prompt
stringclasses 1
value | response
stringlengths 486
21.9k
|
---|---|
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Darkness (Frog God Games) \n'b' Large fiend , neutral evil \n'b' Armor Class 15 (chain shirt) Hit Points 105 (10d10 + 50) Speed 30 ft., swim 30 ft., fly 50 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8, Charisma +8 Skills Athletics +8, Deception +8, Perception +8 Damage Resistances bludgeoning, thunder Damage Immunities cold, lightning, necrotic, poison Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 200 ft., passive Perception 18 Languages Common, Elvish, Goblin, Infernal, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Corrupting Touch . A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw. \n'b' Gift of Darkness . A herald of darkness can transform any fey, human , or goblin into one of the shadow fey , if the target willingly accepts this transformation. \n'b' Shadow Form . A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet, it can enter and occupy spaces occupied by other creatures, it gains resistance to all nonmagical damage, it has advantage on physical saving throws, it can pass through any gap or opening, and it can\xe2\x80\x99t attack , interact with physical objects, or speak. It can return to its corporeal form as a bonus action \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack . \n'b' Embrace Darkness . Melee Weapon Attack : +8 to hit, reach 5 ft., all creatures in reach. Hit : 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald\xe2\x80\x99s next turn. Succeeding on a DC 17 Constitution saving throw negates the paralysis. \n'b' Majesty of the Abyss (Recharge 4-6) . The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds. \n'b' Shadow Sword . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (2d12 + 5) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocryphal Lich Magus \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Int +12, Wis +11 Skills Arcana +19, History +11, Perception +10 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 20 Languages Common, plus up to five other languages Challenge 21 (33,000 XP) \n'b' Special Traits \n'b' Arcane Dismantlement . Whenever the magus 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 magus 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 magus fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed magus gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The magus is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The magus 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) : blight , confusion , dimension door \n'b' 5th level (3 slots) : cone of cold , scrying \n'b' 6th level (1 slot) : disintegrate , globe of invulnerability \n'b' 7th level (1 slot) : finger of death , plane shift \n'b' 8th level (1 slot) : dominate monster , power word stun \n'b' 9th level (1 slot) : power word kill \n'b' Turn Resistance . The magus has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Paralyzing Touch . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 10 (3d6) cold damage, and the target must succeed on a DC 19 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. \n'b' Legendary Actions \n'b' The magus 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 magus regains spent legendary actions at the start of its turn. \n'b' Cantrip . The magus casts a cantrip. \n'b' Paralyzing Touch (Costs 2 Actions) . The magus uses its Paralyzing Touch. \n'b' Sense Weakness (Costs 2 Actions) . The magus telepathically probes a creature it can see, within the range of its telepathy, for its strengths and weaknesses. The target must succeed on a DC 19 Charisma saving throw, or the magus learns of the target\xe2\x80\x99s damage vulnerabilities, resistances, and immunities, as well as condition immunities and the exact number of hit points remaining. \n'b' Frightening Apocrypha (Costs 3 Actions) . The magus telepathically focuses a stream of forbidden knowledge on one creature it can see within 20 feet of it. The target must succeed on a DC 19 Wisdom saving throw, or become frightened for 1 minute. While frightened , the creature has disadvantage on Intelligence , Wisdom , and Charisma saving throws against the magus\xc2\x92 wizard spells. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful, or the effect ends for it, the target has advantage on Intelligence , Wisdom , and Charisma saving throws against the magus\xc2\x92 spells until the next time it fails to save against one of them, and is immune to the magus\xe2\x80\x99 gaze for the next 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Fire \n'b' Boasting shining, golden claws and crimson robes and smelling of smoke and ash, the bipedal dragon strode through the burning city, pointing its golden claw at certain homes and businesses. In each place, the soldiers found golden plunder to load on the wagons. \n'b' Large dragon , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Dexterity +4, Wisdom +5 Skills Perception +5 Damage Vulnerabilities cold Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed , paralyzed , exhaustion , poisoned , stunned, unconscious Senses darkvision 120 ft., passive Perception 15 Languages Common, Draconic, Infernal Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Blood Frenzy . The herald of fire has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Hidden Herald . The herald of fire can use its action to polymorph into a Medium dragonborn , Medium human , Small kobold , or back into its true draconic humanoid form. In each form, its eyes glow with magical fire and it wears a silver sword, revealing its identity as a herald. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver sword, transforms with it. It reverts to its true form if it dies. \n'b' Legendary Resistance (3/day) . If the herald fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The herald\xe2\x80\x99s weapon attacks are magical. \n'b' Scales of Justice . At the start of each of the herald\xe2\x80\x99s turns, each creature within 30 feet of it must succeed on a DC 16 Charisma saving throw or speak only the truth until the start of the herald\xe2\x80\x99s next turn while within 30 feet of the herald. \n'b' Treasure Sense . The herald can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. \n'b' Actions \n'b' Multiattack . The herald of fire makes two fire claw attacks. If both attacks hit the same target, the target ignites. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at the start of each of its turns. \n'b' Fire Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 7 (2d6) fire damage. \n'b' Fiery Lance (Recharge 5-6) . The herald magically shoots fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Strength saving throw. On a failure, a target takes 42 (12d6) fire damage and, if it is Huge or smaller, is pushed up to 15 feet away from the herald. On a success, a target takes half the damage and isn\xe2\x80\x99t pushed. \n'b' Legendary Actions \n'b' The herald of fire 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 herald regains spent legendary actions at the start of its turn. \n'b' Fiery Claw . The herald makes one fiery claw attack . \n'b' Detect . The herald makes a Wisdom ( Perception ) check. \n'b' Immolate Foe (Costs 2 Actions) . The herald of fire calls down searing, crimson fire in a 10-foot-radius, 40-foot-high cylinder centered on a point the herald can see within 120 feet of it. When a creature enters the area for the first time on a turn or starts its turn there, it is engulfed in flames and must make a DC 16 Dexterity saving throw. The creature takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren\xe2\x80\x99t being worn or carried ignite. The pillar of fire lasts until the herald uses this legendary action again or until the herald dies. \n'b' About \n'b' From time to time, the gods send various emissaries and messengers out into the world. These Heralds have great power and a clear mission to enforce their creator\xe2\x80\x99s edicts and spread dogma in a concrete way. \n'b' The herald of fire is a living embodiment of fiery justice and burnt sacrifices to the draconic gods. In most cases, the herald appears when some great sacrilege has been committed against the faith of fire, such as the withholding of taxes and tribute, or the slaughter of dragons and their kin, or desecration of a temple. \n'b' Fiery Eyes and Magical Sword . Though the herald can assume the shape of a dragonborn , human , or kobold , it always has eyes filled with leaping flames, no matter its guise. This is far more obvious by night than in daylight. The herald often carries a magical sword of truth. It rarely uses this weapon in battle, for it is made of soft silver and inlaid with mithral and gold.\xc2\xa0However, all those near the sword find it quite difficult to lie. \n'b' Quick to Anger . While a herald of fire does seek justice and tribute for the dragon gods, it is known for its propensity to anger at slight provocations. In many cases, its anger leads it to shout, stamp its clawed feet, or smash objects around it. In a few cases, it performs immediate and even fatal judgment on the source of its annoyance. Afterwards, it generally claims to have acted entirely within the law and dares others to gainsay it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Slaughter \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +4, Wis +5, Cha +8 Skills Athletics +8, Deception +8, Perception +5, Persuasion +8 Damage Resistances cold, fire, lightning, slashing Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Common, Infernal Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrupting Aura . The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack , the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald\xe2\x80\x99s turn, it chooses whether this aura is active. \n'b' Magic Weapons . The herald\xe2\x80\x99s weapon attacks are magical. \n'b' Shapechanger . The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size , 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' Innate Spellcasting . The herald\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts \n'b' 3/day : charm person , fear , suggestion \n'b' 1/day : modify memory , seeming \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range. \n'b' Enkindle Hate . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Cleaver . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre. \n'b' Heralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities. \n'b' Provokers of Wrath . Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods. \n'b' Brutality and Blood . Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of the Void \n'b' Large fiend , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 123 (13d8 + 65) \n'b' Speed 30 ft., fly 50 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 20 (+5) INT: 19 (+4) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9 \n'b' Skills Stealth +9, Perception +10 \n'b' Damage Resistances fire, lightning, poison \n'b' Damage Immunities cold, necrotic, radiant \n'b' Condition Immunities blinded , charmed , deafened , frightened , prone , stunned , unconscious \n'b' Senses truesight 60 ft., passive Perception 20 \n'b' Languages Abyssal, Common, Void Speech \n'b' Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Annihilating Form . Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object. \n'b' Legendary Resistance (3/Day) . If the herald fails a saving throw, it can choose to succeed instead. \n'b' Zero-Dimensional . The herald can move through any space without squeezing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice. \n'b' Void Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) cold damage plus 4 (1d8) force damage. \n'b' Void Ray . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 9 (2d8) cold damage and 9 (2d8) force damage. \n'b' The Final Song (Recharge 5-6) . The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn\xe2\x80\x99t affect creatures that understand Void Speech. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The herald of the void 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 herald regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The herald flies up to half its flying speed without provoking opportunity attacks. \n'b' Void Claw (Costs 2 Actions). The herald makes one void claw attack . \n'b' Discorporate (Costs 2 Actions) . The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated , drops whatever it\xe2\x80\x99s holding, and is unable to interact with physical objects. The creature is still visible and able to speak. \n'b' Song of Mighty Doom (Costs 3 Actions) . The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp . \n'b'\n'b' ABOUT \n'b' The herald of the void portends the world\xe2\x80\x99s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. \n'b' It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult. \n'b' Empty Whispers . In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place. \n'b' Creature of Motion . The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this. \n'b' Folding Infinite Space . While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of the Wyrm \n'b' Doors flew open, and gates lifted as the draconic humanoid approached the castle. All locks failed, and a glowing portal opened between the roots of the courtyard chestnut tree. It opened its mouth to speak the words of the dragon gods. \n'b' Large dragon , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d10 + 72) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Dexterity +5, Constitution +9, Wisdom +6 Skills Arcana +9, History +9, Perception +6, Religion +9 Damage Vulnerabilities necrotic Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities charmed , paralyzed , exhaustion , poisoned , stunned, unconscious Senses truesight 120 ft., passive Perception 16 Languages Abyssal, Common, Celestial, Draconic, Dwarven, Elvish, Giant, Infernal Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Aura of Immobility . The herald of the great wyrm emits an area of antimagic within 60 feet of itself. This trait works like the antimagic field spell, except it only affects magical travel. At the start of each of its turns, the herald chooses whether this aura is active. The aura prevents the herald\xe2\x80\x99s own magical traveling. \n'b' Hidden Herald . The herald of the great wyrm can use its action to polymorph into a Medium dragonborn , Medium human , Small kobold , or back into its true draconic humanoid form. In each form, its eyes glow with a magical light that shifts in color and it wears a silver key, revealing its identity as a herald. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying, other than the silver key, transforms with it. It reverts to its true form if it dies. \n'b' Legendary Resistance (2/day) : If the herald of the great wyrm fails a saving throw, it can choose to succeed instead. \n'b' Portal Mastery . As a bonus action , the herald of the great wyrm can open any object that contains a mundane or magical means that prevents access. This trait works like the knock spell, except it dispels rather than suppresses arcane lock and it doesn\xe2\x80\x99t create an audible knock when used. Alternatively, the herald can use a bonus action to open or close any magical portal, road, gateway, or path. \n'b' Actions \n'b' Multiattack . The herald of the great wyrm makes two claw of fate attacks or two spectral barrier attacks. If both claw of fate attacks hit the same target, the target is restrained . While restrained , the target takes 13 (2d12) radiant damage at the start of each of its turns. A creature, including the target, can take an action to make a DC 17 Strength check, ending the restrained condition on a success. The herald can restrain only two creatures at a time in this way. \n'b' Claw of Fate . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage plus 9 (2d8) radiant damage. \n'b' Spectral Barrier . Ranged Magical Attack : +9 to hit, range 60 ft., one target. Hit : 18 (4d8) radiant damage. The target must succeed on a DC 18 Wisdom saving throw or be restrained by magical bands of force for 1 minute. A creature, including the target, can take its action to burst the bands of force by succeeding on a DC 17 Strength check. \n'b' Legendary Actions \n'b' The herald of the great wyrm 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 herald regains spent legendary actions at the start of its turn. \n'b' Claw of Fate . The herald makes one claw of fate attack . \n'b' Detect . The herald makes a Wisdom ( Perception ) check. \n'b' Black Well of Unmaking (Cost 2 Actions) . The herald of the great wyrm creates a 5-foot-sphere of void matter on a point it can see within 120 feet of it. At the start of each of the herald\xe2\x80\x99s turns, each creature other than the herald within 30 feet of the well of unmaking must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the well. Each creature that starts its turn within 5 feet of the well must make a DC 16 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is stunned. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned. The well of unmaking lasts until the herald uses this legendary action again or until the herald dies. \n'b' About \n'b' Opener of the Ways . Rare indeed is the arrival of a herald of the Great Wyrm, the Keeper of Portals, the Opener of the Ways and Lord of Dragons. All locks, stoppers, chests, wards, and doors are said to spring open when it treads near, and gates and shadow portals pop into existence at its bidding. The herald of the great wyrm is a sign that the eye of dragonkind is upon a particular place or person-perhaps the thief of a great treasure, perhaps a great treasure to be taken. \n'b' Keeper of Knowledge . The herald of the Great Wyrm knows of all scrolls, books, maps, and even carvings and graffiti within 10 miles of its location. No source of lore or writing can be hidden from it. \n'b' The heralds of fire are better known as the heralds of Baal-Hotep in the Dragon Empire and sometimes in Nuria-Natal, Parthia, Beldestan, and Khandiria, where they have long served both as relatively reliable judges and as tax collectors of an extremely impatient kind. When the cortege of the herald of Baal-Hotep is sighted by a town, its smoke and fiery sparks make its imminent arrival obvious. \n'b' The herald\xe2\x80\x99s most frequent companions are fire sorcerers, agnibarra, salamanders, and (occasionally) dragonborn light cavalry. Fire giants or masses of kobolds follow in a wagon train laden with treasure. \n'b' Those who have been remiss in proffering various monies owed to the Dread Sultan, the morza, or other rulers may be dragged from their homes and given a last chance to settle their accounts. Those who value gold more than life or those who refuse to share the burdens and costs of the empire are taken to the square and burnt alive by a fire elemental summoned for that purpose. Their homes are then plundered thoroughly before being burnt to ashes. Such extreme cases are very rare, and they are most often ascribed to followers of Mammon or other dark gods. \n'b' Once all accounts are settled, the herald of Baal-Hotep hears all cases brought before it. Any hairy servant, any slave, and any of the scaled folk can accuse anyone else of a crime and expect to hear a judgment; however, the temperament of the herald can be impulsive and prone to both melancholy and extreme vengeance, depending on the state of the settlement and its people-the richer the village or town, the more time the herald spends on sharp questioning and deduction. \n'b' Accusations of corruption by the mighty are also treated with extreme seriousness, though a human peasant who accuses a dragon lord of some form of tax-skimming, cruelty, or neglect of the city\xe2\x80\x99s guards and people had best have an ironclad case; failure to convince a herald may result in judgment against the accuser. At the same time, the word of a herald of Baal-Hotep can and has destroyed even drakes and true dragons when their crimes, nepotism, and treachery are made plain. \n'b' Portal Movement . As a bonus action , the herald of the great wyrm can teleport up to 30 feet to an unoccupied space it can see toward or away from a hostile creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Tsathogga \n'b' Huge aberration , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 299 (26d12 + 130) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Constitution +11, Wisdom +9, Charisma +7 Skills Perception +9 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 19 Languages \xe2\x80\x93 Challenge 18 (20,000 XP) \n'b' Special Traits \n'b' Bloated . If the Herald of Tsathogga attacks with more than four tentacles during a single turn, its movement speed is reduced to 0 and it falls prone . The herald can use half its movement on its next turn to rise from the prone position. \n'b' Regeneration . The Herald of Tsathogga regains 20 hit points at the start of its turn. If the herald takes fire or lightning damage, this trait doesn\xe2\x80\x99t function at the start of the herald\xe2\x80\x99s next turn. The herald dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The Herald of Tsathogga makes up to twelve attacks: one with its bite or swallow, one with its tongue, and it can make one attack with each of its ten tentacles. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the herald can\xe2\x80\x99t bite another target. \n'b' Tongue . Melee Weapon Attack : +12 to hit, reach 30 ft., one target. Hit : 12 (1d12 + 6) slashing damage plus 9 (2d8) acid damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 25 feet toward the Herald. \n'b' Tentacle . