noble of spirit can become bitter and hateful over the years, trapped within the confines of their armor as fury slowly takes hold of them. The only way to free these cursed spirits is to destroy the armor that binds them or defeat the entity that cursed them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haunted Doll \n'b' Small construct , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (10d6 + 10) Speed 25 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning, thunder Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the haunted doll remains motionless and silent, it is indistinguishable from a normal doll. \n'b' Pitiful Cries . The haunted doll can constantly emit sorrowful cries, like those of a child weeping or crying for help. Adult humanoids who start their turn within 60 feet of the doll, and can hear it, must succeed on a DC 13 Wisdom saving throw against this magic, or be charmed by the doll until the start of their next turn. While charmed in this way, during its turn, the creature must move directly toward the doll along the shortest safe path. Additionally, the doll has advantage on attack rolls against the charmed creature. A creature that succeeds on three saving throws against the same doll\xe2\x80\x99s Pitiful Cries becomes immune to the effect. A creature that fails on three saving throws against the same doll\xe2\x80\x99s Pitiful Cries becomes charmed for 24 hours. \n'b' Sneak Attack (1/Turn) . The haunted doll deals an extra 21 (6d6) 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 doll that isn\xc2\x92t incapacitated, and the doll doesn\xc2\x92t have disadvantage on the attack roll. \n'b'\n'b' Actions \n'b'\n'b' Fist (Requires Unshattered Hand) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage, and the living doll\xe2\x80\x99s hand shatters. \n'b' Sharp Fracture (Requires Shattered Hand) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Kitchen Knife . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haunted Rocking Horse \n'b' Small construct , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 17 (5d6) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 10 (+0) INT: 11 (+0) WIS: 8 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9 Languages None Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the haunted rocking horse moves 20 feet before making an attack , it gains advantage on the attack and deals an additional 3 (1d6) damage. \n'b' Death Whinny . When a haunted rocking horse is killed, it emits a shrill whine that attacks the minds of creatures nearby. The haunted rocking horse deals 3 (1d6) psychic damage to all creatures within 10 feet. A creature damaged this way has disadvantage on its next attack . \n'b' False Appearance . While the haunted rocking horse remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal toy rocking horse. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The haunted rocking horse makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This nefarious Construct is haunted by an angry spirit that has been trapped within it. Over time the spirit has become deranged, frequently vocalizing like a horse, a Humanoid, or sometimes a horrible amalgamation of both. When finally freed of its entrapment, the spirit erupts from the object and sears the minds of those nearby. \n'b' Due to its construct nature, the haunted rocking horse does not need air, food, water, or sleep to survive. \n'b' It can maintain its false appearance for days, waiting for an unsuspecting victim to wander too close. Many curious adventurers have met their unexpected end by approaching a haunted rocking horse without caution.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Haunted Ventriloquist Dummy \n'b' Tiny construct , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 21 (6d4 + 6) Speed 25 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Performance +4, Stealth +7 Damage Vulnerabilities fire, slashing Damage Resistances cold, piercing Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft., passive Perception 14 Languages Common, plus all the languages spoken by creatures within 30 feet of it Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . If the dummy is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn\xe2\x80\x99t observed the dummy move or act, it is indistinguishable from a normal toy or puppet. \n'b' Stealthy Killer . The dummy has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn in the combat yet. Wisdom (Perception) checks to hear the dummy\xe2\x80\x99s movements are made at disadvantage. \n'b' Ventriloquism . When the dummy speaks or makes other vocal noises, it can cause those sounds to emanate from another space of its choice within 30 feet of it, rather than from itself. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dummy makes one Concealed Dagger attack and one Strangling Hands attack. \n'b' Concealed Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target was within 5 feet, the dummy has advantage on the next attack it makes against the same target before the end of the turn. \n'b' Strangling Hands . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or fall prone and become grappled by the dummy (escape DC 13). The dummy can have only one creature grappled in this way at a time, and while a creature is grappled, the dummy can\xe2\x80\x99t make melee attacks except Strangling Hands attacks against the grappled target. While grappled by the dummy, a creature can\xe2\x80\x99t speak or breathe and takes 3 (1d6) bludgeoning damage at the end of each of its turns. \n'b'\n'b' REACTIONS \n'b'\n'b' Stolen Voice . When a creature the dummy can see within 30 feet of it speaks, the dummy can force it to attempt a DC 13 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t speak or cast spells with verbal components until the next sunrise. This effect ends early if the dummy is destroyed or if the dummy uses this this ability on another creature. Until the effect ends, the dummy can perfectly mimic the voice of the affected creature, and it can read the affected creature\xe2\x80\x99s surface thoughts, as if with a detect thoughts spell. \n'b'\n'b' ABOUT \n'b' Malevolent specters frequently haunt dolls, puppets, and dummies, taking advantage of the fear mortals often have toward such lifelike, but inanimate, objects. \n'b' The ventriloquist dummy lends itself particularly to such haunting, as its unblinking eyes and perceived ability to speak make an unnerving combination. \n'b' Haunted ventriloquist dummies use deceitful and sadistic methods to blend in and kill as many innocents as they can. One of their favorite methods is revealing their ability to speak to a child by swearing them to secrecy. When the child takes the dummy home, it slaughters everyone in the home and repeats the process. \n'b' The haunted ventriloquist dummy has two dangerous powers used to hide itself and trick its enemies. First is its ability to blend in with other dolls or toys, a key part of its strategy when hunting. The second is its ability to steal voices from its enemies. The dummy can read the thoughts of those it steals voices from, allowing them to quickly gather information they can use in their hunt.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hawk, Celestial \n'b' Small celestial , lawful good \n'b' Armor Class 13 Hit Points 9 (2d6+2) Speed 10 ft.; fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 4 (-3) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +1 Skills Perception +5 Damage Resistances Radiant, acid, cold, electricity; bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 feet, passive Perception 15 Languages Celestial, telepathy 120 feet Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . A Celestial Hawk has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . A Celestial Hawk has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b'\n'b' ABOUT \n'b' This predatory bird from a celestial realm may guide or otherwise aid characters engaged in some good cause or harry and impede those engaged in evil.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clothes Horse \n'b' Medium construct , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 11 (2d8 + 2) \n'b' Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic \n'b' Damage Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sure-Footed . The clothes horse has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage, and if the target is a creature wearing or carrying clothing (including leather and padded armor), it must make a DC 10 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target\xe2\x80\x99s choice) magically deteriorates, taking a permanent and cumulative ?1 penalty to the AC it offers, and the clothes horse gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a magic item that drops to a 0 AC increase is destroyed. \n'b'\n'b' ABOUT \n'b' This clothes horse is full of petticoats and pajamas, kicking up its legs and dashing at a gallop, clothes snapping in the breeze. \n'b' Clothes horses are raised by wash hags to provide clothing for their endless washing activities. Clothes horses are thus an important staple of their mountainous lifestyle, similar in their role to goats. Wash hags feed clothes horses old fabric of all sorts, which they dutifully consume and then replenish on their racks as new material. Fortunately for the wash hags, their constant movement on the mountain means the clothes are inevitably dirty and need a good washing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adamantine Wasp Swarm \n'b' Medium swarm of Tiny constructs , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 91 (14d8+28) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., passive Perception 8 Languages \xe2\x80\x94 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes 2 bites attacks. \n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 40 (16d4) piercing damage, or 20 (8d4) piercing damage if the swarm has half of its hit points or fewer. Creatures who take damage from this attack must succeed on a DC 13 Constitution saving throw or be poisoned for 1d4 hours. \n'b'\n'b' ABOUT \n'b' Adamantine wasps are used to guard or patrol areas the creator wishes to keep \xe2\x80\x9coff limits.