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage. If the target is a creature other than an undead, it must succeed on a DC 19 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' Swallow . The Herald of Tsathogga makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained , has total cover against attacks and other effects outside of the herald, and it takes 21 (6d6) acid damage at the start of each of the herald\xe2\x80\x99s turns. The herald can have only one target swallowed at a time. If the herald takes 50 damage or more on a single turn from the swallowed creature, the herald must succeed on a DC 15 Constitution saving throw at the end of that turn or forcefully disgorge the creature, which falls prone in a space within 20 feet of the herald. If the herald dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Bellow (Recharge 5-6) . The Herald of Tsathogga emits a deafening, trilling croak. All creatures within 30 feet of the herald that can hear it must make a DC 19 Constitution saving throw, taking 28 (8d6) thunder damage on a failure, or half as much damage on a successful save. On a failed save, the creature is also deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' This creature appears to be a gigantic pale yellow-green frog with oversized monstrous eyes. In place of its legs and forelimbs are many long, writhing tentacles it uses to pull itself along the ground. \n'b' The dark, dismal tropical swamps and fens of the world are home to a horrible creature known only as the herald of Tsathogga. A vaguely froglike thing almost 20 feet across, the herald of Tsathogga is a nightmare creature that is spoken of only in hushed whispers. The creature is believed to have been created by the Frog God as punishment against humanity for wrongdoings done to Tsathogga and his worshippers. \n'b' Its warty, putrid skin is a pale yellow-green, and two monstrous eyes that have seen unknown secrets gaze from its fleshy face. The body of the thing resembles that of a massive toad, but rather than legs, the herald of Tsathogga drags itself through the murky terrain on ten thick tentacles. \n'b' These tentacles are covered in tiny lancets that inject paralytic venom. \n'b' Some who have seen the herald of Tsathogga swear that it is capable of flight, but these reports are dismissed as a madman\xe2\x80\x99s fantasy. \n'b' Though only one herald is thought to exist, rumors as of late, speak of at least three of these creatures in existence. \n'b' The herald of Tsathogga attacks first with its tentacles, attempting to paralyze or otherwise incapacitate as many opponents as possible. \n'b' Paralyzed opponents are pulled to the creature\xe2\x80\x99s maw and bitten. Its tentacles are not coordinated enough to grab moving targets, so it cannot pick up opponents that have not been paralyzed .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cloudsting \n'b' Huge elemental (titanspawn), chaotic neutral\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 102 (12d12 + 24) Speed fly 60 ft. (hover) Skills Perception +3, Stealth +9 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities lightning, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Primordial, Titan Speech (can\xe2\x80\x99t speak); telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Gold Scent . A cloudsting can detect the direction of gold unerringly, by scent, at distances of up to 1 mile even through stone, earth, or other barriers. The cloudsting can pinpoint the location of even gold ore and trace amounts of the precious metal within 60 feet. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The cloudsting can use its Wind Blast and then make two tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) lightning damage. The target must also succeed on a DC 15 Constitution saving throw or be unable to take reactions until the start of its next turn. \n'b' Wind Blast . The cloudsting summons a blast of strong wind 60 feet long and 10 feet wide, stretching outward from itself in a direction it chooses. Each creature in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the cloudsting in a direction following the line. \n'b' Lightning Burst (Recharges after Long or Short Rest) . The cloudsting emits a web-like spread of lightning in a 15-foot radius around itself. All creatures within the area must make a DC 15 Dexterity saving throw. A creature takes 27 (6d8) lightning damage on a failed save, or half as much on a successful one. \n'b'\n'b' Tactics \n'b' The cloudsting will use its Wind Blast and the threat of its tentacles to corral as many enemies as possible into a small space, then use its Lightning Burst on them. Afterwards it will use its multiattack on those still standing. Characters carrying lots of gold on their person should be especially beware of the cloudsting, some report that they can be driven into a battle-fury by the scent of gold and attack an individual relentlessly. \n'b' Description \n'b' These floating creatures, created by a forgotten titan of storms and perhaps still bound in service to her, seem to be made of semi-solid air. \n'b' Cloudstings wander widely, drifting upon the air currents to distant lands know little or nothing at all. They predominantly haunt in mountain ranges, especially near gold mines and veins, but they have been known to attack caravans anywhere. A cloudsting\xe2\x80\x99s huge, floating body looks rather like a semi-transparent cloud colored by occasional pulses of light, reminiscent of heat lightning, which it can suppress at will. A number of remarkably long, wispy tentacles hang down like those of a jellyfish, extending nearly thirty feet from the bloated form above. \n'b' Gold Sniffers . Merchants and travelers tell tales of cloudstings\xe2\x80\x99 uncanny knowledge of where gold is hidden. Sometimes, these creatures float low to play the part of the thief and take bags of coins while a caravan slumbers. Other times, they raid wagons laden with ore returning from mines. Cloudstings desire gold for reasons unknown \xe2\x80\x93 some have speculated that they must consume it to survive. In any case, their sense of gold has led some merchants to label them \xe2\x80\x9cgold hounds\xe2\x80\x9d and even to pay adventurers to track cloudstings in the wild, in the hope that the elemental will lead them to locations where a new gold mine might be established. \n'b' Stealthy Thieves . Cloudstings tend to avoid combat entirely, preferring to spy on prey from high above; they follow at a distance and await the right opportunity to abscond with any gold coins or items. A cloudsting engages in melee only if pressed, using its tentacles and Wind Blast against smaller or less dangerous foes, or Lightning Burst against creatures it perceives as a serious threat. Once its Lightning Burst ability is exhausted, a cloudsting normally soars up out of range and flies off, perhaps returning later if it thinks it might still win some golden prize.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herald of Undeath \n'b' Skeletal and towering over the battle, the herald of undeath blasts the living in the name of its dark lord: \xe2\x80\x9cHail the age of apocalypse, for your death is here! I shall reap you all into my master\xe2\x80\x99s fold, for I am the end times made flesh!\xe2\x80\x9d Fresh from the land of the dead, a herald of undeath is an enormous, undead servitor of the dark gods of undeath. It is often accompanied by flutterflesh scouts or a pack of wraiths, and it travels as a messenger to a hierophant lich or an evil high priest. The herald of undeath walks tirelessly to spread its master\xe2\x80\x99s grim message of death, doom, and decay. \n'b' Large undead , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Dexterity +8 Skills Deception +7, Perception +5, Stealth +8 Damage Vulnerabilities radiant Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , paralyzed , poisoned , stunned, unconscious Senses darkvision 120 ft., passive Perception 15 Languages Common, Darakhul, Infernal Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Creeping Death . A creature that starts its turn within 10 feet of the herald must succeed on a DC 16 Constitution saving throw or take 13 (3d8) necrotic damage. \n'b' Magic Weapons . The herald\xe2\x80\x99s weapon attacks are magical. \n'b' Turn Resistance . The herald has advantage on saving throws against any effect that turns undead. \n'b' Shrieking Bones . When struck by magic or by a magical weapon, the bones of the herald cry out in pain with the voices of the damned. \n'b' Separable Limbs and Eyes . The herald of undeath can detach its various limbs at any time, leaving them to act independently. It will often leave an eyeball somewhere to keep watch on a particular location. \n'b' Raises Entire Cemeteries . A herald of undeath can and will raise entire undead armies from large cemeteries, battlefields, or necropoli. There is no limit to the number of undead that will follow a herald of undeath, and even intelligent undead are not immune to its clarion call. Tribes of gnolls sometimes follow them, seeking chaos and easy plunder. \n'b' Undead Nature . A herald of undeath doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The herald of undeath makes two reaping scythe attacks or uses its Ray of Annihilation twice. If both reaping scythe attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or it is reduced to 0 hp . \n'b' Reaping Scythe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage. \n'b' Ray of Annihilation . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 18 (4d8) necrotic damage and the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 round. \n'b' About \n'b' The herald of undeath is referred to as the Herald of Rot, where the god of undeath and his hideous messengers live within an ancient necropolis, or summoned on battlefields, to create a city of the undead. A herald may corrupt ley lines or transform a ruler of Nuria into a god-king or god-queen. Its role in this later work requires deep necromancy and a divine spark in the chosen ruler. \n'b' In places most deeply corrupted by necrotic energies, the herald of undeath crowns itself as a minor godling and bringer of the grave\xe2\x80\x99s embrace. It builds a settlement of undeath, first a small village and temple of skeletons and zombies building shrines to demons and dark gods, then a larger town looting tombs and decorating an elaborate and profane cathedral, and (if left undisturbed) an entire city of undead working to gather the living into its chilly embrace. \n'b' The largest of these cemetery cities are strange places filled with the chittering of ghouls and the clatter of bone, and their primary purpose is the slavish adulation of the dark god who sponsors their founding herald. They have no fields to till or livestock to maintain; instead, they gather and carve stone into grotesque buildings, offertories, and abattoirs where the living cross into undeath. Cemetery cities can grow to enormous size with freakishly carved devotional scriptures on every wall, gates made of ebon stone, and streets paved in powdered bones and small cobblestones, each ivory stone crudely carved to resemble a skull. At some point, their rituals, stonework, and sheer nightmarish blasphemy generates a portal to the land of the dead, and many demons and powers of the outer darkness can enter the world of the living directly. These might include chained angels , neophron demons, and umbral vampires . \n'b' Destroying cemetery cities is always an urgent priority for followers of the gods of life and light. Doing so usually requires either a traditional siege powered by living troops and clerics able to turn undead, or a smaller group of powerful heroes able to reach and destroy the herald of undeath itself. Destroying the herald usually severs the connection that its undead followers have to the afterlife; skeletons, zombies, and most intelligent undead turn to dust immediately, and the cemetery city itself crumbles into ruins within a few weeks or months.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herd Animal, Large \n'b' Large beast , unaligned \n'b' Armor Class : 15 Hit Points 40 (5d10 + 15) Speed : 20 ft\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 1/2 (50 XP) \n'b' Special Traits \n'b' Stampede : A frightened herd of oxen flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 6 (1d12) points of damage for every five oxen in the herd ( Dexterity save DC 17 half). \n'b' Trample : When a musk ox moves at least 20 feet before ramming opponent, the target must make a Strength save (DC 15) to avoid being knocked prone . If the ox knocks the target down, it may immediately make an extra hoof attack against him or her, gaining the standard +4 bonus to attack rolls against prone targets. \n'b' Actions \n'b' Ram . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bashing damage. \n'b' Hoof . Melee Weapon Attack : +7 to hit, reach 5 ft., one prone target. Hit : 8 (1d6+4) bashing. \n'b' About \n'b' These stats can be used to model any large herd animal or beast of burden such as a musk ox, yak, bison or the like.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Camel \n'b' Family: Herd Animals \n'b' This somewhat irritated-looking, one-humped camel has been outfitted with a bridle and saddle. \n'b' Large beast , unaligned \n'b' Armor Class 9 Hit Points 15 (2d10 + 4) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 2 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Deer \n'b' Family: Herd Animals \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 4 (1d8) Speed 50 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' About \n'b' The elegant creature raises it head revealing a pair of soft eyes. It has a tawny brown hide and small black hooves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Elephant \n'b' Family: Herd Animals \n'b' Huge beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 76 (8d12 + 24) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Trampling Charge : If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action . \n'b' Actions \n'b' Gore : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Stomp : Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' About \n'b' These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocryphal Lich Master \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 22 (+6) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +11, Con +10, Int +13, Wis +11 Skills Arcana +18, History +13, Perception +11 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 21 Languages Common, plus up to six other languages, telepathy 60 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b' Arcane Dismantlement . Whenever the master 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 master regains use of an expended spell slot equal to or less than the dispelled spell\xe2\x80\x99s level. \n'b' Forbidden Revelations . As a bonus action, the master projects eldritch knowledge to all creatures within range of its telepathy, overloading their senses with incomprehensible revelations. Creatures in range, that understand at least one language, must succeed on a DC 19 Wisdom saving throw, or take 9 (2d8) psychic damage and have disadvantage on attack rolls and ability checks until the start of the master\xc2\x92s next turn. \n'b' Legendary Resistance (3/Day) . If the master fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed master gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The master is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The master has the following wizard spells prepared: \n'b' Cantrips (at will) : acid splash , mage hand , prestidigitation \n'b' 1st level (4 slots) : chromatic orb, detect magic , magic missile , shield \n'b' 2nd level (3 slots) : detect thoughts , invisibility , mirror image , ray of enfeeblement \n'b' 3rd level (3 slots) : animate dead , counterspell , dispel magic , fireball \n'b' 4th level (3 slots) : blight , confusion , dimension door \n'b' 5th level (3 slots) : cloudkill , cone of cold , scrying \n'b' 6th level (2 slots) : disintegrate , globe of invulnerability \n'b' 7th level (2 slots) : finger of death , plane shift \n'b' 8th level (1 slot) : dominate monster , power word stun \n'b' 9th level (1 slot) : power word kill , time stop \n'b' Turn Resistance . The master has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Paralyzing Touch . Melee Weapon Attack : +13 to hit, reach 5 ft., one creature. Hit : 14 (4d6) cold damage, and the target must succeed on a DC 20 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. \n'b' Legendary Actions \n'b' The master 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 master regains spent legendary actions at the start of its turn. \n'b' Cantrip . The master casts a cantrip. \n'b' Paralyzing Touch (Costs 2 Actions) . The master uses its Paralyzing Touch. \n'b' Sense Weakness (Costs 2 Actions) . The master telepathically probes a creature it can see, within the range of its telepathy, for its strengths and weaknesses. The target must succeed on a DC 19 Charisma saving throw, or the master learns of the target\xe2\x80\x99s damage vulnerabilities, resistances, and immunities, as well as condition immunities and the exact number of hit points remaining. \n'b' Frightening Apocrypha (Costs 3 Actions) . The master telepathically focuses a stream of forbidden knowledge on one creature it can see within 20 feet of it. The target must succeed on a DC 20 Wisdom saving throw, or become frightened for 1 minute. While frightened , the creature has disadvantage on Intelligence , Wisdom , and Charisma saving throws against the master\xc2\x92s wizard spells. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful, or the effect ends for it, the target has advantage on Intelligence , Wisdom , and Charisma saving throws against the master\xc2\x92s spells until the next time it fails to save against one of them, and is immune to the lich\xe2\x80\x99s gaze for the next 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Elk \n'b' Family: Herd Animals \n'b' Large beast , unaligned \n'b' Armor Class 10 Hit Points 13 (2d10 + 2) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Charge : If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b' Actions \n'b' Ram : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Hooves : Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' About \n'b' This majestic beast stands the height of a man at its shoulders, a many-tipped rack of proud antlers crowning its head.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Elk (Giant) \n'b' Family: Herd Animals \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 42 (5d12 + 10) Speed 60 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses passive Perception 14 Languages Giant Elk, understands Common, Elvish, and Sylvan but can\xe2\x80\x99t speak them Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge : If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b' Actions \n'b' Ram : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' About \n'b' The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Goat \n'b' Family: Herd Animals \n'b'\n'b' Subpages \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 4 (1d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \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'\n'b' Special Traits \n'b'\n'b'\n'b' Charge : If the goat 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. \n'b' Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' Actions \n'b'\n'b'\n'b' Ram : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b'\n'b' Description \n'b'\n'b'\n'b' This small and timid animal has a pair of small horns protruding behind its head.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Goat (Giant) \n'b' Family: Herd Animals \n'b' Large beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 19 (3d10 + 3) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Charge : If the goat 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 13 Strength saving throw or be knocked prone. \n'b' Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Ram : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' About \n'b' This giant goat stands as tall as a halfling at the shoulder. Its fur is whitish-brown and its horns are yellowish-brown.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clownfolk \n'b' Medium humanoid (clownfolk), chaotic good (sad clowns are chaotic neutral) Armor Class 13 \n'b' Hit Points 25 (3d8+12) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 18 (+4) INT: 11 (+0) WIS: 8 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Damage Vulnerabilities psychic \n'b' Damage Immunities poisoned \n'b' Skills Performance +5 \n'b' Senses passive Perception 9 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adulation . As a bonus action, the clownfolk can target one living humanoid within 30 feet who is experiencing laughter, joy, or similar emotions (this includes emotions evoked by magic, such as hideous laughter ). The target must make a DC 14 Constitution saving throw or the clownfolk regains 3 (1d6) hit points . Sad clowns feed off sadness instead. \n'b' Clownfolk Specialty . Clownfolk have a specialization as part of their roles in performance, giving them unique abilities. \n'b' Innate Spellcasting . The clownfolk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The clownfolk can innately cast hideous laughter , requiring no components: \n'b'\n'b' 1/day . Sad clowns cause wails instead of laughter but have the same effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clownfolk makes three melee or ranged attacks . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Clownfolk dress in wide, baggy trousers, puffy jackets and soft, pointed caps. Their costumes have an endless variety of colorings and combinations of colors, making the groups look remarkably bright and pleasing. The faces of the clowns are painted in a fanciful way, with rings of red and blue and yellow on their cheeks, and spots and streaks of the same gorgeous colors over their eyes and around their chins. \n'b' Clownfolk are never still, leaping and tumbling and turning somersaults while others juggle with balls, or balancing long feathers and sticks upon their noses and chins. \n'b' Clownfolk have unique abilities and specialize in a variety of entertaining skills, some of which have application in combat. \n'b' Prince Flippityflop appears in a red and white striped puffy shirt and pants, with striped socks to match. His eyes and lips are painted orange, and he wears a pointed white cap'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Mammoth \n'b' Family: Herd Animals \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 21 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Trampling Charge : If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action . \n'b' Actions \n'b' Gore : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) piercing damage. \n'b' Stomp : Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 29 (4d10 + 7) bludgeoning damage. \n'b' About \n'b' A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Rhinoceros \n'b' Family: Herd Animals \n'b' Large beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge : If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. \n'b' Actions \n'b' Gore : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' About \n'b' This rhinoceros has a low-slung head with twisted ears that lie back along its neck.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Antelope \n'b' Family: Herd Animals \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 9 (2d8) Speed 60 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The antelope has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Trampling Charge . If the antelope moves at least 20 feet straight toward a creature and then hits it with a horns attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be forced\xc2\xa0 prone . If the target is prone , the antelope can make another attack with its hooves against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The antelope makes two attacks: one with its hooves and one with its horns. \n'b' Horns . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Hooves . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The name \xe2\x80\x9cantelope\xe2\x80\x9d can apply to a large number of hooved, horned animals, including pronghorns, gazelles, the straight-horned duikers, the spiral-horned bushbucks, hartebeests, and/or other plain antelopes, marsh antelopes, desert antelopes, pygmy antelopes, and many others. \n'b' Herbivores . Antelopes are grazing animals that instinctively flee in the face of danger. If cornered or otherwise unable to escape, however, they use their horns and hooves to fend off foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Buffalo (Cattle) \n'b' Family: Herd Animals \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 17 (2d10+6) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The buffalo has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Trampling Charge . If the buffalo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the buffalo can make one attack with its hooves against it as a bonus action. \n'b' Rage . When injured, a buffalo must make a DC 15 Wisdom saving throw. If it fails, the buffalo flies into a rage. The buffalo gains phenomenal strength and durability, but becomes reckless and less able to defend itself. The buffalo temporarily gains +4 to its attack and damage rolls , but suffers a \xe2\x80\x932 penalty to AC. The rage lasts until the bull is slain or the danger is removed. \n'b' Stampede . A frightened herd of cattle flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size large or small that gets in their way, dealing 1d12 points of bludgeoning damage for every five cattle in the herd. Each target may make a DC 17 Dexterity saving throw , taking full damage on a failed save, or half damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 12 (2d6+5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 12 (2d6+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Buffalo are large herbivores that travel in small or vast herds. They generally follow one dominant bull and several smaller bulls. They are migratory, moving over the plains in seasonal patterns. They are very large, averaging 5-6 feet at the shoulder. They can be aggressive, but generally flee from any perceived danger. The bulls on the other hand become extremely aggressive when threatened. \n'b' Buffalo bulls are notorious for their ill tempers and are easily provoked. Once enraged, they wildly attack any nearby moving target. The following applies only to bulls, whether cattle or buffalo.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Caribou (Reindeer) \n'b' Family: Herd Animals \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 15 (2d10+4) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The caribou has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charge . If the caribou moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Horns . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) bludgeoning damage. Caribou are arboreal creatures that prefer colder climes. They travel in small to very large herds led by a dominant buck. \n'b'\n'b' ABOUT \n'b' Herd Mentality . Caribou are herd animals that instinctively flee in the face of danger. If cornered or otherwise trapped, however, their horns and hooves can be formidable weapons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herd Skulker \n'b' Medium monstrosity (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 45 (6d10 + 12) \n'b' Speed 50 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +3, Stealth +5 \n'b' Condition Immunities charmed \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Herd-Hidden (Herd Animal Form Only) . The herd skulker has advantage on Dexterity ( Stealth ) and Charisma ( Deception ) checks to blend into the herd or convince those observing the herd that it is part of the herd. \n'b' Keen Hearing and Smell . The herd skulker has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' One of the Herd . A domesticated herd animal, such as a cow, horse, sheep, or chicken, that can see the herd skulker treats it as a member of the herd, regardless of the form the skulker takes. When such an animal sees a herd skulker attack or feed, it becomes immune to the herd skulker\xe2\x80\x99s One of the Herd for the next 24 hours, acting as it normally would when confronting a predator. Creatures immune to the charmed condition are immune to this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The herd skulker transforms into a Large or smaller domesticated herd animal it can see, such as a cow, horse, sheep, or chicken, or back into its true, canine form. Its statistics, other than its size , are the same in each form. It reverts to its true form if it dies. \n'b' Nimble Escape . The herd skulker takes the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' A rangy, emaciated wolf with a piebald hide wanders among the cows, its mouth slobbering with hunger. Disturbingly, the cows treat it as one of their own. \n'b' Even a lone wolf can be devastating to a farmer\xe2\x80\x99s livelihood\xe2\x80\x94the sheep, horses, cows, goats, chickens, and other livestock that make up their flock. When that wolf is preternaturally clever and can hide among its prey, rooting it out can be an endless nightmare . Herd skulkers can change forms in the blink of an eye, making makes them particularly difficult to identify , both for animals and people. \n'b' Cowardly and Cruel . Herd skulkers are cowards. The moment they feel threatened, they turn tail and run. But they always come back, and this threat haunts the dreams of farmers who have seen them in action. Like a wolf, a herd skulker is hungry, but unlike a wolf, it is also cruel. It delights in tormenting farmers, slowly picking off the animals of their herd, sometimes right in front of their eyes. \n'b' Hiding in Plain Sight . A herd skulker projects a calming enchantment on domesticated animals, lulling them into complacency. They typically don\xe2\x80\x99t discover a predator is among them until it is too late. The skulker is also adept at deceiving farmers into thinking it is one of their animals, even after the herd has sensed its presence. \n'b' Isolation . Herd skulkers prefer to attack stragglers in the herd, minimizing their chance of exposure. Even animals near the herd skulker remain oblivious to its presence if they do not see it acting aggressively.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apocryphal Lich Neophyte \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 88 (16d8 + 16) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 17 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Int +6, Wis +5 Skills Arcana +9, History +6, Perception +5 Damage Vulnerabilities radiant \n'b' Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, plus up to five other languages Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Legendary Resistance (1/Day) . If the neophyte fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, the destroyed neophyte gains a new body in 4d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Spellcasting . The neophyte is a 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The neophyte 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' Turn Resistance . The neophyte has advantage on saving throws against any effect that turns undead . \n'b' Actions \n'b' Paralyzing Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (2d6) cold damage, and the target must succeed on a DC 14 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'Herkufolk \n'b' Medium humanoid (herkufolk, ozian), lawful evil \n'b' Armor Class 11 Hit Points 10 (3d8 \xe2\x80\x93 3) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 8 (-1) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages Common Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The herku makes two attacks with its fists. \n'b' Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Crushing Hug . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 15 (3d6 + 5) bludgeoning damage at the start of each of the hag\xe2\x80\x99s turns. The herku can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b'\n'b' ABOUT \n'b' These people are of ordinary size and the only remarkable thing about them is the fact that they are dreadfully lean and thin. Between their skin and their bones there seems to be little or no flesh, and they are mostly stoop-shouldered and weary looking, even to the little children. \n'b' Herku society is based off of a peculiar caste system in which enslaved giants serve every herku\xe2\x80\x99s whim. Herkus themselves are deceptively strong, thanks to a legendary compound known as zosozo. Once a year, the herkus are fed a teaspoonful of it to each of their people-men, women and children-so every one of them is strong as a giant. \n'b' Shaky Rulership . Herku society is predicated on might-makes right, which is ironic given that the herkufolk themselves are physically weak. And yet judicious application of zosozo gives them enough strength to keep their giants in line, and in turn the czarover uses zosozo to control his subjects. Shows of physical force are rare but considered a necessary reminder to demonstrate who\xe2\x80\x99s in charge. \n'b' Herkus are ruled by a czarover, who is even stronger than the herkus themselves. The czarover takes additional doses of zosozo so he can be more powerful than the herkus and their giants.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Herkufolk Noble \n'b' Medium humanoid (herkufolk, ozian), lawful evil \n'b' Armor Class 11 Hit Points 28 (8d8 \xe2\x80\x93 8) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 9 (-1) INT: 12 (+1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Deception +3, History +3, Insight +4, Perception +4, Persuasion +3 Senses passive Perception 13 Languages Common Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The herku noble deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The herku noble makes two attacks with its fists. \n'b' Fist . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Crushing Hug . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 15 (3d6 + 5) bludgeoning damage at the start of each of the hag\xe2\x80\x99s turns. The herku can\xe2\x80\x99t make attacks while grappling a creature in this way. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' These people are of ordinary size and the only remarkable thing about them is the fact that they are dreadfully lean and thin. Between their skin and their bones there seems to be little or no flesh, and they are mostly stoop-shouldered and weary looking, even to the little children. \n'b' Herku society is based off of a peculiar caste system in which enslaved giants serve every herku\xe2\x80\x99s whim. Herkus themselves are deceptively strong, thanks to a legendary compound known as zosozo. Once a year, the herkus are fed a teaspoonful of it to each of their people-men, women and children-so every one of them is strong as a giant. \n'b' Shaky Rulership . Herku society is predicated on might-makes right, which is ironic given that the herkufolk themselves are physically weak. And yet judicious application of zosozo gives them enough strength to keep their giants in line, and in turn the czarover uses zosozo to control his subjects. Shows of physical force are rare but considered a necessary reminder to demonstrate who\xe2\x80\x99s in charge. \n'b' Herkus are ruled by a czarover, who is even stronger than the herkus themselves. The czarover takes additional doses of zosozo so he can be more powerful than the herkus and their giants.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hermes: God of Travel, Merchants and Thievery \n'b' Medium celestial (divinity), chaotic neutral \n'b' Armor Class 20 Hit Points 202 (27d8 + 81) Speed 120 ft., fly 80 ft.\n'b' STATS STR: 16 (+3) DEX: 30 (+10) CON: 16 (+3) INT: 22 (+6) WIS: 11 (+0) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +16, Int +12, Cha +13 Skills Acrobatics +16, Athletics +9, Deception +13, Perception +6, Sleight of Hand +16, Stealth +16 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , grappled , restrained Senses passive Perception 16 Languages auran, Celestial, Common Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Hermes fails a saving throw, he can choose to succeed instead. \n'b' Godly Weapons . Hermes\xe2\x80\x99 weapon attacks are magical. \n'b' Evasion . If Hermes is subject to a spell that would allow him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a successful saving throw and only half damage on a failed saving throw. \n'b' Actions \n'b' Racing Boom . Hermes uses his movement and Dash action to move at an incredible speed, breaking the sound barrier. After running 120 feet, a thunderous detonation resounds around Hermes. Each creature within 30 feet must succeed on a DC 24 Constitution saving throw or take 44 (8d8) thunder damage and be knocked prone . On a success, damage is halved and the creature is not knocked prone . \n'b' Lullaby for Argus . Hermes sings while playing his Lyre around the battlefield. If Hermes\xe2\x80\x99 concentration is not broken by the start of his next turn, every creature in in a 30 ft. radius must succeed on a DC 21 Wisdom saving throw or magically fall asleep. After failing three saving throws, the creature\xe2\x80\x99s hit points are reduced to 0, and it stops making saving throws. After succeeding on three saving throws, the creature wakes up from the disease, and the spell ends. While asleep, the creature takes 22 (4d10) psychic damage at the start of each of its turns. \n'b' Multiattack . Hermes makes two Quick Blade attacks. \n'b' Quick Blade . Melee or Ranged Weapon Attack : +16 to hit, reach 5 ft. or range 60 ft., one target. Hit : 30 (8d4 + 10) piercing damage. Hermes makes a uncountable number of attacks with his daggers \n'b' Legendary Actions \n'b' Hermes 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. Hermes regains spent legendary actions at the start of his turn. \n'b' Attack . Hermes makes a Quick Blade attack. \n'b' Thievery . Hermes attempts to steal an unworn item from a target within 10 feet of himself. The target must beat Hermes in a contested check ( Sleight of Hand against Athletics or Acrobatics ). \n'b' Colliding Light (Costs 2 Actions) . Hermes sprints through a target he can see within 60 feet, forcing it to succeed on a DC 24 Dexterity saving throw or take 37 (5d10 + 10) force damage (no damage on a success). \n'b' About \n'b' Hermes is the god of boundaries, transitions, travelers, roads, commerce, trade, thieves, sports, invention, literature and poetry. He is messenger of the gods and guide to the underworld. He is mischievious, charismatic, and the fastest of the gods.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clubnek \n'b' Medium monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d8 + 4) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Charge . If the clubnek moves at least 20 feet straight toward a target and then hits with its beak on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Actions \n'b' Multiattack . The clubnek makes three attacks: one with its beak and two with its claws. \n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' This large bird resembles an ostrich with a thick neck and green-hued feathers. Its oversized beak is dark yellow. \n'b' A clubnek is a large flightless bird resembling an ostrich found roaming meadowlands and forests. It is primarily an herbivore subsisting on a diet of plants and flowers though it is given to flights of unpredictability when it takes the role of hunter and predator. \n'b' A clubnek stands 7 feet tall and weighs about 350 pounds. \n'b' A clubnek attacks by slashing with its claws and stabbing with its hard bony beak.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heron \n'b' Small beast , unaligned \n'b' Armor Class 11 Hit Points 2 (1d6?1) Speed 10 ft., fly 60 ft., swim 10 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 8 (-1) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The heron doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The heron has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 (1d2) piercing damage. \n'b'\n'b' ABOUT \n'b' The heron is believed to guide lost souls of the dead to the underworld, performing the sacred duty of the psychopomp. For many spellcasters, the heron proves a worthy familiar, capable of performing its given task by land, sea, or air.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Heron Priest \n'b' Medium humanoid (titanspawn), neutral evil\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 (14 with mage armor ) Hit Points 22 (5d8) Speed 30 ft. Saving Throws Constitution +2, Charisma +5 Skills Deception +5, History +2, Insight +4, Persuasion +5 Senses passive Perception 12 Languages Termanan, plus any two other languages Challenge 2 (450 XP) \n'b' Special Traits \n'b' Spellcasting . The heron priest is a 5th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They know the following sorcerer spells:\n'b'\n'b' Cantrips (at will) : dancing lights , filch, mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : charm person , mage armor \n'b' 2nd level (3 slots) : rend the sovereign soul, suggestion \n'b' 3rd level (2 slots) : hypnotic pattern , lightning bolt \n'b'\n'b' Sorcery Points . The heron priest has 5 sorcery points. They can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:\n'b'\n'b' Extended Spell : When casting a spell that has a duration of 1 minute or longer, the heron priest can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. \n'b' Heightened Spell : When casting a spell that forces a creature to make a saving throw to resist its effects, the heron priest can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. \n'b'\n'b' Actions \n'b' Slap . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 (1) bludgeoning damage. \n'b' Tactics \n'b' Heron priests prefer not to lower themselves to violence, relying on their powers of persuasion to convince enemies not to fight. \n'b' Description \n'b' Heron priests are birdlike humanoids who serve as clergy and ambassadors for the Jack of Tears. These strange costumed creatures hold embassy for the Laughing Man in foreign lands, acting as recruiters to ensure that the dark krewes are filled to quota. When seen on the streets, they are usually surrounded by two to six merry converts. \n'b' On occasion, these priests accompany groups of new recruits on bone boats across the Blood Sea to the Blood Bayou. \n'b' Ministers of the Jubilee . Heron priests are seven-foot tall birdfolk with white feathers. They dress in white robes highlighted with colorful embroidery that gives the heron priests the appearance of playing cards. When outside their embassies, these priests wear or hold colorful humanoid masks over their beaked faces to conceal their avian features. While in the streets of their assigned cities, the heron priests preach what they call \xe2\x80\x9cthe Jubilee,\xe2\x80\x9d a call to the depressed and downtrodden to revel in the joy of the carnival. Those who join the Jubilee are loaded into the bone ships of the bone bosuns and sent to where they are hideously transformed and conscripted into the krewes of the Jack of Tears. \n'b' Well-Mannered Ministers . The heron priests are well schooled in the arts of deception and etiquette. While each embassy of the Laughing Man is expected to meet certain recruitment quotas, the heron priests do not draw down the ire of the locals by drawing undue attention. A heron priest may be reserved and secretive, politely inviting those interested to discuss the Jubilee in the privacy of the embassy. However, in less restrictive areas the heron priests preach the Jubilee freely with little regard for who might overhear.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hesper \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 51 (6d8+24) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +6 Damage Vulnerabilities cold Damage Immunities fire, lightning Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The hesper\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The hesper can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mending \n'b'\n'b' Power Sprite . The hesper can bond with one source of power appropriate to its environment. Examples include a blacksmith\xe2\x80\x99s forge, an artificer\xe2\x80\x99s lightning rod, or a starship\xe2\x80\x99s power cell. While so bonded, it gains fast healing 5 and immunity to the innate hazards of its bonded power source. If the power source is destroyed, the hesper dies. A hesper can end this bond by forging a new bond with another power source. \n'b'\n'b' ACTIONS \n'b'\n'b' Altering Touch . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 7 (1d6 + 4) bludgeoning damage and the target must make a DC 14 Constitution saving throw or suffer a change appropriate to the hesper\xe2\x80\x99s power source (turned metallic, for a forge sprite , for example) for 10 rounds. While so changed, the creature suffers the poisoned condition. This effect can only be ended early by restoration, dispel magic , or similar effects. \n'b' Energy Ray . Ranged Spell Attack : +6 to hit, range 60 ft., one target. Hit : 7 (1d6 + 4) acid, cold, fire or lightning damage. \n'b'\n'b' ABOUT \n'b' Lithe and handsome, hespers embody the potential for change inherent in technological power sources. They are energetic and excitable, interested in new faces, sights, and sensations, which drives them to spread across the universe. However, hespers are invested in change for change\xe2\x80\x99s sake. Though rarely malicious, they worm their way into any repository of advanced technology, rebuilding devices and asking endless questions. Most line their nests with all sorts of souvenirs\xe2\x80\x94 most of them stolen\xe2\x80\x94which they occasionally rebuild into bizarre and sometimes radioactive totems. \n'b' Hespers stand 4 to 5 feet tall but are deceptively dense, weighing 300 to 400 pounds despite their slim, generally masculine builds. Their hair color changes from day to day, running the gamut of the colors of the humanoids around them, and their flesh glows softly in the dark. \n'b' Radiant Energy . Though they\xe2\x80\x99re not dangerously radioactive unless they wish to be, their presence excites the air around them, creating drifting motes of light. A hesper can focus this energy at will to project rays of fire, emit arcs of electricity, or overload electronic devices. \n'b' This same energy can infuse other living creatures with focused doses of radiation, skipping the normal radiation sickness and instead causing short-lived changes to a victim\xe2\x80\x99s genetic structure.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetet-f (Platoon Sergeant) \n'b' Medium humanoid (human), neutral \n'b' Armor Class 16 (+1 chain shirt) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 24 (+2) CON: 24 (+2) INT: 20 (+0) WIS: 02 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +4 \n'b' Skills Animal Handling +3, Athletics +4, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages Khemitian, some Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge . On his turn, Hetet-f 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, Hetet-f 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'\n'b' ACTIONS \n'b'\n'b' Multiattack . Hetet-f makes two melee attacks or two ranged attacks . \n'b' +1 Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' GEAR \n'b' +1 chain shirt, potion of superior healing , +1 shortsword, longbow, 20 arrows, spear, long cowled cape of pale mustard yellow with red hem and gold sleeves (200 gp), two gold crescent moon military insignia (50 gp), pouch with a violet garnet (300 gp) and 68 sp. \n'b' ABOUT \n'b' Hetet-f is 28 years old and a military veteran of 13 years. He is strong, wily, tough, and able in a lot of different areas not entirely approved of by the government. He is very orderly in his habits and demands likewise of others under his command . He is currently courting Mastuti and will be hostile to anyone whom he perceives to be doing the same.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetzuud \n'b' Medium ooze (shapechanger), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 91 (14d8 + 28) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Stealth +5 Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive perception 14 Languages Common, Hetzuud (tactile), Ultari Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The hetzuud can move through a space as narrow as 1 inch wide without squeezing. \n'b' Change Shape (3/Day) . The hetzuud can use an action to polymorph into an object or person, as noted below. Internal Storage. A hetzuud can secrete and carry equipment inside itself but can only store items smaller than the hetzuud\xe2\x80\x99s current form (assumed or natural) with a total weight less than or equal to the hetzuud\xe2\x80\x99s carrying capacity. If a hetzuud spends an action when using its change shape ability, it can don armor or clothing stored inside it, or ready up to two weapons or other items. A hetzuud can retrieve any item stored inside itself as a bonus action. \n'b' Merge . In its natural form, an adjacent hetzuud can merge with another willing hetzuud as an action without provoking an attack of opportunity. Up to four hetzuud can merge in this fashion, thereby creating a hetzuud amalgam. Hetzuud within an amalgam remain in constant communication with one another and can coordinate their actions to greater effect while joined, having advantage on all initiative rolls. All hetzuud within an amalgam can continue making their own independent actions , manifesting pseudopods to make slam attacks and wielding any manufactured weapons, magic items, or other gear as normal. If a merged hetzuud leaves a square adjacent to the amalgam, it must spend another action to do so and loses all benefits of the amalgam. A successful shove special attack can forcibly separate a single hetzuud from an amalgam (determined randomly). An amalgam provides the following additional effects to all its members:\n'b'\n'b'\n'b' Collaborative Resistance . A hetzuud amalgam had advantage when making saving throws against individually targeted effects. \n'b' Conjoined Combat . When two or more hetzuud within an amalgam attack the same foe, and each attack has advantage. In addition, as an action any hetzuud in an amalgam may use the help action to assist any other hetzuud in the amalgam. \n'b' Distributed Wounds . Hetzuud within an amalgam split all hit point damage equally by sharing it among themselves. \n'b' Pliable Transposition . As a move action, any hetzuud within an amalgam may swap places with another member of the amalgam to occupy a different square within the amalgam. \n'b' Size Increase . The amalgam is considered large sized. Each individually conjoined hetzuud has advantage on Strength checks. The hetzuud also receive a natural reach of 10 feet and each slam attack deals an additional 1d4 bludgeoning damage. \n'b' Mimic Object . As an action, a hetzuud can assume the shape of any inanimate object of the same size category, such as an armchair, bulky chest, door, or statue. The hetzuud cannot substantially alter its size , unless merged with more its kind (see above). While the hetzuud is motionless, it is indistinguishable from an ordinary object. \n'b' Perfect Copy . When a hetzuud uses change shape, it can assume the appearance of specific individuals. The hetzuud has advantage on Deception checks related to the appearance of such shapes and disguises. \n'b' Vision . Unlike most oozes, a hetzuud can see normally outside its blindsight radius. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hetzuud makes a two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetzuud Agent \n'b' Medium ooze , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 13 Languages Common, Hetzuud (tactile), Ultari Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the agent is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the agent instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Hetzuud Qualities. The agents have all the qualities of normal Hetzuud. Sneak Attack (1/Turn). The agent deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the agent that isn\xe2\x80\x99t incapacitated and the agent doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The agent makes two shortsword attacks or two crossbow attacks. \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetzuud Killer \n'b' Medium ooze , neutral \n'b' Armor Class 19 (natural armor) Hit Points 116 (16d8 + 46) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +6 Skills Acrobatics +9, Deception +4, Perception +4, Stealth +9 Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 14 Languages Common, Hetzuud (tactile), Ultari Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the hetzuud killer has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the killer scores against a surprised creature is a critical hit. \n'b' Hetzuud Qualities . A hetzuud killer has all the qualities of a normal Hetzuud. \n'b' Sneak Attack (1/Turn) . A hetzuud killer deals an extra 17 (5d6) 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 agent that isn\xe2\x80\x99t incapacitated and the killer doesn\xe2\x80\x99t have disadvantage on the attack roll. Study Target. If a hetzuud killer has advantage on its attack roll against an opponent, it can spend a bonus action to carefully study that target, gaining a +1 bonus on attack and damage rolls against that target and a +1 bonus to its Armor Class and saving throws against that creature\xe2\x80\x99s attacks. This benefit persists for 1 minute. It can use this ability to study a different target, it loses these benefits against the prior studied target. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hetzuud killer makes two shortsword attacks or two crossbow attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Light Crossbow . Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target. Hit : 9 (1d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apostle \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 14 (breastplate, 16 with shield) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +5 Skills Insight +7, Persuasion +5, Religion +3 Senses passive Perception 10 Languages any two languages Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Strike (1/ Turn ) . When it makes a melee weapon attack , the apostle deals its choice of an extra 4 (1d8) necrotic or radiant damage to its target. \n'b' Faith\xe2\x80\x99s Reward . When the apostle casts bless , it gains the benefit of the spell even if it doesn\xe2\x80\x99t include itself as a target. \n'b' Spellcasting . The apostle is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The apostle has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , resistance , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bless , cure wounds , guiding bolt , healing word , shield of faith \n'b' 2nd level (3 slots) : blindness/deafness , hold person , lesser restoration , silence , spiritual weapon \n'b' 3rd level (3 slots) : beacon of hope , bestow curse , daylight , revivify , spirit guardians \n'b' 4th level (3 slots) : banishment , control water , death ward , freedom of movement , guardian of faith \n'b' 5th level (2 slots) : flame strike , greater restoration , mass cure wounds , raise dead \n'b'\n'b' TACTICS \n'b' The apostle casts shield of faith and spirit guardians before combat. \n'b' ACTIONS \n'b'\n'b' Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Destroy Undead (2/Day) . The apostle presents its holy symbol and intones a prayer. All undead within 30 feet of the apostle that can see or hear it must make a DC 15 Wisdom saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Apostles are powerful clerics who can ably serve as both the defenders and healers of their flock. In metropolitan areas where larger temples and churches can be found, there might be several apostles of a given religion. In rural areas, an apostle is often the senior representative of a faith and might be responsible for overseeing several small temples and shrines in the region.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetzuud Slayer \n'b' Medium ooze , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 13 Languages Common, Hetzuud (tactile), Ultari Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Evasion . If the slayer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the slayer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Marked Target . As a bonus action, the slayer can designate a target within 30 feet. Until the end of combat, the slayer does 7 (2d6) additional damage to that target per hit. The slayer cannot use this ability again until it completes a short rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The slayer makes two rapier attacks, two slam attacks, or two crossbow attacks. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Light Crossbow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hetzuud Void Sorcerer \n'b' Medium ooze , neutral evil \n'b' Armor Class 15 ( mage armor ) Hit Points 171 (18d8 +27) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft., passive Perception 11 Languages Common, Hetzuud (tactile), Utari Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hetzuud Qualities . The voidcaster has all the qualities of a normal hetzuud. Silent Void. The voidcaster can cast spells without using verbal components. In addition, when the voidcaster scores a critical hit with a spell or when an enemy fails a save against one of the voidcaster\xe2\x80\x99s spells, that enemy is shrouded in silence for 1 round. This functions as the silence spell but affects only the target creature(s) and does not affect an area. \n'b' Spellcasting . The voidcaster is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The voidcaster has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : misty step , scorching ray \n'b' 3rd level (3 slots) : fireball , haste , lightning bolt \n'b' 4th level (3 slots) : wall of fire , ice storm \n'b' 5th level (1 slot) : cone of cold \n'b'\n'b' Voidwalker . The voidcaster does not need to breathe and reduces damage from cold, fire, or radiation effects by 5 points. In addition, in zero-gravity environments a voidcaster can use its fire bolt cantrip to provide accelerate or decelerate; each fire bolt increases or decreases its speed by 10 feet, up to a maximum of 60 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. \n'b' An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. \n'b' Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. \n'b' Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo. \n'b' Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society. \n'b' The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony. \n'b' A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clurichaun \n'b' Small fey , chaotic neutral \n'b' Armor Class 16 Hit Points 68 (8d6 +40) Speed 25 ft.\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 20 (+5) INT: 18 (+4) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Resistances piercing, slashing Damage Immunities bludgeoning Condition Immunities charmed , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 15 ft., passive Perception 9 Languages Common, Fey Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The clurichaun has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The clurichaun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The clurichaun can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , create or destroy water (except alcoholic beverage), knock \n'b' 3/day : mass suggestion , vicious mockery \n'b'\n'b' Inebriating Touch . Any creature that the clurichaun makes social contact (shaking hands, hugging, a friendly kiss, etc.) with must pass a DC 12 Constitution saving throw or become mystically inebriated for the next 1d6 hours. A creature that has already been drinking alcoholic beverages has disadvantage on this roll. While mystically inebriated, a creature has advantage on Charisma -based skill checks and saving throws but suffers disadvantage on Dexterity , Intelligence , and Wisdom -based ones. \n'b' Feywild Draughts . The clurichaun will always have flasks, bottles, and kegs hidden away in its pockets filled with faerie brews and vintages. Depending on the clurichaun\xe2\x80\x99s mood, these can be beneficial or punitive. If given freely to friends or properly won as part of a gamble or challenge, roll secretly on the Wondrous Spirits column. If stolen, taken forcefully, or if given to someone on the wrong side of the clurichaun\xe2\x80\x99s mean streak, roll secretly on the Baleful Brews column. A creature may only be affected by the last Feywild Draught they drink (see Draughts table). \n'b'\n'b' ACTIONS \n'b'\n'b' Shillelagh . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) magical bludgeoning damage. \n'b' Disappearing Act . In any combat round where a clurichaun can move to a space where it can become hidden from view, it can make a DC 14 Dexterity ( Stealth ) skill check. If this check is successful, the clurichaun becomes invisible until the end of their next round. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -Clurichauns enjoy chaos and hedonism more than anything, normally opening any kind of conflict with uses of their mass suggestion spell and inebriating touch in order to turn the scene into a debauchery of drink, challenges, and madness. \n'b' Defensive Round -If a clurichaun is put on the defensive, it will often try to bribe an attacker with a quickly poured baleful feywild draught (see feywild draughts table), or finding a way to get to a place and use their Disappearing Act action. Spending a round invisible can help the little troublemaker turn things around with a charm person or clever action. \n'b' Victorious Round -If a clurichaun wins a conflict, it means that everyone is either fighting among themselves, too drunk to stand, engaged in lewd acts with one another, or unconscious . When they win, they spend a moment to gloat, leaving a single feywild gold piece for each defeated \xe2\x80\x9cfoe\xe2\x80\x9d, and not a drop of alcohol within a hundred paces! \n'b'\n'b' ABOUT \n'b' Clurichauns are faerie pranksters that exist solely to keep a party going for eternity.\xc2\xa0These small, ruddy-skinned imps are the distillers, brewers, and moonshiners of the Feywild. More than anything else they are destructive forces of playful mayhem whenever they come to the realm of mortals. They tend to appear at carnivals, festivals, taverns, pubs-anywhere there are people drinking and enjoying alcohol.\xc2\xa0Aside from alcohol, clurichauns have one weakness-they cannot turn down a gamble, dare, or contest. If challenged to a contest or to gamble with honest and reasonable terms, a clurichaun will always accept. This is generally how to \xe2\x80\x9cdefeat\xe2\x80\x9d a clurichaun in small ways, but also can be a quick way to steer its pranks and malice toward someone who gets the better of it, cheats, or tricks the trickster. \n'b'\n'b' d6 \n'b' Feywild Draughts \n'b'\n'b' 1-2 \n'b' Mighty Mead : Adds +4 to Strength and Constitution for 2d4 hours -or- Wormwood Whiskey : Must succeed in a DC 12 Constitution saving throw or become poisoned for 1d6 hours after drinking. (75 gp) \n'b'\n'b' 3-4 \n'b' Silkwood Shine : Drinker gains resistance to non-magical damage for 2d4 hours -or- Lustful Lager : Must succeed in a DC 14 Wisdom saving throw when next making eye contact with a living creature or become charmed and obsessed with it for 2d3 hours. (100 gp) \n'b'\n'b' 5-6 \n'b' Single Malt : Affects the drinker as per the Heroes\xe2\x80\x99 Feast spell, but only for 2d4 hours. -or- Brandy of Belligerence : Must succeed in a DC 14 Constitution saving throw or immediately suffer from the compelled duel spell effects emanating from the first creature to speak to the drinker. Lasts until the \xe2\x80\x9cduel\xe2\x80\x9d is won or lost. (100 gp) \n'b'\n'b' d6 \n'b' Clurichaun Treasures \n'b'\n'b' 1 \n'b' A half-empty mithril flask containing a single use of a randomly determined feywild draught (even chances wondrous vs. baleful); flask itself is worth 150 gp. \n'b'\n'b' 2 \n'b' A pouch full of 5d10 x 2d6 strangely minted feywild gold pieces. \n'b'\n'b' 3 \n'b' As per #2, but one (only one!) of the feywild gold pieces counts as a ring of protection while being worn or held somehow. \n'b'\n'b' 4 \n'b' As per #2, and a hip jug containing 1d3 uses of a single roll on the feywild draughts table; equal chances to be a wondrous spirit or a baleful brew. \n'b'\n'b' 5 \n'b' As per #2, and a large bottle containing 2d3+1 uses of a single roll on the feywild draughts table on the wondrous spirits column. \n'b'\n'b' 6 \n'b' As per #3, and two small bottles, each containing 1d3+1 uses of a single roll on the feywild draughts table \xe2\x80\x93 one being a wondrous spirit and the other a baleful brew.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hiding Sea Horse \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge \xc2\xbc (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Camouflage . The hiding sea horse has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The hiding sea horse can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Tail Grasp . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 10) if it is a Small or smaller creature. Until this grapple ends, the target is restrained , and the hiding sea horse can\xe2\x80\x99t use its tail on another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Ink Cloud (Recharges after a Short or Long Rest) . If a hiding sea horse takes damage, it can use a reaction to create a cloud of ink in a 5-foot radius that extends all around it if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the hiding sea horse can use the Dash action as a bonus action without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' A hiding sea horse is a shy, skittish creature that tends to swarm together in herds for additional protection. Its dark blue skin makes it challenging to spot underwater, but even more so amidst the ice of the arctic regions it sometimes calls home. A hiding sea horse assumes unfamiliar creatures are threats and will first attempt to flee or hide before attacking if there appears to be no escape. Hiding sea horses have an uncanny ability to detect youth in other creatures and have been known to play peekaboo with merfolk children.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hieroglyph Scorpion \n'b' Small construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 115 (21d6 + 42) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 7 (-2) DEX: 20 (+5) CON: 15 (+2) INT: 1 (-5) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int -1, Wis +6 Skills Perception +6, Stealth +9 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The hieroglyph scorpion doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Limited Incorporeality . The scorpion can pass through creatures, but not objects, as if they were difficult terrain . \n'b' Reanimation . If destroyed, the hieroglyph scorpion re-forms fully healed in its mural after 5 (2d4) days. The hieroglyph scorpion can be permanently destroyed only by destroying the mural it was created to protect. \n'b' Spider Climb . The scorpion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scorpion makes three attacks: two with its pincers and one with its stinger. \n'b' Pincers . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) slashing damage. \n'b' Stinger . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 18 (2d12 + 5) piercing damage, and the target must succeed on a DC 14 Constitution saving throw against being magically petrified . On a failed save, the target begins to turn to stone and is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is permanently petrified , and its physical body (including all its possessions) are magically inscribed onto the nearest flat surface, such as a wall or floor tile. No physical trace of the target remains except its inscription. An inscribed creature can be recovered from the mural by targeting its inscription with greater restoration or a similar spell or by destroying the mural on which it is inscribed. If the mural is destroyed, all inscribed creatures on the destroyed portion of the mural are freed and restored to flesh. \n'b' Flatten . The scorpion flattens itself against a wall, blending in seamlessly with the wall\xe2\x80\x99s paintings or inscriptions. While flattened, the scorpion is indistinguishable from a wall painting or carving. If the scorpion does anything other than remain stationary or move along the wall\xe2\x80\x99s surface, it becomes unflattened and this effect ends. \n'b'\n'b' ABOUT \n'b' Hieroglyph scorpions are magical vermin originally constructed to guard pharaonic mausoleums, temples, and pyramids. Their unique ability to blend in with painted murals, chiseled inscriptions, and ornate sarcophagi allow them to tail tomb-robbers unseen, then leap out, attack , and disable would-be thieves. \n'b' These incorporeal scorpions boast mighty defenses as their incomplete materialization allows them to flatten out and patrol two-dimensional surfaces. \n'b' With long stingers and pincers, hieroglyph scorpions tend to keep their opponents at a distance, and are not above retreating from a lost fight. \n'b' Though it lacks a physical body and has the incorporeal trait, a hieroglyph scorpion is not undead. Instead, it is a constructed being made from inanimate ethereal quintessence. \n'b' Nevertheless, the powerful magic that creates a hieroglyph scorpion also binds it to the walls of the tomb it is ordered with protecting, enabling it to rejuvenate similarly to the way a ghost does. \n'b' The hieroglyph scorpion\xe2\x80\x99s most fearsome weapon is its inscription venom, which gradually turns its victims to stone and adds them to the scorpion\xe2\x80\x99s ever-denser mural. \n'b' But there is opportunity in danger. The halls protected by ancient hieroglyph scorpions are inscribed with countless unlucky treasure hunters. Destroying the mural could free them-and their loot.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'High Priest of Hate \n'b' Medium humanoid (any race), lawful evil \n'b' Armor Class 16 (chain mail) Hit Points 127 (17d8 + 51) 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' Saving Throws Int +6, Wis +10, Cha +8 Skills History +6, Medicine +10, Persuasion +8, Religion +6 Senses passive Perception 15 Languages Common and two others Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Divine Eminence . As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 17 (5d6) radiant damage on a hit. This benefit only lasts until the end of the next turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above the 1st (but only up to 4th level). \n'b' Spellcasting . The priest is a 17th-level cleric . Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The priest has the following cleric spells:\n'b'\n'b' Cantrips (at will) : light , resistance , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bane , guiding bolt , inflict wounds , protection from evil and good \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic , mass healing word \n'b' 4th level (3 slots) : banishment , divination , locate creature \n'b' 5th level (2 slots) : flame strike , insect plague \n'b' 6th level (1 slot) : harm \n'b' 7th level (1 slot) : fire storm \n'b' 8th level (1 slot) : antimagic field \n'b' 9th level (1 slot) : gate \n'b'\n'b' Actions \n'b' +2 Mace . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' About \n'b' In very large cities powerful evil priests lead some of the temples. These high priests of hate have tremendous influence in the sprawling settlements. \n'b' They spew horrid, cruel teachings of xenophobia and other evil beliefs. Incredibly, these priests are able to travel to other planes of existence. They are even able to visit their deity on its home plane. \n'b' Unholy Hierarchy . Many other priests, clerics, and acolytes follow the high priest. Evil knights and anti-paladins are also members of the priests\xe2\x80\x99 temples.\xc2\xa0In some cases, these priests and their followers can rule an entire city or kingdom. \n'b' Populist Priest . Some of the poorest of the city are enthralled by these evil priests\xe2\x80\x99 message. A number of these outraged citizens are aligned with the misguided beliefs. \n'b' Towering Temple . The headquarters for the priests is usually a large, expansive temple. Not many creatures ever get access to this heavily guarded complex. \n'b' An immense dungeon area is used to house prisoners for horrific ceremonies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hiisi \n'b' Huge giant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 276 (24d12+120) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 20 (+5) INT: 6 (-2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +11, Con +10, Wis +6 Skills Perception +6, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Giant Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The hiisi has advantage on saving throws against spells and other magical effects. \n'b' Traps (3/Day) . Hiisi possess an innate talent for building deadly mechanical traps. Hiisi traps consist mostly of landmines, triggered avalanches, and hurling projectiles. Foul creatures, they frequently smear their traps with fecal matter, dead organisms, and natural toxins to make them more deadly. These consist of simple and readily available materials such as scrap metal, wood, cord, sinew, and bone. Once the hiisi has collected what he needs, it takes him a relatively short amount of time to construct a trap. Setting a trap requires an action. A trap fills a 10-foot square area and cannot be placed in the same area as another trap or a magical trap such as a glyph of warding , or a creature who would trigger it. However, a hiisi can increase the area of a trap by building a second trap adjacent to the initial trap. The DCs for Wisdom ( Perception ) checks to notice the trap and checks to disable it is 14. The DC for saving throws to avoid it is 8 + the hiisi\xe2\x80\x99s proficiency bonus + its Wisdom modifier. Each trap lasts 24 hours or until it is triggered, whichever comes first. Hiisi traps trigger when a creature enters the trap\xe2\x80\x99s area.\n'b'\n'b'\n'b' Alchemist\xe2\x80\x99s Fire Geyser : A foul mix of chemicals spews, covering its victims in sticky, burning goo. Anyone in the area must succeed at a DC 14 Dexterity saving throw, taking 55 (10d10) fire damage on a failed saving throw, or half as much on a success. If a victim fails the initial saving throw, at the end of their next turn they must make a second saving throw or take the damage again. \n'b' Avalanche Trap : The hiisi rigs a pile of snow and some wood or stone structures to collapse. Anyone in the area must succeed at a DC 14 Dexterity saving throw or take 10 (3d6) bludgeoning damage on a failed saving throw, or half as much on a success. If the victim fails the initial saving throw, they are knocked prone , and also begin to suffocate. At the end of each of the victim\xe2\x80\x99s turns, they must succeed at a DC 14 Strength saving throw to stop suffocating and cease being prone . If an ally helps dig the victim out, they may make a DC 14 Strength ( Athletics ) check to give the victim advantage; if the victim has ceased struggling, such as due to unconsciousness, the ally can attempt to dig the victim out, with disadvantage on the ability check. The area of an avalanche counts as difficult terrain due to snow. \n'b' Dead Magic Collapsing Pit Trap : The hiisi conceals a pit with a collapsing cover , and uses its dead magic blood to make the trap more dangerous. A victim who fails to notice the trap and steps on it, taking falling damage, 17 (5d6) bludgeoning for a 50 ft. pit. The bottom of the pit is an antimagic zone caused by the hiisi\xe2\x80\x99s blood (see below). Creating the trap requires the hiisi to let blood as usual. \n'b' Flying Dung Boulders Trap : The hiisi rigs a pile of boulders to explode, hurling heavy stone and contamination. Anyone in the area must succeed at a DC 14 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed saving throw, or half as much on a success. Anyone in the area is also exposed to sewer plague. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hiisi makes three attacks with its fork. \n'b' Fork . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 22 (3d10+6) piercing damage, and the victim must succeed at a DC 19 Constitution saving throw or be knocked prone . \n'b' Rock . Ranged Weapon Attack : +11 to hit, range 30/120 ft. one target. Hit 22 (3d10+6) bludgeoning damage. \n'b' Dead Magic Blood . A hiisi can bleed himself for 10 (3d6) points of slashing damage to create a dead magic zone. A dead magic zone has the properties of an antimagic field in a 20-ft-radius surrounding the spilled blood. The antimagic field effect has a duration of 5+1d10 minutes. They often spill blood on their traps or on boulders before throwing them at spell-wielding opponents. On a hit with a boulder, the dead magic zone is centered on the target\xe2\x80\x99s location. On a miss, the boulder continues in a fairly straight line to the limit of its range or until it reaches a wall or other large structure. Once spilled, the properties of the blood quickly dissipate and it cannot be effectively stored for later use. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hiisi 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 hiisi regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Blood Stone . The hiisi uses dead magic blood to smear its blood on a rock. \n'b' Fork Attack . The hiisi attacks one time with its fork. \n'b' Trap Springer (Costs two Actions) . The hiisi triggers one of its own traps that is within 30 ft. \n'b'\n'b' ABOUT \n'b' These deformed, hirsute giants inhabit the cold wildlands that border the realms of what appears to be their favorite prey, man. Monstrously hideous, those who have survived hiisi encounters describe them as a crossbreed of ogres, hill giants, devils, and yeti. Still, hiisis stand larger than all these creatures and despite their hunched posture, adults tower nearly 16-feet-tall. Long, thin, scraggly hair covers their hulking and muscular forms, providing both camouflage and protection from the harsh, frigid climates where they settle. A hiisi\xe2\x80\x99s hair thins out almost completely on its head, lower legs, feet, forearms, and hands while its blotchy skin is a ruddy color. The two stumpy horn-like protrusions along the hiisi\xe2\x80\x99s boney brow-ridge suggest infernal influence, or perhaps even the influence of oni . \n'b' Curiously, they also have short, stubby tails. \n'b' While below average in intelligence, hiisis posses a sort of primal cunning that has aided their species through centuries of survival. Perhaps to compensate for their limited intelligence, they hoard ancient secrets, passing them down through generations despite never understanding their meaning. \n'b' Hiisis thrive upon violence, and their culture is based entirely on brutality and dominance. Semi-nomadic cave dwellers, they live in small clans and migrate with the seasons. A typical clan consists of a single adult male, four to six females, the same number of adolescents, and twice as many children. Clans fight over common hunting grounds, caves, and mates. Hiisi clan leaders treat their women and children as commodities and think nothing of killing rival clan leaders and stealing their families to increase their own wealth. They do not afford much sympathy to outsiders and have no use for thralls or slaves of other races. For the most part, they avoid outsiders though they have few qualms about slaying them and eating them when supplies of humans run short. Humans are of course their preferred quarries, and hiisis become crazed with excitement whenever they encounter them. They believe eating humans increases their intelligence and virility. For this reason, clan leaders compulsively collect the skulls of their human victims. \n'b' Within their caves, they make great piles and elaborate displays of human skulls in order to show off their power. \n'b' Nearly all hiisi settlements have at least one great iron cooking pot that they keep stewing with meat. \n'b' Hiisis wear few clothes, with males wearing hides for armor or loincloths. To proclaim status, they decorate themselves with crude jewelry made from bones, rocks, tusks, and similar materials, all painted with primitive cryptographs. \n'b' Dominant males also file their teeth into sharpened points. \n'b' Despite their primitiveness, hiisis possess a minimal knowledge of metallurgy. While their skills remain crude, they are proficient enough to craft basic tools and weapons from iron. They make their own weapons, huge polearms with flat bladed tines that they are adept at using to impale victims as well as ensnare and snap their opponent\xe2\x80\x99s weapons. \n'b' They also excel at making large and deadly traps using foraged materials. They surround their territories with their traps, checking them infrequently for humans and other prey. While they delight in catching things, the dimwitted creatures become disappointed, if not openly enraged, when they discover their traps sprung or disabled and placate themselves by smashing the nearest available target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hill Hound \n'b' Large undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 35 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the hound has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The hill hound has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft. one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage. \n'b' Howl of the Hills (Recharge 2-3) . Each creature within 60 ft. of the hound and is able to hear it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the hound\xe2\x80\x99s Fearful Presence for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Years ago, an evil noble sold his soul to a devil. During his life he did monstrous things, including killing his wife. The night he died; a large black dog appeared outside his tomb. This is the hill hound, created by a devil from the twisted soul of the evil man. Distant howls and strange sightings haunt the area near the man\xe2\x80\x99s country estate. \n'b' Devilish Deeds . When the noble had gained assistance from the fiend, his soul was the eternal payment. Now in its undead form, the hound carries out the wishes of the nefarious devil . \n'b' Family Curse . What the noble didn\xe2\x80\x99t know was the deal included all of his family. He didn\xe2\x80\x99t read the fine print in the contract. Now all his family and future generations come back from the dead as hill hounds. \n'b' Moor Problems . These hounds are active on a particularly gloomy moor with imposing hills. Gray clouds seem to hang permanently over the place. The barren land is also dotted with patches of dangerous quicksand. \n'b' Undead Nature . A hill hound doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hinderling \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 13 (3d6 + 3) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 13 (+1) INT: 9 (\xe2\x80\x931) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +3 Skills Perception +4, Sleight of Hand +5, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Misfortune . Each creature within 15 feet of the hinderling treats any roll of a 20 on an attack roll as a 19 and can\xe2\x80\x99t gain the benefit of advantage on ability checks, attack rolls, and saving throws. \n'b' Rejuvenation . While the hinderling curse remains on a victim, a slain hinderling returns to life in 1 day, regaining all its hp and becoming active again. The hinderling appears within 100 feet of the victim. \n'b'\n'b' ACTIONS \n'b'\n'b' Stolen Belonging . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Hurl Stolen Belonging . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Mad Dash . The hinderling moves up to twice its speed and can move through the space of any creature that is Medium or larger. When the hinderling moves through a creature\xe2\x80\x99s space, the creature must succeed on a DC 13 Dexterity saving throw or fall prone . This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The hinderling takes the Disengage or Hide action. \n'b'\n'b' REACTIONS \n'b'\n'b' Run and Hide . When a creature the hinderling can see targets it with a weapon attack , the hinderling chooses another creature within 5 feet it to become the target of the attack , then it moves up to half its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' A stooped and paunchy old man in shabby clothing scowls, eyes blazing with spite. Pilfered household objects dangle from his overstuffed pockets, and he interrupts nearby conversations with prodigious bouts of roaring flatulence. \n'b' A hinderling is a miserable fey brought into the world by a hag\xe2\x80\x99s curse to sow frustration and spite in a victim\xe2\x80\x99s life. \n'b' Gradual Misfortunes . A hinderling\xe2\x80\x99s harrying starts with stealing small objects, then it sets up \xe2\x80\x9caccidental\xe2\x80\x9d traps in the victim\xe2\x80\x99s home and ends with stealing vital tools and supplies while taunting its victim with bad luck. Hinderlings add insult to injury by periodically screaming obscenities or making obnoxious bodily noises, drawing unwanted attention to the victim, interrupting their rest, or causing an embarrassing social faux pas. \n'b' Fickle Fey . Though called by a hag\xe2\x80\x99s curse, a hinderling is not beholden to the hag that summoned it, and the hinderling torments its victim only as long as it finds the victim\xe2\x80\x99s misery entertaining. A hinderling\xe2\x80\x99s victim can also bribe the fey with a pint of ale, some copper pieces, and a humiliating apology. The victim can forgo the apology if they give the hinderling the name of someone the victim truly despises, providing the fey with a new target for their antics. \n'b' Hinderling Curse \n'b' Any hag can curse a creature with a hinderling, and such curses are typically reserved for those who slighted the hag enough to annoy her but not enough to drive her to violence. The cursed creature can bribe the hinderling to leave it alone, though no hinderling accepts a bribe within the first 24 hours of being set on a victim. A remove curse spell cast on the victim prevents the hinderling from appearing for one day, but only an acceptable bribe or a wish spell permanently removes the hinderling and its associated curse. While the curse is active, the hinderling knows the exact location of its victim. The hag placing the curse determines its duration, though a hinderling curse always ends when the hag who placed it dies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippogriff \n'b' Large monstrosity , unaligned \n'b' Armor Class 11 Hit Points 19 (3d10 + 3) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Sight : The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. \n'b' Actions \n'b' Multiattack : The hippogriff makes two attacks: one with its beak and one with its claws. \n'b' Beak : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' This large, brown, horse-like creature has a hawk\xe2\x80\x99s wings, talons, and hooked beak.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippogyraf \n'b' Huge aberration, neutral \n'b' Armor Class 16 Hit Points 66 (7d12 + 21) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hippogyraf can hold its breath for 30 minutes. \n'b' Keen Smell . The hippogyraf has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Trampling Charge . If the hippogyraf moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the hippogyraf can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 50 ft., one target. Hit : 18 (3d8 + 5) piercing damage and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained and the hippogyraf can\xe2\x80\x99t use its bite on another target. \n'b' Heel . The hippogyraf pulls a creature grappled by it up to 25 feet straight toward it. \n'b' Stomp . Melee Weapon Attack : +7 to hit, reach 5 ft., one prone creature. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This huge, stumpy creature has thick, leathery skin and a surprisingly long neck. The head on the top of this neck is broad and flat and the eyes and mouth are very big and the nose and ears very small. \n'b' Hippogyrafs enjoy straw, although they will eat hay if they need to. When their heads are drawn down to toward the creature\xe2\x80\x99s shoulders, its neck is all wrinkles, but the head can shoot up very high indeed, if the creature wishes it to. \n'b' Hippogyrafs strip all vegetation in sight and are a threat to Munchkin farmers everywhere. They are thankfully rare, mating for life in pairs with calves that stick close by until adulthood. They have a placid outlook on life that is realistic enough to allow them to negotiate food in exchange for services like acting as a living bridge.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Appalorus \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 100 (8d12 + 48) Speed 25 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 23 (+6) INT: 7 (-2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fearful Presence . Each creature of the appalorus\xe2\x80\x99s choice that is within 120 feet of the appalorus and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the appalorus\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Keen Hearing . The appalorus has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The appalorus makes three attacks: one with its bite and two with its tails. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d10 + 7) piercing damage. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 11 (1d8 + 7) bludgeoning damage. \n'b' Dust Breath (Recharge 5-6) . The appalorus exhales dust in a 90-foot cone. Thick dust heavily obscures the area for 1 minute. \n'b'\n'b' ABOUT \n'b' Roaming the desert sands are enormous creatures known as appaloruses. These colossal monstrosities are a sight to behold. Most of them make their homes near lush oases. \n'b' Scary Sight . Other creatures will flee the area when this odd monster arrives on the scene. It\xe2\x80\x99s a slow-moving creature but can be dangerous in close combat. \n'b' Dust Storms . Many of the humanoids in the desert blame these monsters for the severe dust storms. However, the appaloruses only breathe dust clouds and not enormous storms. \n'b' Plant Eater . The appalorus lives on a diet of cacti and other desert plants. The Jinnan will hunt these creatures for food if they\xe2\x80\x99re desperate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippokampos \n'b'\n'b' Large monstrosity , neutral \n'b' Armor Class 12 (natural armor) Hit Points 59 (7d10+ 21) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Understands Common but cannot speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge . If the hippokampos moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. \n'b' Amphibious . The hippokampos can breathe air and water. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' About \n'b' This half-horse/half-fish hybrid has the front of an equine, complete with flowing mane and long, strong legs.\xc2\xa0The legs end in fins instead of hooves. The hindquarters are that of a great fish. The entire body is covered in fine scales.\xc2\xa0A typical hippokampos\xe2\x80\x99 scales vary in color from ivory to deep green, with shade of blue and silver. \n'b' Hippokampoi are docile creatures and only fight if threatened or if an ally is threatened. In combat, they use their powerful bite or tail slap. \n'b' Sacred to Poseidon . It is perhaps not surprising that the hippokampoi are sacred to Poseidon. They are used by seafaring beings in service to him as mounts and beasts of burden to pull their chariots.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Clurichaun \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 14 (Clurichaun\xe2\x80\x99s Luck) Hit Points 22 (4d4 + 12) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 8 (-1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Skills Perception +1, Stealth +3 Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Elvish, Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Clurichaun\xe2\x80\x99s Luck . While the clurichaun is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above). \n'b' Magic Resistance . The clurichaun has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Improvised Weapon . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on the weapon. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Bawdy Remark . Ranged Spell Attack : +5 to hit, range 30 ft., one creature. Hit : 5 (1d4 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn as it doubles over in laughter or freezes up in embarrassment (the target\xe2\x80\x99s choice). \n'b' Spellcasting . The clurichaun casts one of the following spells, requiring alcohol as the only material component and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : mending , purify food and drink \n'b' 1/day each : blur , heroism , suggestion \n'b'\n'b' ABOUT \n'b' Around a corner in the wine cellar stumbles a tiny, surly man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and knee-length red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine. \n'b' Drunks in the Cellar . Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. However, if the clurichaun\xe2\x80\x99s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun protects their wine cellars from thieves, drunkards, or worse\xe2\x80\x94becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns. \n'b' Contest Evictions . Most people can\xe2\x80\x99t tolerate or afford a clurichaun\xe2\x80\x99s presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can\xe2\x80\x99t abide losing to a mortal and if defeated by one, slinks away in shame, never to be seen again. This is a risky option, because clurichauns can drink prodigiously with little ill effect. \n'b' Small brawlers. While clurichauns aren\xe2\x80\x99t averse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. \n'b' Creatures under a clurichaun\xe2\x80\x99s spell feel and act as if they were intoxicated, complete with hangovers the next morning!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippolektryon \n'b'\n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 12 (natural armor) Hit Points 59 (7d10+ 21) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +3, Charisma +3 Skills Perception +3, Performance +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Aura of Radiance . The hippolektryon magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The hippolektryon can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled. \n'b' Tail Feathers (2/Day) . The hippolektryon can use a bonus action on its turn to shake its tail feathers at one creature within 30 feet of it. If the target can see the hippolektryon, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the hippolektryon\xe2\x80\x99s next turn. \n'b' Actions \n'b' Multiattack . The hippolektryon makes two attacks: one with its hooves and one with its claws. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 3 (1d6) radiant damage. \n'b' About \n'b' What appears at first to be a horse is actually a hybrid, with the foreparts of a horse and the tail, wings, and hindlegs of a rooster. \n'b' Hippolektryons are absurd-looking beasts, a combination of horse and rooster. A typical hippolektryon is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. \n'b' Humorous Guardians . They are regularly the butt of jokes and their humorous appearance is meant to scare away fiends, darkness, and the restless dead. To that end, they have a curious position in Greek society; they are both signs of hope and a laughingstock. A serious hero would think twice before riding one, but jokesters and agents of chaos may find their appearance perfectly suited to their personas. \n'b' Hippolektryons dive at their prey and strike with their clawed hindlegs. When they cannot dive, they attack with hooves. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. \n'b' Hippolektryons fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippomonokeros \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 73 (7d10+ 21 + 35) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 21 (+5) INT: 6 (-2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, necrotic, poison Condition Immunities poisoned Skills Perception +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Charge . If the hippomonokeros moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Relentless (Recharges after a Short or Long Rest) . If the hippomonokeros takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Sudden Rush . Until the end of the turn, the hippomonokeros\xe2\x80\x99 speed increases by 120 feet and it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Actions \n'b' Multiattack . A hippomonokeros makes three attacks: one with its horn, one with its bite, and one with its hooves. \n'b' Horn . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage and the target must make a DC 14 Dexterity saving throw or takes a permanent and cumulative ?1 penalty to the AC of any armor or shield it is wearing. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. If the target is a creature, the hippomonokeros can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 16 Strength saving throw or drop one item it is holding on the ground. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' About \n'b' This creature, which looks like a form of wild ass, is as big as a horse. Its body is white except for the head, which approaches purple, while its eyes give off a dark blue color. \n'b' It has a horn on its forehead two feet long; the lower part of the horn is white, the upper part is crimson, while the middle is jet-black.\xc2\xa0A typical adult hippomonokeros grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Their flesh is inedible. \n'b' A Deadly Panacea . Hippomonpkeroi are incredibly fast unicorns capable of fiercely defending themselves, and for good reason\xe2\x80\x93their horns are a panacea for poisons, disease, and even bestow fire resistance. Hippomonokeroi cannot be taken alive; they fight to the death to protect their foals. \n'b' Fierce Combatants . A hippomonokeros\xe2\x80\x99 horn is practically indestructible, and when pitted against manmade armor are capable of destroying them. In addition to their wicked kicks, hippomonokeroi can use their teeth to tear weapons out of the grasp of their opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippopotamus \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 40 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 41 (+0) CHA: 0 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hippopotamus can hold its breath for 10 minutes. \n'b' Trampling Charge . If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone . If the target is prone , the hippopotamus can make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Stomp . Melee Weapon Attack : +6 to hit, range 5 ft., one prone creature. Hit : 13 (2d8 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippopotamus \n'b' Large beast , unaligned \n'b' Armor Class : 16 Hit Points 40 (5d10+10) Speed : 20 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 2 (200 XP) \n'b' Special Traits \n'b' Trampling Charge : If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone , the hippo can make one additional slam attack against it as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) crushing damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bashing damage. \n'b' About \n'b' Hippopotami live along the muddy banks of slow-moving rivers. They are short-legged and broad bodied, with a tough gray or brown hide. Their large bodies are extremely buoyant, and they spend most of their time either swimming or submerged while feeding upon aquatic plants.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippopotamus \n'b' Huge beast (ozbeast), neutral good (Patrippany) or lawful neutral (Gugu) \n'b' Armor Class 12 (natural armor) Hit Points 66 (7d12 + 18) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +2 Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hippopotamus can hold its breath for 30 minutes. \n'b' Keen Smell . The hippopotamus has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Trampling Charge . If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be forced prone . If the target is prone , the hippopotamus can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Stomp . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This large, rotund creature flicks its ears at you mischievously. \n'b' Despite their differences, all hippos in Faerie are not to be trifled with. Their enormous size is just one of their many attributes, and they can make important allies or terrifying enemies. The elite guard of Gugu are turned into Ippi,'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippopotamus \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 21 (+5) DEX: 7 (\xe2\x80\x932) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 11 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Intimidation +1 Senses passive Perception 10 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hippopotamus can hold its breath for 10 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. \n'b' Thunderous Bray (Recharge 5\xe2\x80\x936) . The hippopotamus emits a resounding bray in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ABOUT \n'b' The boulder-sized creature waddles out of the water, and strolls down the riverbank. Suddenly, it rushes forward, swift as a horse despite its massive bulk. Its jaws swing open, revealing curved tusks and bone-crushing molars. \n'b' A hippopotamus is a massive, aquatic herbivore with a truly terrible attitude. Hippopotamuses are territorial and reflexively aggressive, often chasing down and killing humanoids in their territory. Their massive, powerful jaws work with long, curved tusks, and their enormous bodies are resistant to attack. They are social creatures, often gathering in sieges of up to thirty members. They eat short grasses along riverbanks as well as aquatic plants. \n'b' Misleading Appearance . Hippopotamuses seem cute and sedentary at first glance. They\xe2\x80\x99re pleasantly rotund, vocalize constantly, and look slow, harmless, and focused on eating grass. Unfortunately, they can run fast, their bite crushes bone, and they view any infringement on their territory as an invitation to murder. The largest weigh up to 6,000 pounds. \n'b' River Monsters . The rivers are never safe in hippopotamus territory. Though slow swimmers, they often sink deep beneath the water then ambush swimmers or small boats in lethal attacks. While not stealthy, the muddy waters they call home easily conceal even the largest hippopotamus, leaving little sign of their presence. River boat captains in hippo territory know to turn around if they spot wiggling ears emerging from the water\xe2\x80\x99s surface. \n'b' Failed Domesticates . There have been many attempts to domesticate hippopotamuses, either as beasts of burden or livestock. Some druids have made them loyal through nature magic, but even these hippos are compliant only as long as the magic continues. The symbiotic relationships and long-term loyalty druids enjoy with other animals are pointedly missing. Mundane attempts at domestication have universally failed, occasionally with unfortunate side effects. Hippos introduced to river and marshlands far beyond their natural range by would-be ranchers or ambitious warlords keeping them as \xe2\x80\x9cpets\xe2\x80\x9d have made the waters more dangerous for anyone traveling there. \n'b' Divine Ascension . Some hippopotamuses ascend to a divine state upon their deaths, gaining gold markings on their hide and often growing to even greater size. Scholars have yet to pinpoint the reason particular hippopotamuses are chosen for ascension. These sacred hippopotamuses are divine guardians of temples and holy sites in areas where hippopotamuses are common; sometimes priests live in harmony with sacred hippos in these temples and shrines, though just as often the site is abandoned or remote. The divine blessings do nothing to change the animals\xe2\x80\x99 territorial attitudes. \n'b' Sacred Protectors . Sacred hippos recognize and are much less aggressive toward priests of their deity and pilgrims to the sacred site they are tasked to protect. Sacred hippopotamuses serving good-aligned deities may even provide pilgrims food and guidance along their journey before returning to guard duty. Anyone who threatens a pilgrim in a sacred hippopotamus\xe2\x80\x99s presence, no matter how minor or justified the offense is, can expect swift retribution. In rare cases, temple acolytes may confront the hippopotamus and if a young acolyte is particularly rude to a pilgrim. \n'b' Worryingly Clever . All hippos can be clever, but sacred hippos know exactly how to exploit their abilities against potential foes. They might lure trespassers into natural hazards, set off a temple\xe2\x80\x99s traps to snare trespassers, or ambush trespassers from hidden rooms, sacred pools, or shaded alcoves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hirudine Stalker \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +4 \n'b' Skills Perception +4, Stealth +5, Survival +4 \n'b' Damage Vulnerabilities psychic \n'b' Damage Resistances necrotic, poison \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14 \n'b' Languages Common, telepathy 120 ft. (only with other hirudine stalkers) \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The hirudine stalker can breathe air and water. \n'b' Blood Scent . The hirudine stalker has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find or track a creature that doesn\xe2\x80\x99t have all its hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hirudine stalker makes two Bite or Spit Tooth attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage plus 3 (1d6) necrotic damage, and the hirudine stalker regains hp equal to the necrotic damage dealt. \n'b' Spit Tooth . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or suffer one of the following effects (the hirudine stalker\xe2\x80\x99s choice): \n'b'\n'b' Anesthetic . On a failed save, the target is unaware of any damage it takes from the hirudine stalker\xe2\x80\x99s Spit Tooth attack for 1 hour, but it is still aware of other sources of damage. \n'b' Debilitating . On a failed save, the target is incapacitated until the end of its next turn. If the target fails the saving throw by 5 or more, it also suffers one level of exhaustion . A creature can\xe2\x80\x99t suffer more than three levels of exhaustion from this attack . \n'b' Magebane . On a failed save, the target has disadvantage on Constitution saving throws to maintain its concentration for 1 hour. If the target fails the saving throw by 5 or more, it also loses its lowest-level available spell slot. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hidden Predator . The hirudine stalker takes the Hide action. \n'b'\n'b' ABOUT \n'b' This pale, flabby, leech-like creature props itself up on two thin arms. Its smooth, eyeless head is mostly a mouth containing rings of needle teeth. \n'b' Hirudine stalkers inhabit the deepest, most inhospitable jungles and swamps. They prey on all living creatures, but humanoids are their favorite prey. \n'b' Strong Social Order . Each hirudine stalker is a member of a family with a single elder, called a primal. Because hirudine stalkers reproduce asexually, with each family produced from a single elder hirudine stalker, all members of a family are clones of the primal. All hirudine stalkers work together for the benefit of the family, their telepathic communication allowing them to act as if sharing a single mind. \n'b' Ambush Tactics . Hirudine stalkers stalking their prey with great patience, observing from the shadows. They are glad to let other dangers exhaust their prey\xe2\x80\x99s strength, while sniping with tooth attacks, waiting for right moment for a final confrontation. \n'b' Flying Teeth . The hirudine stalker can fire its teeth as projectiles, after coating them with one of several venoms it produced. The strange anatomy of the hirudine stalker allows its muscles to launch teeth, then bring the inner rings of teeth in its mouth forward to fill empty spaces, providing a practically unlimited amount of ammunition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hitched Scarecrow \n'b' Medium construct , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 84 (13d8 + 26) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 15 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Eerie Presence . A creature that starts its turn within 40 feet of a scarecrow, and can see it, must succeed on a DC 14 Wisdom saving throw, or be overcome with a magical uneasiness until the start of its next turn. While under this effect, the creature has disadvantage on attack rolls and ability checks. A creature that is immune to being frightened is immune to the scarecrow\xe2\x80\x99s Eerie Presence. Similarly, a creature that has advantage on saving throws against being frightened has advantage on its saving throws against the scarecrow\xe2\x80\x99s Eerie Presence. \n'b' False Appearance . While the scarecrow remains motionless, it is indistinguishable from a mundane scarecrow. \n'b' Actions \n'b' Mind Rend . The scarecrow magically fills the mind of a creature it can see, within 60 feet, with nightmarish visions that rend its psyche. The target must succeed on a DC 14 Wisdom saving throw, or take 27 (6d8) psychic damage. \n'b' Terrify (Recharge 5-6) . The scarecrow emits a magical wave of terror. Creatures within 40 feet of the scarecrow must succeed on a DC 14 Wisdom saving throw, or be frightened for 1 minute. A creature that is under the effect of any scarecrow\xe2\x80\x99s Eerie Presence has disadvantage on the saving throw. On its turn, a frightened creature must take the Dash action to move as far away as possible from the scarecrow. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hiveskin \n'b' Large beast , unaligned\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 17 (+3) INT: 2 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft. Saving Throws Constitution +6 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Swarms . The hiveskin is home to three insect swarms. If the hiveskin is attacked the swarms fly out to defend their host. \n'b' Trampling Charge . If the hiveskin moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the hiveskin can make another stomp attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The hiveskin makes a stomp and a gore attack. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Tactics \n'b' Hiveskins are normally peaceful herbivores and do not behave aggressively, but can be fierce combatants if provoked or if their herd or their young are threatened. In the face of common threats, they will allow their insect swarms to attack the threat and then move away until the creature decides that there are easier meals. Under determined attack , the hiveskin will charge the creature, knocking it down and pummeling it on the ground. \n'b' Description \n'b' The creature appears somewhat like a rhinoceros , heavy bodied, with numerous short horns sprouting from its head. It is surrounded by a swarm of small flying insects that dart in and out of the creature\xe2\x80\x99s skin, seeking shelter in the hollows of the beast\xe2\x80\x99s hide. \n'b' Swarm home . Hiveskins are large pachyderms, massively built and sporting many large horns on their heads. Their skin is extremely thick and gray-green in color. Cavities and patchy hair on the creature\xe2\x80\x99s hide and the many bony protrusions on its back are home to a species of large insect known as the hive-fly. These insects can be deadly in a swarm and vigorously defend their host. The hiveskin inhabit plains and grasslands. It gets along well with all kinds of flying vermin, and is sometimes found with swarms of other types of insects than the hive-fly. \n'b' Rare mount . Hiveskins are well-tempered, vigilant and steadfast and can serve as a loyal mount once domesticated. However, their tendency to attract swarms of insects remains a challenge for any who would ride one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apparmarole \n'b' Medium construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 14 (4d6) \n'b' Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 4 (-3) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), Passive Perception 7 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The apparmarole is incapacitated while in the area of antimagic field . If targeted by dispel magic , the apparmarole must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Damage Transfer . While grappling a creature, the apparmarole is resistant to all damage and the creature grappled by the apparmarole takes damage equal to that taken by the apparmarole. \n'b' False Appearance . While the apparmarole remains motionless, it is indistinguishable from normal clothing. \n'b'\n'b' ACTIONS \n'b'\n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained , blinded , and the apparmarole can\xe2\x80\x99t constrict another target. In addition, at the start of the target\xe2\x80\x99s turns, the target takes 4 (1d4 + 2) bludgeoning damage if the target is not charmed . \n'b' Puppeteer . A creature grappled by the apparmarole must succeed on a DC 13 Wisdom saving throw or be charmed for 8 hours. While charmed , a telepathic link with the apparmarole is established. The apparmarole can issue commands without an action, which the creature does its best to obey. Each time the target takes damage, it makes a new Wisdom saving throw, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Dominating Clothes . No one knows who constructed the first apparmarole, but now they are a plague on the world. The apparmarole looks to be a set of clothing that flies into the air and wraps around a humanoid victim, taking control of their actions . \n'b' Driven to Replicate . Once in control of a host and not threatened, the apparmarole directs it to create more apparmaroles, a process that takes 100 days and requires 500 gp of rare threads and textiles. If the host does not have the funds or materials, the apparmarole attempts to steal them. \n'b' Mine or No One Else\xe2\x80\x99s . The apparmarole can constrict any creature it grapples; a slow crushing death is the fate of any humanoid that resists the apparmarole\xe2\x80\x99s charm. \n'b'\n'b' DC 10 Intelligence ( History ) : Some foolish arcanist created a set of killer clothes, and now whole towns suffer. \n'b' DC 15 Intelligence ( Arcana ) : Apparmaroles can dominate victims to construct more apparmaroles: a self-replicating plague. \n'b' DC 20 Intelligence ( Arcana ) : As cloth constructs, apparmaroles are immune to poison and psychic damage but vulnerable to fire.