\xe2\x80\x9d From a distance, they resemble 1-foot long silver wasps. Usually created by magic, the process has been duplicated by careful engineering; a mechanical swarm gains the technological subtype rather than the magical subtype. Whatever their origin, their creators often enhance the ruse that these creatures are natural insects by constructing fake nests nearby to detract would-be trespassers. \n'b' Metal Insects . An adamantine wasp is 1-foot long and looks like its namesake only made out of metal. Its body is segmented like a normal wasp (head, thorax, and abdomen) and has carefully and delicately been fitted together to form the wasp. A wicked-looking adamantine stinger protrudes from its abdomen. Its wings are formed of paper-thin adamantine, specially treated during the construction process.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocalypse Knight \n'b' Medium undead , chaotic evil \n'b' Armor Class 20 (plate, shield) Hit Points 199 (21d8 + 105) Speed 30 ft., fly 20 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 1 (+5) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +11, Cha +9 Damage Immunities cold, Necrotic, poison Condition Immunities exhaustion , frightened , poisoned Senses darkvision 120 ft.; passive Perception 12 Languages abyssal, Common Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The apocalypse knight has advantage on saving throws against spells and other magical effects. \n'b' Marshal Undead . Unless the apocalypse knight is incapacitated , it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. \n'b' Spellcasting . The apocalypse knight is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:\n'b'\n'b' 1st level (4 slots) : false life , inflict wounds \n'b' 2nd level (3 slots) : misty step , shatter , silence \n'b' 3rd level (3 slots) : speak with dead , vampiric touch \n'b' 4th level (3 slots) : banishment , fire shield (chill shield only) \n'b' 5th level (2 slots) : cone of cold \n'b'\n'b' Actions \n'b' Multiattack . The apocalypse knight makes three flail attacks. \n'b' Flail . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 6) bludgeoning damage, plus 18 (4d8) necrotic damage. \n'b' Frost-bound Orb (1/day) . The knight hurls a magical ball of decrepit ruin that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) necrotic damage and 35 (10d6) cold damage on a failed save, or half as much on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hazel Fish \n'b' Small beast (fey), unaligned \n'b' Armor Class 13 Hit Points 3 (1d6-1) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 9 (-1) INT: 1 (-5) WIS: 16 (+3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Skills Perception +7, Stealth +5 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hazel fish\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). Hazel fish can cast meld into water once a day. This spell works exactly as meld into stone , with stone replaced by water. \n'b' Water Breathing . Hazel fish are only able to breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Fey Blessing . In Celtic mythology, salmon that ate from hazel trees gained great wisdom, and would be caught and eaten to gain that wisdom. When a hazel fish is caught and consumed by a creature of Good alignment, that creature gains advantage on Wisdom ability checks and saving throws for the next 24 hours. If consumed by an Evil creature, that creature gains disadvantage on Wisdom checks for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Hazel fish are often found in deep ponds, and always under the branches of hazel trees. They appear to be salmon made of emerald and garnet. \n'b' Hazel fish tend to be very cautious and perceive mortals as a threat. If mortals are near the edge of their pond, they will often meld into the water.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Headless Horror \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +6 Skills Athletics +8, Perception +7, Stealth +8 Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 17 Languages Deep Speech Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Blinded by Silence . The effects of a silence spell render the headless horror effectively blind. The headless horror automatically fails any ability check that requires the hearing. Attack rolls against the headless horror have advantage, and the headless horror attacks with disadvantage. \n'b' Actions \n'b' Multiattack . The headless horror makes three attacks: one with its bite and two slam attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Headless Horseman \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered wepaons Damage Immunities exhaustion , poisoned Senses darkvision 60ft, passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Turn Resistance . The headless horseman has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . A headless horseman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The headless horseman makes two attacks with its greataxe or one magical pumpkin attack . \n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d12 + 2) slashing damage. \n'b' Flaming Pumpkin . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b' About \n'b' Among the most terrifying sights is this monster galloping down a forest trail. \n'b' Joined at the Hip . The mount of the horseman will obey it and fight to the death to protect the rider. The rider cannot be knocked off and does not dismount. However the nightmare cannot use Ethereal Stride until the rider is slain.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Healer Priest \n'b' Medium humanoid , any good \n'b' Armor Class 12 Hit Points 33 (6d8+6) Speed 30 ft\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4 Skills Insight +4, Medicine +4, Nature +3, Persuasion +2, Religion +3 Senses passive Perception 11 Languages Common and one other language Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The healer priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The healer priest has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : calm mind*, light \n'b' 1st level (4 slots) : cure wounds , purify food and drink \n'b' 2nd level (3 slots) : lesser restoration , prayer of healing \n'b' 3rd level (2 slots) : mass healing word , revivify \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The healer priest makes two melee weapon attacks. \n'b' Quarterstaff . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Healer priests are trained by temples to provide medical aid to those who are in need. A healer priest starts their journey as an acolyte in a temple. Once they complete their training, they venture out to the world to gain experience and help people as much as they can. \n'b' A Devoted Life . A healer priest is sworn by its deity to help people. It doesn\xe2\x80\x99t matter where, who, or what. If there is a need for aid, a healer priest cannot stand idly by. \n'b' Temple\xe2\x80\x99s Orders . A healer priest usually works for a temple that follows the ways of a good-aligned deity. From time to time, it receives orders like \xe2\x80\x9chelp a specific village\xe2\x80\x9d or \xe2\x80\x9ccome back to the temple\xe2\x80\x9d, which it must follow to the letter. These priests are generally accompanied by warrior priests on these quests.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Healing Pool \n'b' Large ooze , unaligned \n'b' Armor Class 8 Hit Points 147 (14d10 + 70) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The pool can move through a space as narrow as 1 inch wide without squeezing. \n'b' Bizarre Self-heal . Any time the pool deals acid damage to a creature it heals itself. Instead of regaining hit points , the pool grows in size and gains a number of cumulative ooze points equal to the acid damage dealt. The pool can store a number of ooze points equal to its hit point maximum; excess points are lost. \n'b' Corrosive/Mending Form . The pool is in its mending form while it has current hit points equal to its hit point maximum. Otherwise, the pool is in its corrosive form. When the pool is in its corrosive form, its body becomes acidic and it starts to melt living and nonliving things. A creature that touches the pool or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pool, corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pool is destroyed after dealing damage. The pool can eat through 2-inch-thick, nonmagical wood or metal in 1 round. When the pool is in its mending form, its body becomes harmless and starts to radiate healing energies. A creature that touches the pool or ends its turn touching it regains 9 (2d8) hit points . \n'b' Herbivore Ooze . Acid damage dealt by the pool is doubled against plants and the pool regains a number of hit points equal to half of that damage, rounded down. \n'b' Spider Climb . The pool can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod (Requires Corrosive Form) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 31 (7d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b'\n'b' REACTIONS \n'b'\n'b' Divide . When the pool is subjected to lightning or slashing damage, a new healing pool emerges from the old one. The old pool loses all of its ooze points and the new one has hit points equal to the number of ooze points lost. New pools can\xe2\x80\x99t gain ooze points and divide. \n'b'\n'b' ABOUT \n'b' In celestial realms, there are ponds, fountains, meadows, beaches filled with healing energies. \n'b' Herbivore oozes live in these areas, and are called healing pools. Their origin is unknown and their physical characteristics a mystery but celestials let these oozes hang around, as they are mostly harmless and even helpful from time to time. \n'b' The only danger they pose is their appetite for plants. \n'b' Ointment . The ooze crawls upon creatures without engulfing them and rests on them. This behavior seems like a social interaction and confuses a lot of people. While resting