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coastline Reaper \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d10 + 51) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 17 (+3) INT: 4 (\xe2\x80\x933) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Dex +8 Skills Athletics +4, Stealth +8, Survival +6 Damage Resistances cold, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Glowing Organs . While underwater, the coastline reaper\xe2\x80\x99s internal organs glow an eerie, pale blue, shedding dim light in a 10-foot radius. \n'b' Hold Breath . While out of water, the coastline reaper can hold its breath for 30 minutes. \n'b' Water Breathing . The coastline reaper can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coastline reaper makes two Tentacle Lash attacks and one Stinging Tentacle attack . \n'b' Tentacle Lash . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. \n'b' Stinging Tentacle . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A frightened creature has disadvantage on this saving throw. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Frightening Visage (Recharge 5\xe2\x80\x936) . If underwater, the coastline reaper flares the light from its organs, making the skull-like structure within more apparent. If above water, the coastline reaper tightly pulls in its outer flesh, causing its body to take on a fleshy, skull-like appearance. Each Humanoid within 30 feet of the coastline reaper that can see it must make a DC 16 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . A frightened 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' Tentacles rise out of the water, whipping about as the creature pulls itself up from the depths. Its bulbous head resembles a jellyfish, but its flesh sinks into holes created by its internal organs, giving its body the appearance of a large skull crowned with rows of spikes. \n'b' Coastal Boogeyman . Communities that live near coasts tell stories of the coastline reaper to their children to keep them away from the beach at night. Coastline reapers live in submerged caves and hunt along coasts when the tide is high. Fisherfolk who know there is a lair nearby always go out onto the waters at low tide or in large groups to avoid encountering the coastline reaper. The reaper gets its name from the unique pattern that appears on its bulbous head. It can deflate the outer flesh of its head, which sinks into holes created by the arrangement of its internal organs. The end result resembles a humanoid skull crowned in spikes, provoking fear in those who see it. When the reaper is submerged, these organs glow a pale blue, evoking a ghostly skull-like appearance as the reaper swims. \n'b' Deadly Hunter . Coastline reapers hunt the coast for aquatic life to feed on, but those near settlements are fond of the taste of humanoids. Such reapers quickly learned their appearance frightens humanoids and have adapted their hunting techniques over time to capitalize on this fear. \n'b' Some of the reaper\xe2\x80\x99s tentacles are covered in small stingers filled with a paralyzing poison that is particularly effective against frightened creatures. \n'b' Dark Allies and Rivals . Though not quite sentient, coastline reapers can learn basic words and signals, making them desirable minions for creatures such as aboleths. Coastline reapers dislike the unpalatable sahuagin , who often hunt in the reaper\xe2\x80\x99s territory, and reapers go out of their way to destroy sahuagin colonies in their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hoar Spirit \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 33 (6d8 + 6) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 \n'b' Damage Immunities cold \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glaciate . A creature that touches the hoar spirit or hits it with a melee attack while within five feet of it must succeed on a DC 12 Constitution saving throw or take 10 (3d6) cold damage and be paralyzed by bone-numbing cold for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is a success, it is immune to the paralyzing effect of the hoar spirit\xe2\x80\x99s Glaciate for 24 hours. \n'b' Heat Sense . The hoar spirit can detect heat (such as that generated by living creatures) within 60 feet, regardless of whether the hoar spirit can see the heat source or not. \n'b' Innate Spellcasting . The hoar spirit\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). The hoar spirit can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/day : ray of frost \n'b' 1/day : cone of cold \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hoar spirit makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage and 10 (3d6) cold damage. \n'b'\n'b' ABOUT \n'b' Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warmblooded living creatures in which to share their icy hell. A hoar spirit is a gaunt humanoid dressed in tattered rags. Its skin is pale gray, and ice crystals form on various parts of its body. Its hands end in claws, each with translucent icy blue nails. Its eyes are frozen solid and show no signs of life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Acolytes \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 15 (hide armor, shield) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6 Skills Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . Once per turn, the hobgoblin can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within five feet of an ally of the hobgoblin that is not incapacitated . \n'b' Spellcasting . The hobgoblin acolyte is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , sacred flame \n'b' 1st level (4 slots) : command , guiding bolt , inflict wounds , purify food and drink \n'b' 2nd level (3 slots) : augury , lesser restoration , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , speak with dead , spirit guardians \n'b' 4th level (2 slots) : death ward , locate creature \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hobgoblin acolyte makes two Longsword attacks or two Longbow attacks. \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Venomous Hex . The hobgoblin curses one creature for one minute that it can see within 90 feet of it. Until the curse is removed, the hobgoblin deals an extra 7 (2d6) poison damage to the target whenever the hobgoblin hits it with an attack . If the target drops to 0 hit points before the curse ends, the hobgoblin can use a bonus action on a subsequent turn to curse a new creature. A remove curse spell ends the curse early. \n'b'\n'b' REACTIONS \n'b'\n'b' Saw That Coming . The acolyte can use its reaction to partially block a blow when hit by a melee weapon attack . When it does so, the damage it takes from the attack is reduced by 1d8 + 7. It can use this feature three times and regains all expended uses when it finishes a long rest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Arbalester \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 17 (half plate) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Intimidation +2, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 2 (450 XP) \n'b' Special Traits \n'b' Precise Aim . If the hobgoblin arbalester doesn\xe2\x80\x99t move during its turn, it can add 1d4 to its attack roll with its heavy repeating crossbow. \n'b' Actions \n'b' Multiattack . The hobgoblin arbalester makes two attacks with its heavy repeating crossbow. \n'b' Heavy Repeating Crossbow . Ranged Weapon Attack : +5 to hit, range 100/400 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' About \n'b' The designs for hobgoblins\xe2\x80\x99 repeater crossbows are a jealously guarded secret, and allow arbalesters to send a hail of deadly quarrels almost as fast as a master archer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Archer \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 16 (studded leather) Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Intimidation +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Long Draw . The hobgoblin archer deals one additional die of damage with its longbow (included in the attack ). \n'b' Precise Aim . If the hobgoblin archer doesn\xe2\x80\x99t move during its turn, it adds 1d4 to its attack roll with its longbow. \n'b' Actions \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 200/700 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' About \n'b' The enormous war bows of hobgoblin archers give them range beyond those of most other races, allowing them to inflict casualties and harry opponents before they are able to retaliate. \n'b' Formations of pikemen are nearly unassailable on the battlefield, out-ranging spearmen and immune to all but the heaviest armored cavalry.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Battle Mage \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), any \n'b' Armor Class 18 (breastplate +1, shield) Hit Points 97 (13d8 + 39); Wound Threshold 25 Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 16 (+3) INT: 19 (+4) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +8, Wis +6 Skills Arcana +8, History +8, Investigation +8, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Drow, Goblin, Undercommon and any one language Challenge 10 (5 900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage (1/Turn) . The hobgoblin battle mage can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin battle mage that isn\xe2\x80\x99t incapacitated. \n'b' Spellcasting . The hobgoblin battle mage is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +10 to hit with spell attacks). The hobgoblin battle mage has the following wizard spells prepared: A wizard and a fighter, Zel\xc3\xaen the Karta\xc3\xa7ian is a hobgoblin of striking elegance, dressed and equipped with care, her hair always as flawless as her syntax.\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mending, message, shocking grasp, sudden cramp** \n'b' 1st level (4 slots) : expeditious retreat, fateful twist**, fog cloud, shield \n'b' 2nd level (3 slots) : blindness/deafness, misty step, venomous influx** \n'b' 3rd level (3 slots) : dispel magic, fly*, lightning bolt \n'b' 4th level (3 slots) : confusion, dimension door \n'b' 5th level (2 slots) : lightning strike**, telepathic bond* \n'b'\n'b' Wand of the War Mage +2 . The hobgoblin battle mage owns a wand of the war mage +2. While wielding it, the hobgoblin battle mage gains a +2 bonus to its spell attack rolls (included in the spell attacks) and its spells ignore half covers. \n'b'\n'b' ACTIONS \n'b'\n'b' Long saber . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing or slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cantrip . The hobgoblin war mage casts a cantrip. \n'b'\n'b' ABOUT \n'b' Warmasters have proven themselves in the company for many years. Once they reach this rank, some of them abandon the trade to become leaders removed from combat, whose exceptional combat skills slowly fade away (use an elite profile with better equipment). Others are similar to generals who lead their troops into the most violent battles. They take part in the most difficult missions, which require a combination of authority, experience, and intelligence. \n'b' (*) The hobgoblin battle mage casts these spells before combat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Captain \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 19 (half plate, shield) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +4, Charisma +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Martial Advantage . Once per turn, the hobgoblin captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hobgoblin captain makes three melee attacks or two ranged attacks . \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' Reactions \n'b'\n'b' Parry . The hobgoblin captain adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Captain \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 19 (half plate, shield) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +4, Wisdom +4, Charisma +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . Once per turn, the hobgoblin captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hobgoblin captain makes three melee attacks or two ranged attacks . \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Javelin . Melee or Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) : For 1 minute, the hobgoblin captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin captain is incapacitated . \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The hobgoblin captain adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Centurion \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 20 (plate armor, shield) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Intimidation +4, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Regimented Aggression . All friendly hobgoblins within 10 feet of the hobgoblin centurion gain a +1 bonus to their damage rolls . \n'b' Actions \n'b' Multiattack . The hobgoblin centurion makes three attacks with its scimitar. \n'b' Scimitar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Command Attack . The hobgoblin centurion shouts orders to all subordinates within 60 feet. Allied creatures who can see and hear the hobgoblin centurion can use their reaction to either move their speed to a target of the centurion\xe2\x80\x99s choice or make a weapon attack against the target. \n'b' Reactions \n'b' Counterattack . If the attack roll made against the hobgoblin centurion results in a 10 or below, the hobgoblin centurion may make an opportunity attack against the attacker. \n'b' Parry . The hobgoblin centurion adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin centurion must see the attacker and be wielding a weapon. \n'b' About \n'b' Centurions command groups of anywhere between 5 and 100 troops, dependent on the host\xe2\x80\x99s numbers. They expect total obedience from their troops and are expected to obey superior officers without question.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Elite Guard \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 19 (half plate, shield) Hit Points 161 (19d8 + 76) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom +4 Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Common, Goblin Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Martial Advantage . Once per turn, the hobgoblin elite guard can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated. \n'b' Second Wind (Recharges after a Short or Long Rest) . As a bonus action, the hobgoblin elite guard can regain 20 hit points . \n'b' Actions \n'b' Multiattack . The hobgoblin elite guard makes three melee attacks : two with its longsword and one shield bash. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Reactions \n'b' Parry . The hobgoblin elite guard adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Executioner \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), chaotic evil \n'b' Armor Class 17 (+1 leather) Hit Points 157 (21d8 + 63) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 16 (+3) INT: 16 (+3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Intelligence +7 Skills Acrobatics +9, Deception +8, Perception +8, Stealth +13 Senses darkvision 60 ft., passive Perception 18 Languages Common, Dwarf, Goblin, Orc Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Assassinate . During its first turn, the Executioner has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the Executioner scores against a surprised creature is a critical hit. \n'b' Evasion . If the Executioner is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Executioner instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Sneak Attack (1/turn) . The Executioner deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of the Executioner\xe2\x80\x99s allies that isn\xe2\x80\x99t incapacitated, and the Executioner doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Actions \n'b' Multiattack . The Executioner makes three attacks: two with its rapier and one with its dagger. \n'b' +1 Rapier . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Dagger . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' +1 Light Crossbow . Ranged Weapon Attack : +10 to hit, range 80/320 ft., one target. Hit : 9 (1d6 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cobbleswarm \n'b' Medium swarm of Tiny monstrosities , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 36 (8d8) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 11 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the cobbleswarm remains motionless, it is indistinguishable from normal stones. \n'b' Shifting Floor . Whenever the cobbleswarm moves into a creature\xe2\x80\x99s space or starts its turn in another creature\xe2\x80\x99s space, the creature must succeed on a DC 13 Dexterity saving throw or fall prone . A prone creature must succeed on a DC 13 Dexterity ( Acrobatics ) check to stand up in a space occupied by the swarm. \n'b' Swarm . The cobbleswarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Stings . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 15 (6d4) piercing damage, or 7 (3d4) piercing damage if the swarm has half its hp or fewer. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shift and Tumble . The cobbleswarm pushes a prone creature in its space up to 5 feet away from it. \n'b'\n'b' ABOUT \n'b' The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward. \n'b' A cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye. \n'b' Paving Stone Mimics . When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none. \n'b' Trap Affinity . Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their Shift and Tumble ability can slide intruders into pits or across trapped areas. Kobold tribes prize them for this reason.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Apprentice Mage \n'b' Medium humanoid (any), any alignment \n'b' Armor Class 10 (13 with mage armor ) Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 14 (+2) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, History +4 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Spellcasting . The apprentice mage is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mending , prestidigitation \n'b' 1st level (2 slots) : burning hands , mage armor , shield \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Grunt \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 16 (chain shirt, shield) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Coordinated Attack . The hobgoblin grunt can add 1d4 to its attack rolls against a creature for each nonincapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4. \n'b' Protector . All allied creatures within 5 feet of one or more hobgoblins with this feature add +1 to their AC. \n'b' Actions \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft., or range 30/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands. \n'b' About \n'b' Very young hobgoblins, or those who are demoted for misdemeanors, find themselves at the bottom of the ranks as grunts. Although their lives are far better than those of the slaves below them, they do not enjoy the benefits of higher ranking soldiers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Heavy Trooper \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), any \n'b' Armor Class 19 (splint armor, shield) Hit Points 102 (12d8 + 48); Wound Threshold 26 Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +3, Con +7 Skills Athletics +7, Intimidation* +7, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Drow, Goblin, Undercommon and any one language Challenge 6 (2 300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Defensive Tactics . The hobgoblin heavy trooper gains a +1 bonus to AC if it is within 5 feet of an ally that isn\xe2\x80\x99t incapacitated. \n'b' Martial Advantage (1/Turn) . The hobgoblin heavy trooper can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin heavy trooper that isn\xe2\x80\x99t incapacitated. \n'b' Unwavering . The hobgoblin heavy trooper has advantage on saving throws against being charmed or frightened. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hobgoblin heavy trooper makes two melee attacks or two ranged attacks. \n'b' Long saber +1 . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing or slashing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Interception . If an allied creature within 5 ft. of the hobgoblin heavy trooper is targeted by an attack, the hobgoblin heavy trooper can choose to become the target of the attack instead. This feature can be used before or after the d20 for the attack roll has been rolled, but before knowing the result.