on a creature, the ooze heals the wounds of the creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hearth Hound \n'b' Medium undead , unaligned \n'b' Armor Class 14 Hit Points 58 (13d8) Speed 0 ft., fly 35 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 10 (+0) INT: 5 (-3) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +2, Wis +4 Skills Perception +4, Stealth +6 Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Final Howl . When the hound dies, it uses Sorrow\xe2\x80\x99s Howl. This howl originates from the hound\xe2\x80\x99s hearth. \n'b' Hearth Bound . The hound cannot leave the premises of the home in which it spent its life. \n'b' Incorporeal Movement . The hound 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' Keen Smell . The hound has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rejuvenation . If destroyed, the hearth hound magically re-forms fully healed inside its hearth after 5 (2d4) days. The hearth hound can be permanently destroyed only if the hearth is completely destroyed or the family it is guarding leaves their home for 1 year. \n'b' Undead Nature . The hearth hound doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) necrotic damage plus 9 (2d8) fire damage. \n'b' Sorrow\xe2\x80\x99s Howl . The hound howls mournfully. Creatures within 100 feet that can hear the howl must make a DC 14 Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Sorrow\xe2\x80\x99s Howl for the next 24 hours. \n'b' Ash Breath (Recharge 5-6) . The hound exhales ash and flames in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. The area is heavily obscured by a cloud of smoke until the end of the hound\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Few can wish for a more peaceful death than in one\xe2\x80\x99s sleep before the warmth of the family fireplace. When a cherished canine companion so peacefully passes away after spending its entire life with one family in one home, the spirit of the hound might linger within the embers and ashes of the hearth. Here the spirit remains, guarding its former home and family even after death, sometimes lingering in the home for a century or more in order to watch over its original family\xe2\x80\x99s children and grandchildren. \n'b' In its dormant form, this spirit is detectable as little more the feeling of warmth, contentment, and peace that radiates from the hearth; thus, a family might remain unaware of a hearth hound\xe2\x80\x99s existence for years or even decades. \n'b' However, once the hearth hound senses a threat against its wards, such as a violent burglar, an arsonist, or even simply an exploitative tax collector, the beast instantly manifests from the flames of the family hearth to defend its loved ones. \n'b' It is impossible to intentionally create or summon a hearth hound, and those who actively seek protection from one rarely receive it. Only by cherishing and caring for a dog throughout its entire life can a family hope to be blessed by this guardian spirit. \n'b' In its manifested form, a hearth hound resembles a plume of living ash in the shape of a giant dog, casting light from the glowing embers of its eyes and emitting a deep rumbling growl that shakes the foundations of the house. A hearth hound bravely protects its family from attackers and chases away threats, loyal to the very end.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carnivorous Ship \n'b' Gargantuan monstrosity (shapechanger), neutral \n'b' Armor Class 17 (natural armor) Hit Points 186 (12d20 + 60) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 6 (-2) CON: 20 (+5) INT: 7 (-2) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +12, Perception +5 Damage Immunities acid Condition Immunities prone Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The carnivorous ship can breathe air and water. \n'b' Drones . Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones. Drones share a telepathic link with the carnivorous ship and are under its control. A drone uses the statistics of a zombie , except it can\xe2\x80\x99t be knocked prone while on the carnivorous ship and can attach itself to the ship as a reaction when the ship moves. The carnivorous ship can have no more than 12 drones under its control at one time. \n'b' Shapechanger . The carnivorous ship can use its action to polymorph into a Gargantuan ship (such as a galleon) or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The carnivorous ship makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage plus 18 (4d8) acid damage. \n'b' Spit Cannonballs . The carnivorous ship spits cannonball-like lumps of indigestible metal at up to three points it can see within 100 feet of it. Each creature within 5 feet of a point must make a DC 18 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Surge . The carnivorous ship moves up to 400 feet in a straight line and can move through Huge and smaller objects as if they were difficult terrain . This movement doesn\xe2\x80\x99t provoke opportunity attacks. If it moves through a Huge or smaller object, the object takes 55 (10d10) bludgeoning damage. If it moves through a ship, the ship\xe2\x80\x99s pilot can make a DC 15 Wisdom check using navigator\xe2\x80\x99s tools, halving the damage on a success. \n'b'\n'b' About \n'b' The prow of the ship opens into a gigantic, tooth-filled maw, while humanoid-shaped blobs of flesh swarm over the rails. \n'b' Bribable . A giant cousin to the mimic , the carnivorous ship is a cunning hunter of the seas. Wise captains traveling through known carnivorous ship hunting grounds carry tithes and offerings to placate the creatures. \n'b' Solitary Ship Eaters . Carnivorous ships live and hunt alone. Though they prefer to consume wood, metal, rope, and cloth, they aren\xe2\x80\x99t above eating flesh and readily eat entire ships, crew and all. They reproduce asexually after a season of particularly successful hunts. Young carnivorous ships are about the size of rowboats and use the statistics of a mimic , except they also have one drone. As they age, they grow in size, eventually gaining more drones. \n'b' Drones . Carnivorous ships create vaguely humanoid drones from the flesh of their bodies. These drones are mindless and act under the mental direction of the carnivorous ship. From a distance, the drones appear to be a crew as they move about the deck of the carnivorous ship, but closer inspection reveals their true nature. When the carnivorous ship attacks another ship at sea, the drones swarm over the rails onto the target ship and take down the crew that would stop the carnivorous ship from enjoying its meal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cloud Mind \n'b' Large construct , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 127 (15d10 + 45) Speed 0 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 16 (+3) INT: 22 (+6) WIS: 22 (+6) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +9, Cha +9 Skills Perception +12 Damage Resistances bludgeoning, piercing, slashing Damage Immunities lightning, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 22 Languages Gnomish Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cloud Hub . The cloud mind has a domain that covers the entirety of whatever structure it is assigned to protect and service. Constructs with the Cloud Computing trait that are within 5 feet of the cloud mind can use their action to connect to the cloud mind, granting them benefits detailed in their statistics. If the cloud mind is incapacitated , all connected constructs lose any benefits granted to them by the Cloud Computing trait until the cloud mind is no longer incapacitated . \n'b' Hard Reboot . If the cloud mind is incapacitated or otherwise unable to take actions at the start of its turn, it suffers 13 (3d8) force damage, and all ongoing magical effects and conditions affecting the cloud mind end immediately. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cloud mind uses Designate Target and makes one Phaser attack . \n'b' Designate Target . The cloud mind chooses a creature it can see within 60 feet. All attacks the cloud mind makes against that creature are made with advantage until the end of the cloud mind\xe2\x80\x99s next turn. \n'b' Phaser . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 18 (4d8) radiant damage, and the target is blinded until the end of its next turn. \n'b' Scattered Lightning (Recharge 5-6) . The cloud mind emits a wave of electrical magic. All creatures within 120 feet of the cloud mind must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) lightning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Restore Backup . As a reaction when a construct linked to the cloud mind fails a saving throw, the construct succeeds instead. If it would take damage or suffer an effect on a successful saving throw, it instead takes no damage and suffers no effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cloud mind 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 cloud mind regains spent legendary actions at the start of its turn. \n'b'\n'b' Data Transfer . The cloud mind magically teleports up to 60 feet to an unoccupied space it can see. \n'b' Energize . One construct the cloud mind can see within 60 feet takes 9 (2d8) lightning damage. \n'b' Maximum Overcharge (Costs 3 Actions) . The cloud mind makes a Phaser attack against each creature of its choice that it can see within 120 feet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heat Swarm \n'b' Large swarm of tiny elementals , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 40 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 4 (\xe2\x80\x933) WIS: 11 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Stealth +7 Damage Resistances bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities fire, poison Damage Vulnerabilities cold Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Ignan Challenge 8 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Aura . Creatures beginning their turn adjacent to the swarm must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Slams . Melee Weapon Attack : +8 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 28 (8d6) bludgeoning damage, or 14 (4d6) bludgeoning damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A heat swarm is a mass of flying, aggressive, foul-tempered elemental fire creatures. A single heat elemental that makes up a heat swarm resembles a thumb-sized ball of reddish flame with vaguely discernible facial features. \n'b' When encountered on the Material Plane (which is a very rare occurrence indeed), a heat swarm is most often found in a highly unbearable (by human standards) climate such as an active volcano or on a solar surface.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hebi-doku \n'b' Medium fey (kami), chaotic evil \n'b' Armor Class 15 Hit Points 123 (13d8 + 65) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 21 (+5) CON: 21 (+5) INT: 15 (+2) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Common, Sylvan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Keen Smell . The hebi-doku has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Serpentine Mind . The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy. \n'b' Actions \n'b' Multiattack . The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing plus 14 (4d6) poison damage. \n'b' Disabling Sting . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn. \n'b' Toxic Spittle . Ranged Weapon Attack : +8 to hit, range 30/90 ft., one target. Hit : 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Transfixing Rattle . The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn. \n'b' About \n'b' A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature. \n'b' Ophidian Masters . Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents. \n'b' Feared and Placated . Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter.\xc2\xa0Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts. \n'b' Toxic Shrines . To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones. \n'b' Immortal Spirit Nature . The kami doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocryphal Lich Adept \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 19 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +9, Wis +8 Skills Arcana +14, History +9, Perception +8 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 18 Languages Common, plus up to five other languages Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Arcane Dismantlement . Whenever the adept successfully dispels or counters a spell with dispel magic , counterspell , or a similar spell, it can make an Intelligence ( Arcana ) check against a DC equal to the spell\xe2\x80\x99s level + the spell save DC of the spell\xe2\x80\x99s caster. On a success, the adept recovers an expended spell slot equal to, or less than, the dispelled spell\xe2\x80\x99s level. \n'b' Legendary Resistance (3/Day) . If the adept fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed adept gains a new body in 1d10 days, regaining half its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The adept is a 13th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The adept has the following wizard spells prepared: \n'b' Cantrips (at will) : acid splash , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , magic missile , shield \n'b' 2nd level (3 slots) : detect thoughts , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , counterspell , dispel magic , fireball \n'b' 4th level (3 slots) : confusion , dimension door \n'b' 5th level (2 slots) : cone of cold , scrying \n'b' 6th level (1 slot) : disintegrate , globe of invulnerability \n'b' 7th level (1 slot) : plane shift \n'b' Turn Resistance . The adept has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Paralyzing Touch . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 10 (3d6) cold damage, and the target must succeed on a DC 17 Constitution saving throw, or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hecate: God of the Moon, Magic and Sorcery \n'b' Medium celestial (divinity), chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 285 (30d8 + 150) Speed 30 ft., fly 40 ft. (hover)\n'b' STATS STR: 9 (-1) DEX: 20 (+5) CON: 20 (+5) INT: 23 (+6) WIS: 17 (+3) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Int +13, Wis +10, Cha +16 Skills Arcana +20, History +13, Nature +13, Religion +13 Damage Resistances force, necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened Senses truesight 90 ft., passive Perception 13 Languages all; telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Hecate fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . Hecate has advantage on saving throws against spells and other magical effects. \n'b' God of Magic . Hecate has advantage on Constitution saving throws to maintain concentration. In addition, she is not affected by anti-magic fields and effects. \n'b' Innate Spellcasting . Hecate\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). she can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : absorb elements, counterspell , dispel magic , moonbeam (4th level), sending , shield \n'b' 3/day each : circle of death , reverse gravity , scrying \n'b' 1/day each : crown of stars, feeblemind , foresight , forcecage , wish (spell duplication only) \n'b'\n'b' Actions \n'b' Multiattack . Hecate makes four Pale Moonlight Bolt attacks. \n'b' Dark Moon\xe2\x80\x99s Touch . Melee Spell Attack : +16 to hit, reach 5 ft., one target. Hit : 36 (5d10 + 9) necrotic damage. \n'b' Pale Moonlight Bolt . Ranged Spell Attack : +16 to hit, range 120/300 ft., one target. Hit : 14 (1d10 + 9) radiant damage. \n'b' Selenian Sigil\xc2\xa0(recharge 5-6) . Hecate summons a 20-ft. radius sigil on the ground centered on herself. This acts as an anti-magic field and lasts until the end of Hecate\xe2\x80\x99s next turn. In addition, radiant and necrotic damage dealt inside the sigil deals an additional 1d10 damage per attack \n'b' Legendary Actions \n'b' Hecate 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. Hecate regains spent legendary actions at the start of her turn. \n'b' Attack . Hecate makes 2 Pale Moonlight Bolt attacks or one Dark Moon\xe2\x80\x99s Touch attack. \n'b' Teleport . Hecate magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. \n'b' Spellcasting (Costs 2 Actions) . Hecate casts one of her at-will innate spells. \n'b' Spellcasting (Costs 3 Actions) . Hecate casts one of her 3/day innate spells. \n'b' About \n'b' Hecate is the god of magic, witchcraft, sorcery, moon, ghosts and necromancy. She is the only child of the titans Perses and Asteria from whom she received her power over heaven, earth, and sea. Hecate is usually depicted as a woman holding twin torches, sometimes dressed in a knee-length maiden\xe2\x80\x99s skirt and hunting boots. Hecate is often depicted in triple form as a god of crossroads.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hedgehog (Open Design LLC) \n'b' Tiny beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., burrow 5 ft.\n'b' STATS STR: 3 (-4) DEX: 10 (+0) CON: 8 (-1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The hedgehog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' REACTIONS \n'b' Spiked Roll . As a reaction , a hedgehog can roll into a spiny ball to protect its body from harm. The hedgehog uses this reaction whenever a creature makes an attack roll against it but before the roll takes place. A creature that attacks the hedgehog must succeed on a DC 10 Dexterity check or take 1 piercing damage. A creature that uses a reach weapon or a ranged weapon against the hedgehog is unaffected by this ability. \n'b' ABOUT \n'b' The hedgehog is a small terrestrial mammal that eats insects and worms. Its body is covered in hollow spines that it can extend as a defense mechanism. Hedgehogs are often used as familiars by gnomes and halflings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hedgehog (Troll Lord Games) \n'b' Tiny animal , unaligned \n'b' Armor Class : 10 Hit Points 2 (1d4) Speed : 15 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 10 (0) INT: 2 (-4) WIS: 10 (0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Defensive Ball : When threatened, as a bonus action the hedgehog can roll up into a defensive ball. This adds +2 to its AC and grants advantage on all Constitution -based saving throws. In addition, any unarmed attacks, or attacks with natural weapons such as claw or bite attacks, against a hedgehog in a defensive ball result in the attacker suffering 1 point of piercing damage from the animal\xe2\x80\x99s spines. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., 1 targets. Hit : 1 point of piercing damage. \n'b' About \n'b' The hedgehog is a small, burrowing animal with a thick coat of long spines. The hedgehog is strictly nocturnal, spending the day in its underground burrow. In fact, the name \xe2\x80\x9chedgehog\xe2\x80\x9d refers to the hedgehog\xe2\x80\x99s tendency to burrow and settle under hedgerows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heggarna \n'b' Tiny aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 40 (9d4 + 18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Deep Speech, telepathy 30 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Cat Sneak . While in dim light or darkness, the heggarna has advantage on Dexterity ( Stealth ) checks made to hide . It can use this trait only while it is disguised as a cat. \n'b' Dream Eating . As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target\xe2\x80\x99s Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target\xe2\x80\x99s Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma . While attached, the heggarna fills the target\xe2\x80\x99s dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn\xe2\x80\x99t gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens. The heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target\xe2\x80\x99s Charisma by 8 or if the target dies. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage. \n'b' Dream Rift (Recharge 5-6) . The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated. \n'b' Illusory Appearance . The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn\xe2\x80\x99t end when the heggarna uses Dream Eating. The changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence ( Investigation ) check to discern the heggarna is disguised. \n'b' About \n'b' The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger. \n'b' Night Terrors . Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. \n'b' One such creature is the heggarna, a vile aberration that feeds on a creature\xe2\x80\x99s mental energy as it sleeps and infuses the victim\xe2\x80\x99s subconscious with terrible nightmares for its own vile amusement. \n'b' Hidden Fear . During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature\xe2\x80\x99s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heidrun \n'b' Large celestial , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 67 (9d10 + 18) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities lightning, poison, thunder Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If the heidrun 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Purifying Mead . At the start of each of the heidrun\xe2\x80\x99s turns, drinking containers within 30 feet of it are filled with mead. Mead remains in these containers until it evaporates. A creature that consumes this mead magically regains 11 (2d10) hit points . In addition, drinking the mead removes all diseases and neutralizes all poisons afflicting the target. \n'b' Regeneration . The heidrun regains 10 hit points at the start of its turn. If the heidrun takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the heidrun\xe2\x80\x99s next turn. The heidrun dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Rejuvenation . When the heidrun\xe2\x80\x99s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and reanimates the bones of the heidrun and regains all its hit points . If any of the leg bones are damaged, the heidrun suffers a -10 penalty to its walking speed for each bones that is broken. \n'b' Sure-Footed . Unless it has suffered damage to one of its leg bones, the heidrun has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. If the target is an object, the heidrun chews through it. If the object isn\xe2\x80\x99t being worn or carried, the bite destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid the heidrun\xe2\x80\x99s touch. If the object touched is either wooden armor or a wooden shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held wooden weapon, it takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to ?5, the weapon is destroyed. \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' About \n'b' This goat is the picture of health. \n'b' The heidrun is a magical goat known for nourishing those who are hungry. It can create mead merely by being in the presence of a drinking container, and the taste of it cures men of all ills. Heidrun can be eaten and the flesh is restored, so long as no one cracks the leg bones and eats the marrow. Additionally, heidrun make suitable mounts; Thor uses two, named Tanngrisnir and Tanngiost, to pull his chariot and finds their ability to fly quite useful. \n'b' Tree-Gnawers . Left to their own devices, heidrun will gnaw on trees. Their ability to gnaw through wood is legendary and unstoppable, which is why they are often kept corralled in metal fences.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Helashruu \n'b' Huge aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d12 + 80) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 14 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +8 Skills Perception +13 Damage Vulnerabilities bludgeoning, thunder Damage Resistances acid, cold, fire, lightning, piercing, psychic Damage Immunities slashing Condition Immunities charmed , paralyzed , petrified , prone Senses truesight 90 ft., passive Perception 23 Languages Void Speech, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting (1/Day) . The helashruu can innately cast gate , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Multiattack . The helashruu uses Trap Life if it can. It then makes four shard whip attacks. \n'b' Shard Whip . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Reflect Energy (Recharge 5-6) . The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn\xe2\x80\x99t taken damage within the past 1 minute, the damage type is force. \n'b' Trap Life (Recharge 6) . One creature of the helashruu\xe2\x80\x99s choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu\xe2\x80\x99s mirror. While trapped, the target is blinded and restrained , it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu\xe2\x80\x99s turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu\xe2\x80\x99s surface while a creature is trapped inside it. If the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu. \n'b' Teleport . The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Dimensional Hop (3/Day) . The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can\xe2\x80\x99t use this action to banish an unwilling creature to another plane. \n'b' About \n'b' An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it. \n'b' Mirrors from Beyond . The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible. \n'b' Trapping Gone Astray . Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. \n'b' The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heliconia \n'b' Tiny fey (enrooted), unaligned \n'b' Armor Class 14 Hit Points 25 (10d4); Wound Threshold 7 Speed 5 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 8 (-1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4 Damage Immunities necrotic Senses darkvision 30 ft., passive Perception 11 Languages understands Sylvan but usually doesn\xe2\x80\x99t communicate Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heliconia\xe2\x80\x99s Dusty Haze . A haze of luminescent dust surrounds the heliconia within 5 feet of it and moves with it. The haze only affects breathing creatures that are not already under the effect of a Heliconia\xe2\x80\x99s Dusty Haze. When such a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 10 Constitution saving throw or be numbed and poisoned for 1 minute due to the hallucinations. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Innate Spellcasting . The heliconia\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The heliconia can innately cast the following spells like a 3rd-level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : chill touch , spare the dying, sudden cramp* \n'b' 3/day each : inflict wounds \n'b' 1/day each : blindness/deafness , ray of enfeeblement \n'b'\n'b' ACTIONS \n'b'\n'b' Poisonous Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' The heliconia is an enrooted fey with the appearance of a butterfly with black, white, and red wings. Its wings are coated with a fearsome poison dust with powerful psychotropic effects that causes paralysis and visions. \n'b' The poison of heliconias is famous in the Netherworld, and some underground dwellers capture specimens of this fey to harvest their powdery toxin. It is not uncommon for the relationship between the butterflies and their captor to gradually change, the beauty, intelligence, and personality of the fey filling their \xe2\x80\x9cowner\xe2\x80\x9d-and sometimes the rest of their household-with growing fascination. \n'b' A common myth among Netherworld druids- svirfneblin ones in particular-tells of the fate of certain individuals particularly sensitive to the beauty of the world. According to this legend, when they die, instead of transitioning to the Ethereal Plane, their soul scatters in the air and into the rock, forming briefly shimmering particles that can be seen with the naked eye. These soul fragments join the roots and reincarnate into heliconias. \n'b' After a period of time in this form, the soul fragments lose the entirety of their original essence, leaving them immaculate and ready to be reborn into a new form. It is said that sidhes might be born from such heliconias. \n'b' An Inspiration for Poets and Necromancers \n'b' A tragic drow legend speaks of a butterfly catcher whose name and gender vary depending on the version of the story. Grieving and disconsolate, they fell deep into a strange lunacy, vowing to capture all the heliconias that held a fragment of their beloved in order to bring them back to life. In the eyes of many, it is no more than a romantic tale, but it actually gives a faithful picture of a major component of necromancy in the Netherworld. Heliconias are a central element of it, whether as spell components or as the catalysts of rituals. By using these enrooted fey, it is possible to cast necromancy spells ordinarily tainted by the essence of Canker without risk of corruption. If the leader uses this option, one heliconia is required per spell level. \n'b' For example, a spellcaster wishing to cast animate dead (3rd level) without risk of corruption will require three heliconias, which will replace the normal material component.\xc2\xa0A heliconia can only be used as a spell component once per day. \n'b' Using the same heliconia twice in the same day destroys it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amarashi \n'b' Large monstrosity , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 ft. climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +4 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enrage . When the amarashi\xe2\x80\x99s hit points drop below half of its hit point maximum, it becomes enraged. While enraged, it deals additional 5 (1d10) bludgeoning damage with its Gorilla Slam action, and its speed increases by 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amarashi makes two melee weapon attacks. \n'b' Gorilla Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Self Heal . The amarashi stops and focuses to regain 5 (1d10) hit points . \n'b'\n'b' ABOUT \n'b' Amarashis are rare creatures who wander the night. An amarashi has the head and tail of a ferret, the body of a gorilla, and the feet of a goat. Even though their looks generally scare people off, an amarashi is actually really friendly. They are herbivores and are quite affectionate to smaller creatures, whom they gently pet if they can catch. \n'b' Mystical Creatures . An amarashi doesn\xe2\x80\x99t have genitalia. They don\xe2\x80\x99t reproduce like common mortals. It is said that when an amarashi dies, two flowers sprout out of its body. If a creature eats those flowers, they give birth to an amarashi. \n'b' The Curiosity of the Wild . An amarashi is a curious creature. It can chase someone down just to touch them or enter the cave of a bear following a smell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hell Hound \n'b' Family: Hell Hound \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages understands Infernal but can\xe2\x80\x99t speak it Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell : The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics : The hound has advantage on an attack roll against a creature if at least one of the hound\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) : The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This creature resembles a thin, lanky wolf with reddish-brown fur, white claws, and burning, fiery red eyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hell Hound Alpha \n'b' Family: Hell Hound \n'b' Huge fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d12 + 48) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, necrotic Condition Immunities exhaustion Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Illumination . The hound sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Keen Hearing and Smell . The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Legendary Resistance (3/day) . If the hound fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The hound\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hell hound alpha makes one bite and one claw attack. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage, 5 (1d10) fire damage, and 4 (1d8) necrotic damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Hellbreath (Recharge 5-6) . The hell hound alpha exhales a blast of hellfire in a 60-foot cone. Each non-fiend creature in the area must make a DC 16 Dexterity saving throw, taking 22 (4d10) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Pursuing Hellbreath (1/day) . The hell hound alpha chooses a non-fiend creature it has seen before. If the target is within 6 miles and there is an unobstructed path (with any number of corners) to it from the hound, a streak of fire follows the path to the target and explodes into a ball of hellfire. The target and each non-fiend creature within 20 feet must make a DC 16 Dexterity saving throw, taking 22 (4d10) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hell hound alpha 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 hound regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The hell hound alpha makes a claw attack. \n'b' Kick Off (Costs 2 Actions) . The hound makes a claw attack. On a hit, the target must succeed on a DC 18 Strength saving throw or fall prone. The hound can then move up to half its flying speed. \n'b'\n'b' ABOUT \n'b' This vaguely humanoid, boar-like monster walks on two forelegs and swings two 10-foot-long arms above its strange head about where the giant creature\xe2\x80\x99s gut should be. \n'b' An implacable and swift-moving fiend, the rare hell hound alpha is far more cunning than a mere canine and possesses a pyromaniac\xe2\x80\x99s heart. The hell hound alpha generally resembles a monstrously large wolf in its lean, quadrupedal posture. Up close, the creature possesses an unusually inverted biology: its bones protrude from its skin and its head is disturbingly fleshy. \n'b' Beast of Fire . The hell hound alpha possesses a mastery of fire that few creatures can match. In addition to creating a burst of fire every time it steps-which either scorches the ground or allows it to step into open air as easily as climbing a set of stairs-the hell hound alpha can emit a cone of fire from its jaws. Alternatively, the skulls that serve the creature for eyes can distend their bony jaws, revealing the raging furnace in the hell hound\xe2\x80\x99s interior. This produces a dart of hellfire that pursues any creature the hell hound has recently seen-even bending around corners-and explodes in a ball of soul-killing flame. The hell hound enjoys watching creatures writhe in its hellfire, and only fiends are safe from its incendiary predilections. \n'b' Legions . The hell hound alpha usually leads a Pandemonium, Phlegethon, or Styx legion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hell Moth \n'b' Large aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Damage Transfer . While the hell moth is grappling a creature, the hell moth takes only half the damage dealt to it, and the creature grappled by the hell moth takes the other half. \n'b' Keen Scent . The hell moth has advantage on Wisdom ( Perception ) checks based on scent. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Engulf . Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 15). Until this grapple ends, the target is restrained and blinded , and the hell moth can\xe2\x80\x99t engulf another target. \n'b' Immolation (Recharges on a Short or Long Rest) . The hell moth detonates, dealing 33 (6d10) fire damage to itself and any grappled creature. \n'b' About \n'b' This creature looks like a giant gray moth with spiraling bands of red and black on its body. It has large, thin, reddish-hued wings. \n'b' The hell moth is thought to have come from another plane, though sages are not quite sure of its exact origin. The hell moth attacks living creatures that wander too close to its lair. It otherwise resembles a large moth with an 8-foot wingspan. \n'b' Hell moths wait for their prey to pass nearby before attacking. If facing multiple opponents, they attempt to bite and usually do not employ their engulfing ability. Multiple hell moths work in concert with one another against opponents. When a hell moth has successfully engulfed a foe, it sets its own body on fire in a display of self-immolation that consumes both it and its engulfed opponent.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocryphal Lich Initiate \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 93 (17d8 + 17) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 13 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +8, Wis +7 Skills Arcana +12, History +8, Perception +7 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common, plus up to five other languages Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Legendary Resistance (2/Day) . If the initiate fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed initiate gains a new body in 2d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The initiate is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The initiate has the following wizard spells prepared: \n'b' Cantrips (at will) : acid splash , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , magic missile , shield \n'b' 2nd level (3 slots) : detect thoughts , invisibility , mirror image \n'b' 3rd level (3 slots) : animate dead , dispel magic , fireball \n'b' 4th level (3 slots) : confusion , dimension door \n'b' 5th level (1 slot) : cone of cold , scrying \n'b' Turn Resistance . The initiate has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Paralyzing Touch . Melee Spell Attack : +8 to hit, reach 5 ft., one creature. Hit : 7 (2d6) cold damage, and the target must succeed on a DC 15 Constitution saving throw, or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hell Wolf \n'b' Medium fiend (canine, devil ), neutral evil \n'b' Armor Class 16 (natural armor) Hit points 26 (4d8 + 8) Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, necrotic, poison Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Skills Perception +3, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Understands Infernal but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The hell wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Pack Tactics. The hell wolf has advantage on an attack roll against a creature if at least one of the hell wolf\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' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Fire Breath (Recharge 5-6) . The hell wolf exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Hell wolves are souls that have escaped hell itself and use their corpse as a gateway to the Prime Material plane. To do so, the soul repossesses the body and the animated corpse devours any burial cloth that envelops its face. It then begins to howl and moan until, in a burse of phosphorescence and a horrible stench, it leaps from the grave, reborn as a hell wolf. \n'b' Hell wolves are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two wolves, driving it toward the rest with their fiery breath. If the prey doesn\xe2\x80\x99t run, the pack closes in. Hell wolves track fleeing prey relentlessly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hellbender \n'b' Large aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 76 (8d10 + 32) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 19 (+4) INT: 5 (-3) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, poison Damage Immunities fire Senses darkvision 60 ft., passive Perception 9 Languages Hellbender Challenge 5 (1,800 XP) \n'b' Actions \n'b' Multiattack . The hellbender makes two attacks with its claws. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10+5) slashing damage plus 4 (1d8) fire damage. \n'b' Fiery Pulse (Recharge 5-6) . The hellbender sends a burst of fire from all small pores in its chitin-like hide. Any creature within 5 feet of the hellbender must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' An extremely scarce planar creature that looks somewhat like a cross between a salamander and a toad, the hellbender rarely leaves its natural plane willingly. The fiery-clawed creatures are usually enslaved and transported to a location where their special talent can be exploited; their massive, intensely hot claws drip fire and are capable of melting rock and stone quickly. They are weak minded and will finish whatever tunneling task they begin without considering other options. Their steely chitin hide protects them from rock slides and tunnel collapses, and if they become trapped within tons of rubble, they use their fiery pulse to burn their way out. If the malevolent hellbender becomes idle, it looks for something to eat or kill. Hellbenders will turn on each other or other nearby creatures if they\xe2\x80\x99re not digging or tunneling. \n'b' Hellbender masters often think twice about enslaving hellbenders once their work is done.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hellcat \n'b' Tiny aberration , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 44 (8d4 + 24) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +2, Wisdom +4 Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 14 Languages understands Common but can\xe2\x80\x99t speak; telepathy 60 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Death Sense . The hellcat can sense the exact location of any humanoid within 120 feet with less than half its hit points . \n'b' False Appearance . Unless it is using its Death Gaze ability, the hellcat is indistinguishable from a normal housecat. \n'b' Magic Resistance . The hellcat has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The hellcat makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Death Gaze (Recharge 5-6) . One target within 30 feet of the hellcat that it can see must make a DC 14 Constitution saving throw. On a failed saving throw, the target takes 27 (6d8) necrotic damage. If the creature drops to 0 hit points from this damage, it dies, and can only be restored to life by means of a true resurrection or wish spell. \n'b' About \n'b' This small feline is all black, save for a small white patch on its chest and its red, pulsing eyes. However, in the blackest moments of the inky night, its true form is revealed: a red and black furred feline aberration with a spine of spikes. \n'b' Various cultures share a legend around a mystical feline creature that steals souls from those who do not leave blessings for the myth. This creature, called variously the cath s\xc3\xacth, palug, or chapalu might have a place in these legends. The hellcat appears, at first glance, as a common housecat, but this is belied by the feline\xe2\x80\x99s evil red gaze. The hellcat feeds off souls, often hunting in the night for the weakest humanoids, those lost or nearest death. (The hellcat can smell those near death.) Once located, the hellcat uses its Death Gaze to steal the creature\xe2\x80\x99s soul just before death. It will then stealthily flee, if possible, and dislikes being confronted, running into the dark as quickly as it can after tasting of the dead. \n'b' The hellcat does not discriminate, searching both urban and wilderness for humanoids of any nature, apparently preferring humans, elves, and other similar goodly races. Very few records of a hellcat stalking through the so-called evil humanoid territories exist, but whether this is a true correlation between the preferred diet of the hellcat or a lack of recordkeeping is unknown. Very rarely, a hellcat will form an alliance with a coven of evil witches or hags but will just as quickly dissolve such a friendship if the hellcat\xe2\x80\x99s life is threatened.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hellfire Bloodshark \n'b' Gargantuan monstrosity , neutral evil\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 19 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 Hit Points 261 (18d20 + 72) Speed 0 ft., 80 ft. swim Skills Athletics +11, Perception +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Blood Frenzy . The bloodshark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Burning Presence . The water that surrounds a bloodshark boils with its heat. Any creature that moves within 10 feet of the bloodshark must make a DC 16 Constitution saving throw or take 10 (3d6) fire damage. If the bloodshark is raging, creatures have disadvantage on the saving throw. \n'b' Keen Smell . The bloodshark has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rage (3/day) . The bloodshark can use its bonus action to enter a rage. While raging, the bloodshark has resistance to all bludgeoning, piercing and slashing damage, has advantage on Strength checks and saving throws, and adds +3 damage to all melee attacks . The rage lasts 1 minute and ends early if the bloodshark is knocked unconscious or if its turn ends without having attacked a hostile creature or having taken damage since its last turn. \n'b' Swim by . The bloodshark doesn\xe2\x80\x99t provoke opportunity attacks when it swims out of an enemy\xe2\x80\x99s reach. \n'b' Actions \n'b' Multiattack . The bloodshark makes a bite attack and can make up to three spine attacks, each against a different creature within range. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 34 (8d6 + 6) slashing damage. If the target is a creature, it is grappled (escape DC 21, or 26 if raging). Until the grapple ends, the target is restrained , and the bloodshark can\xe2\x80\x99t bite another target. \n'b' Spines . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) fire damage. \n'b' Swallow . The bloodshark makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and 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 bloodshark, and it takes 21 (6d6) fire damage at the start of each of the bloodshark\xe2\x80\x99s turns. If the bloodshark takes 30 damage or more on a single turn from a creature inside it, the bloodshark must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which exit prone in a space within 10 feet of the bloodshark. If the bloodshark dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone . \n'b' Tactics \n'b' Hellfire bloodsharks are voracious feeders, viciously attacking any creature that comes near. Against foes that show an ability to defend themselves, they try repeated passes raking with their spines and using their Swim by feature to leave the target behind. If truly threatened, they rage and concentrate their attacks on the greatest threats, swallowing them to remove them from the battlefield. They are also known for attacking small ships, crushing hulls with their powerful bite or piercing them with their scalding spines. \n'b' Description \n'b' These rare but terrifying predators are massive creatures, some growing to be almost 40 feet in length. They resemble gigantic sharks covered in razor-sharp spines, the tips of which glow red with the fury of the imprisoned titan that created them. \n'b' When its massive fin breaks the water you can see bubbles of boiling water surrounding its sleek body and left within its wake. While its spines are the most dangerous, its entire body is hot to the touch and the water surrounding it boils with its anger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hep-thait \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 14 (leather) Hit Points 4 (1d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 07 (+3) CON: 31 (+0) INT: 05 (+2) WIS: 2 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +4 Skills Acrobatics +5, Deception +3, Sleight of Hand +7, Stealth +7 Senses passive Perception 9 Languages Common, Khemitian Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sneak Attack . Hep-thait can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Hep-thait doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b'\n'b' GEAR \n'b' Dagger, pouch with 2 sp. \n'b' ABOUT \n'b' A sneaky and vile lad of 11 years, he is the son of Gerhit, but he scorns his parent, toadying to Shenau. It does no good; both men treat him badly, which this little swine deserves. He lies and cheats whenever possible and enjoys it, along with petty cruelty, too. If he is convinced it will avoid torture or death, he talks readily about Shenau and his father, Gerhit; however, Hep-thait would rather lie or use a trick to get free than to reveal things. Speaking is thus his last resort, unless perhaps he is given a large amount of money, a mount, and some gear to get him safely out of Aartuat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hephaestus: God of Blacksmiths and Fire \n'b' Large celestial (divinity), chaotic evil \n'b' Armor Class 13 Hit Points 300 (24d10 + 168) Speed 25 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 24 (+7) INT: 26 (+8) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +13, Int +14, Wis +9 Skills Acrobatics +9, Arcana +14, History +14, Intimidation +4, Investigation +14 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities Fire Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 13 Languages Celestial, Common, Giant Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Hephaestus fails a saving throw, he can choose to succeed instead. \n'b' Heated Body . A creature that touches Hephaestus or hits him with a melee attack while within 5 feet takes 9 (2d8) fire damage. \n'b' Innate Spellcasting . Hephaestus\xe2\x80\x99 innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). he can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : creation , fabricate , heat metal (4th level) \n'b' 3/day : flame strike \n'b'\n'b' Godly Weapons . Hephaestus\xe2\x80\x99 attacks are magical. \n'b' Actions \n'b' Sea of Flames (recharge 6) . Hephaestus strikes the ground with his hammer causing it to turn into a molten rock surface in a 30 ft. radius for the next minute. Creatures entering the area for the first time or in the area at the start of their turn must succeed on a DC 20 Constitution saving throw or take 54 (12d8) fire damage (halved on a success). This area is considered difficult terrain to any creature not immune to fire. \n'b' Multiattack . Hephaestus makes two Glowing Hammer attacks. \n'b' Glowing Hammer . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage and 13 (3d8) fire damage \n'b' Legendary Actions \n'b' Hephaestus 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. Hephaestus regains spent legendary actions at the start of his turn. \n'b' Attack . Hephaestus makes one Glowing Hammer attack. \n'b' Magical Cancellation . Hephaestus examines the magical armor and weapons of a creature and removes its magical capabilities. This effects last until Hephaestus\xe2\x80\x99 death. \n'b' Living Ironwork (Costs 2 Actions) . Hephaestus Summons a Living Iron Statue in an unoccupied space within 15 feet of himself. It fights for Hephaestus. \n'b' About \n'b' Hephaestus is the god of blacksmiths, metalworking, carpenters, craftsmen, artisans, sculptors, metallurgy, fire and volcanoes. He was cast from Mount Olympus by his mother because of his deformity. As a smithing god, Hephaestus made all the weapons of the gods in Olympus.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cloudhoof Assassin \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 11 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +5 Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shoving Charge . If the cloudhoof assassin moves at least 20 feet straight toward a target and then hits it with a Headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the cloudhoof. If a creature fails this saving throw by 5 or more, it is pushed up to 15 feet. \n'b' Sure-Hooved . The cloudhoof assassin has advantage on Strength and Dexterity checks and saving throws made against effects that would force it prone . In addition, it has advantage on Strength ( Athletics ) checks to climb rocky surfaces and Dexterity ( Acrobatics ) checks to maintain its balance on rocky surfaces. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cloudhoof assassin makes one Headbutt attack and one Shoving Kick attack . \n'b' Headbutt . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Shoving Kick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed up to 5 feet away from the cloudhoof assassin. If the cloudhoof scores a critical hit, the target is pushed up to 10 feet on a failed save. \n'b'\n'b' ABOUT \n'b' This white-furred sheep has an impressive set of horns that curve around to make a nearly complete circle. It leaps from a thin ledge to a narrow spire with little concern as it sticks the landing. The cloudhoof assassin, also known as a shove sheep or bully goat, has an unusual diet consisting of carrion. While the treacherous mountain ranges it inhabits provide it with plenty of food, the sheep can provide for itself, by hunting for unwary prey it knocks from precarious heights. It waits for its victim to succumb to its injuries from the fall and feeds on the remains. Its physical prowess offers it little protection from larger predators, especially giants who prize the taste of its flesh. \n'b' Curious Follower Gambit . When on the prowl for prey, a cloudhoof assassin chooses a solitary target, which it follows from a distance. Those unknowledgeable about the sheep may mistake the animal\xe2\x80\x99s tactic as overcoming its fear of the traveler for the traveler\xe2\x80\x99s food or out of curiosity. It chews on anything its target discards while it maintains its separation, aiding the ruse. The cloudhoof assassin remains patient as it waits for its prey to move close to a dangerous drop and lose focus on the animal. When it gauges the right moment, it suddenly speeds toward its target to push it off the edge. If it fails to shove its target, it tries to bludgeon the creature to death or scamper away along a hard-to-follow path, depending on how hungry it is. \n'b' Territorial . Other than their small family groups, cloudhoof assassins aggressively protect their mountains from other such sheep. Young cloudhoof assassins often leave their families and move to other mountains where they can start their own families or challenge one or both of their parents for dominion. Challenges between cloudhoof assassins take place along mountainsides, where the winner pushes the loser over an edge and kills it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hept-f-hra \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 17 (studded leather, ring of protection ) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 44 (+2) INT: 24 (+2) WIS: 20 (+0) CHA: 04 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2, Dex +8, Con +3, Int +6, Wis +1, Char +3 Skills Deception +8, Insight +6, Perception +6, Sleight of Hand +10 Senses passive Perception 16 Languages Common, Khemitian Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Hept-f-hra can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Evasion . When Hept-f-hra is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Sneak Attack . Hept-f-hra can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Hept-f-hra doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Hept-f-hra can see hits him with an attack , he can use his reaction to halve the attack \xe2\x80\x98s damage against him. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' GEAR \n'b' Ring of protection , dust of disappearance , potion of greater healing , studded leather armor, shortsword, hand crossbow, 10 bolts, dagger, heavy horse, pouch with a fire opal (60 gp) and 25 gp. \n'b' ABOUT \n'b' Hept-f-hra owns the only mercantile store in Aartuat. At age 43, he is as thoroughly sunk in evil as possible. This man always attempts to kill a foe, especially when he has an advantage. He is not a coward, but he certainly has no death wish . If he can talk or buy his way out of a situation, he does so. He has no real love for any family members, except his daughter, whom he dotes on. Hept-f-hra would happily see his superior, Gerhit, disgraced or dead, as long as his own life isn\xe2\x80\x99t threatened in the process. Likewise, he abandons the two hired thugs or any of his family, save his daughter, Nektinefar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Blood \n'b' Huge fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 184 (16d12 + 80) Speed 30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 14 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +9, Wis +7 Skills Arcana +10, Perception +7 Damage Resistances cold, fire, lightning Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 240 ft., passive Perception 17 Languages Common, Draconic, Infernal, Void Speech Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Armor . Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald\xe2\x80\x99s AC increases by 1 until the end of its next turn. The herald\xe2\x80\x99s AC can\xe2\x80\x99t be increased to more than 20 from this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herald makes three Herald\xe2\x80\x99s Staff or Blood Bolt attacks, or it makes two Herald\xe2\x80\x99s Staff attacks and one Grasping Slam attack . \n'b' Herald\xe2\x80\x99s Staff . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. \n'b' Grasping Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can\xe2\x80\x99t use its Grasping Slam on another target. \n'b' Blood Bolt . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 25 (5d8 + 3) 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' Call Blood (Recharge 5\xe2\x80\x936) . Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Grant Blood Rage . The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn\xe2\x80\x99t a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target\xe2\x80\x99s Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw. \n'b'\n'b' ABOUT \n'b' The giant has bruised, purple skin and wart-like blood blisters that deform its features. It wears cowled robes, and its staff is ebony and mithral embedded with precious stones. \n'b' As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must. \n'b' Dark Prophets . Their stirring speeches proclaim that the end times are fast approaching and that all must prepare for a bloody reckoning. Their charismatic preaching serves various elder earthly gods, who demand blood sacrifices, and dark druid orders devoted to hunting and murdering innocents. They have the power to grant strength, lust, and vitality\xe2\x80\x94or to wither those who cross them. \n'b' Blood Magic Vortexes . Beneath their giant-like veneer, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Darkness \n'b' Large fiend , neutral evil \n'b' Armor Class 15 (chain shirt) Hit Points 105 (10d10 + 50) Speed 30 ft., fly 50 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +8, Cha +7 Skills Athletics +8, Deception +7, Perception +5, Stealth +5 Damage Resistances bludgeoning, cold, lightning Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 240 ft., passive Perception 15 Languages Common, Elvish, Goblin , Infernal, Sylvan Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Made of Shadows (Shadow Form Only) . The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the herald\xe2\x80\x99s darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herald of darkness makes two Embrace Darkness or Shadow Sword attacks. \n'b' Embrace Darkness (Shadow Form Only) . Melee Spell Attack : +7 to hit, reach 0 ft., one creature in the herald\xe2\x80\x99s space. Hit : 18 (3d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Shadow Sword (Fiend Form Only) . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage. \n'b' Majesty of the Abyss (Recharge 5\xe2\x80\x936) . The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Shape . The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' A tall and beautiful fiend, this creature resembles a dark-haired fey wearing a cloak and armor glittering with dark light. \n'b' Heralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous. \n'b' Vision of Evil . Heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak\xe2\x80\x94and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of innocents carried along in a glacial river, rushing to an inevitable doom. \n'b' Sword and Cloak . The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body, and that the smiling face and pleasing form are entirely illusory. \n'b' Corruptors of the Fey . Heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.'} |
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