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Imperator \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 17 (splint) Hit Points 117 (16d8 + 45) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +6, Cha +6 Skills Athletics +6, Intimidation +6, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Regimented Aggression . All friendly hobgoblins within 30 feet of the hobgoblin imperator gain a +1 bonus to their damage rolls . \n'b' Actions \n'b' Multiattack . The hobgoblin imperator can use its frightening presence. It then makes three attacks with its longsword. \n'b' Longsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands. \n'b' Command Attack . The hobgoblin imperator shouts orders to all subordinates within 60 feet. Allied creatures who can see and hear the hobgoblin imperator can use their reaction to either move their speed to a target of the imperator\xe2\x80\x99s choice or make a weapon attack against a target of the imperator\xe2\x80\x99s choice. \n'b' Frightening Presence . When there are at least 10 hobgoblins or 3 hobgoblin legates within 40 feet of the hobgoblin imperator, each creature of the hobgoblin imperator\xe2\x80\x99s choice that is within 120 feet of the hobgoblin imperator and able to see and hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the hobgoblin imperator\xe2\x80\x99s Frightening Presence for the next 24 hours. \n'b' Reactions \n'b' Counterattack . If the attack roll made against the hobgoblin imperator results in a 10 or below, the hobgoblin imperator can make an opportunity attack against the attacker. \n'b' About \n'b' Having united two or more armies, imperators tend more towards the ostentatious, and often have a grand plan or purpose for their host. World domination, for instance'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Legate \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 18 (plate armor) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis. +5, Cha +6 Skills Athletics +6, Intimidation +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Goblin Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Regimented Aggression . All friendly hobgoblins within 20 feet of the hobgoblin legate gain a +1 bonus to their damage rolls . \n'b' Actions \n'b' Multiattack . The hobgoblin legate makes three melee attacks . \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Quarterstaff . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage if wielded with two hands. \n'b' Command Attack . The hobgoblin legate shouts orders to all subordinates within 60 feet. Allied creatures who can see and hear the hobgoblin legate can use their reaction to either move their speed towards a target of the legate\xe2\x80\x99s choice or make a weapon attack against a target of the legate\xe2\x80\x99s choice. \n'b' Reactions \n'b' Counterattack . If the attack roll made against the hobgoblin legate results in a 10 or below, the hobgoblin legate can make an opportunity attack against the attacker. \n'b' Parry . The hobgoblin legate adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin legate must see the attacker and be wielding a weapon. \n'b' About \n'b' The highest rank most hobgoblins can hope for is that of legate. \n'b' These old hobgoblins are the veterans of hundreds of battles and have proven their worth as a warrior countless times.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Legionnaire \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin) \n'b' Armor Class 17 (banded mail, tower shield) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Senses passive Perception 10 Languages Lirangetis, Kagari (Common) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The legionnaire has advantage on saving throws against being frightened . \n'b' Tower Shield . The legionnaire\xe2\x80\x99s superiority as heavy infantry comes from its use of the tower shield . As a bonus action, the legionnaire can take cover behind his shield . \n'b' Martial Advantage . Once per turn, the legionnaire can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the legionnaire that isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. \n'b' Shield Bash . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Some hobgoblins belong to a cultured society and are building an empire.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Lieutenant \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 17 (scale mail, shield) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Martial Advantage . Once per turn, the hobgoblin lieutenant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The hobgoblin lieutenant makes two melee attacks . \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b' Shield Bash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves-life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten. \n'b' Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred\xe2\x80\x99s unpredictable nature and fondness for fire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement. \n'b' Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace. \n'b' It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe\xe2\x80\x99s lair. It is all but unheard of to find a hobgoblin practicing arcane magic, or as hobgoblins call it, \xe2\x80\x9celf magic.\xe2\x80\x9d This is the root of their hatred of magic-the hobgoblins\xe2\x80\x99 hatred of elves. \n'b' A hobgoblin stands 5 feet tall and weighs 160 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Offering Guard \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 19 (breastplate, shield) Hit Points 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Wisdom +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Abyssal Blessing of Orcus . The hobgoblin offering guard gains 5 temporary hit points when it reduces a hostile creature that is not undead to 0 hit points . \n'b' Unholy Strike . Once on each of the hobgoblin offering guard\xe2\x80\x99s turns when it hits a creature with a weapon attack , the hobgoblin offering guard can cause the attack to deal an extra 4 (1d8) necrotic damage to the target. \n'b' Unholy Weapon . Orcus bolsters his follower\xe2\x80\x99s strikes in battle, imbuing their weapons with the ability to paralyze a foe (included in the attack). In the hands of any but a true follower of Orcus, an unholy weapon loses its power to paralyze a foe. \n'b' Spellcasting . The hobgoblin offering guard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , resistance , thaumaturgy \n'b' 1st level (4 slots) : bane , cure wounds , protection from evil and good \n'b' 2nd level (2 slots) : blindness/deafness , enhance ability \n'b'\n'b' Actions \n'b' Multiattack . The hobgoblin offering guard makes two attacks with its battleaxe. \n'b' Unholy Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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' Caress of Orcus (Recharges after a Short or Long Rest) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) necrotic damage, and the target\xe2\x80\x99s Strength score is reduced by 1d3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a non-evil humanoid dies from this attack , a shadow rises from the corpse in 24 hours under the hobgoblin offering guard\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The guard can have no more than two shadows under its control at one time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Pikeman \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 16 (half plate) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Intimidation +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1 (200 XP) \n'b' Special Traits \n'b' Defensive Stance . If a creature moves to within 10 feet of the hobgoblin pikeman, it must succeed on a DC 15 Dexterity saving throw or take 7 (1d10 + 2) piercing damage and end its movement. \n'b' Actions \n'b' Multiattack . The hobgoblin pikeman makes two attacks with its pike. \n'b' Pike . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Plague-Host \n'b' Family: Hobgoblin \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 133 (14d8 + 70) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 6 (-2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the plague-host is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Death Shriek (Recharge 5-6) . As a bonus action, the plague-host utters an ear-splitting shriek that can be heard up to 500 ft away. Any other zombie , within 60 feet that can hear the shriek, can use its reaction to do one of the following: \n'b' Move up to half its speed on the most direct path possible toward the shrieking plague-host. \n'b' Make a single melee weapon attack against a creature within 5 feet of the shrieking plague-host. \n'b' Undead Fortitude . If damage reduces the plague-host to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague-host drops to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The plague-host makes two slam attacks. If it is not grappling a creature, the plague-host can instead make two bite attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the plague-host can\xe2\x80\x99t use its slam against another target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature the plague-host or one of its allies is grappling. Hit : 14 (3d6 + 4) piercing damage. Additionally, living creatures must succeed on a DC 16 Constitution saving throw, or take 9 (2d8) necrotic damage and contract the zombie necrosis disease (p.192). \n'b' Legendary Actions \n'b' The plague-host can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The plaguehost regains spent legendary actions at the start of its turn. \n'b' Lurch . The plague-host moves up to 5 feet, without provoking opportunity attacks. \n'b' Attack (Costs 2 Actions) . The plague-host makes one slam or bite attack . \n'b' About \n'b' Even after death, hobgoblins show rudimentary cooperation, attacking as a group rather than a collection of individuals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Alligator Turtle \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 11 (2d8 + 2) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +3 \n'b' Skills Stealth +3 \n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The turtle can hold its breath for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) slashing damage and the target is grappled (escape DC 12). Until this grapple ends, the turtle can\xe2\x80\x99t bite another target. \n'b'\n'b' ABOUT \n'b' Alligator turtles are ornery reptiles, noted for their combative disposition while on land. Their necks are deceptively long and flexible, allowing them to strike a startlingly far distance with their beak-like jaws.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carnivorous Sod \n'b' Medium plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., burrow 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 12 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities blinded , deafened , poisoned Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the carnivorous sod remains motionless, it is indistinguishable from a normal patch of grass. \n'b' Spell Eater . If the carnivorous sod is in an area targeted by a spell that enhances plants in that area, such as the entangle , plant growth , and spike growth spells, the carnivorous sod absorbs the spell, ending it, and gains 10 temporary hp for each level of the spell it absorbed for 1 hour. \n'b' Tripping Grass . If the carnivorous sod didn\xe2\x80\x99t move on its previous turn and hits a target with its Grass Trip, it can make one attack with its bite as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Grass Trip . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : The target is\xc2\xa0forced prone . \n'b'\n'b' ABOUT \n'b' What was a mere patch of green grass suddenly uproots itself and shows its true form: a flat, turtle-like creature with a wide maw filled with sharklike wooden teeth. \n'b' Grassland Ambushers . The carnivorous sod is a plant monster that disguises itself as a simple patch of grass until it is stepped on. It then uses its grass-like tendrils to trip a creature before biting with its vicious jaws. Carnivorous sods typically prey on small herbivores, such as deer and rabbits, that come to graze on their backs, but they have been known to attack just about anything that treads on them as long as the target is Medium or smaller. Sometimes dozens of carnivorous sods gather together to hunt, though this is due more to happenstance than planning on the part of the monsters. \n'b' Links to the Fey . Carnivorous sods begin their lives when a fey creature such as a pixie or sprite enchants or simply lays on a patch of grass; the grass soon animates as a plant creature called a stray sod. Stray sods are cultivated by fey to protect their dwellings and fey rings. Eventually, should a stray sod survive for more than a year and be fed a drop of blood, or have blood accidentally spilled on it, it transforms into a carnivorous sod.\xc2\xa0Once a carnivorous sod is born, it can reproduce naturally through budding, a process which can quickly infest an area with these dangerous creatures. \n'b' Keep Off the Turf . Grassland-dwelling humanoids like gnolls and nkosi sometimes use carnivorous sods to guard their dwellings and encampments, keeping the sods moving along specific paths with the use of fences and trenches. Druids also use carnivorous sods as guardians, casting spells like plant growth on them to make them into formidable foes for any trespasser. Most notably, a treant may keep a carnivorous sod as a beloved pet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coblynau \n'b' Tiny fey , neutral \n'b' Armor Class 12 Hit Points 5 (1d8+1) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+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' Skills Nature +3, Perception +4, Stealth +4 Senses darkvision 30 ft., passive Perception 14 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The coblynau\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 3/day : animal messenger , freedom of movement , fly , invisibility , meld into stone , pass without trace \n'b'\n'b' Magic Stone . Once each day, a coblynau can enchant a stone, giving the stone the temporary ability to dispel magic by touching something with the stone. It takes the coblynau two rounds to enchant a stone, and the stone only lasts for 24 hours or for one application. Regardless of whether it is used successfully or not, the stone loses its magical properties. \n'b'\n'b' ACTIONS \n'b'\n'b' Blowgun . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 4 (1d4+2) piercing damage. The target must make a DC 11 Constitution saving throw or suffer from the poison of the Coblynau. The poison leaves the target incapacitated for 1 minute. The target can save against the poison at the end of its turn. If the save is successful, the incapacitated condition ends for the target and the target is immune to the poison for the next 24 hours. \n'b' Dagger/Pick/Hammer . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage. The target must make a DC 11 Constitution saving throw or suffer from the poison of the coblynau. The poison leaves the target incapacitated for 1 minute. The target can save against the poison at the end of its turn. If the save is successful, the incapacitated condition ends for the target and the target is immune to the poison for the next 24 hours. \n'b'\n'b' ABOUT \n'b' The coblynau are creatures that have long been associated with the world of fey. They are small creatures, ranging only about 2 feet in height. A wide head that resembles that of a frog caps their thin torsos. They have wide, luminous yellow-orange eyes and a small mouth lined with needle-sharp teeth. A rash of feathers, long and colorful, crowns their heads. When they become agitated, the feathers straighten and lie flat, covering their heads, neck, and shoulders. They have short but powerful legs and arms with lemurlike toes and fingers. Aside from their faces, palms, and feet, a dark, reddish-brown, or tan fur covers their body and the like. They generally wear simple clothes, smocks, pants, and long shirts. They carry weapons too, picks and hammers, predominantly. \n'b' Builders and Crafters . Coblynau prefer to live in dark, cool places. Caves are common homes, but they far prefer the roots of large trees, where they construct elaborate dens of multiple tunnels and rooms. They are expert miners and can dig in almost any terrain. On rare occasions, they dwell in deep plains grasses, where they weave warrens from the grass. Adults farm out young ones to relatives. They do not mate for life but rather travel in tight extended family groups that usually consist of cousins, nephews, and nieces. They live long lives, counting their age in centuries, not years. \n'b' Secretive . These creatures are very secretive, keeping aloof from others, associating with no other creatures unless pressed. They despise other fey, such as pixies, sprites, and grigs, finding them flighty and bothersome. They do not have any love for any of the demi-humans either. They are industrious in their own fashion, building and expanding their warrens, but they do not lend a hand to others unless pressed, or given a great reason to do so. \n'b' Poison Production . They are skilled herbalists, and if in their own environment, they can locate the necessary ingredients to create poisons\xe2\x80\x94some simply harmful, others deadly. Although their typical poison is a potent paralytic agent, they can create other poisons to do damage or cause other effects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adaro \n'b' Family: Adaro \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 65 (10d8+20) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Str +4 Skills Perception +3, Stealth +4 Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 13 Languages Aquan, Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rain Frenzy . Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving throws and saving throws against being frightened . In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only as long as it remains within one turn away from the water\xe2\x80\x99s surface. \n'b' Speak with Sharks . An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as \xe2\x80\x9ccome,\xe2\x80\x9d \xe2\x80\x9cdefend,\xe2\x80\x9d or \xe2\x80\x9cattack.\xe2\x80\x9d \n'b' Water breathing . The adaro can only breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, 5 ft. reach, one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Spear . Melee Weapon Attack : +3 to hit, 5 ft. reach, one target. Hit : 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed . 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'\n'b' ABOUT \n'b' Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault. \n'b' Ripjaw . Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight. \n'b' Stormchasers . Adaros\xe2\x80\x99 strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. \n'b' Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground, and leaves either when its presence becomes too well known or when its game runs low. \n'b' An adaro is 7-1/2 feet long and weighs 250 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aqrabuamelu \n'b' Large monstrosity , lawful neutral or chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Perception +5, Stealth +9 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15 Languages Aramaic, Pahlawanig Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The Aqrabuamelu makes three attacks, either with its claws or its longbow. It can replace one of those attacks with a sting attack . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage, and the target is grappled (escape DC 15). The Aqrabuamelu has two claws, each of which can grapple only one target. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 11 (2d10) poison damage. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 14 (2d10 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage and becoming poisoned on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Originally created by Tiamat during the War of Chaos, the first Aqrabuamelu served as shock troops against the Igigi gods. Endowed with a portion of their creator\xe2\x80\x99s deadly venom, swarms of these fearsome scorpion-men brought many Igigi low before the Anunnaki were forced to intervene. With Marduk\xe2\x80\x99s victory over Tiamat, many of the forces of Chaos fled into hiding, but the fate of the remaining Aqrabuamelu fell to the Assembly of the Gods, with many of the Anunnaki-most notably Nergal- demanding that they be destroyed. \n'b' Shamash, god of light and brother of Nergal, impressed by the Aqrabuamelu\xe2\x80\x99s ferocity in battle and by their willingness to stand before the Assembly of the Gods, offered a proposal: if they swore to serve the Anunnaki and hunt down the remaining forces of Chaos, he would take personal responsibility for them and their lives would be spared. To this day, the gates of Kur are protected by the Aqrabuamelu, with a retinue of the scorpion-men serving Shamash directly in his never-ending crusade against the forces of Chaos.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Shaman \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 16 (breastplate) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 8 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Persuasion +4, Religion +1 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Martial Advantage . Once per turn, the hobgoblin shaman can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated. \n'b' Spellcasting . The hobgoblin shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The hobgoblin has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : mending , resistance , sacred flame \n'b' 1st level (4 slots) : bless , detect magic , divine favor , shield of faith \n'b' 2nd level (3 slots) : aid , hold person , spiritual weapon \n'b'\n'b' Actions \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Soldier \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 20 (plate armor, shield) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Intimidation +3, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 3 (700 XP) \n'b' Special Traits \n'b' Coordinated Attack . The hobgoblin soldier can add 1d4 to its attack rolls for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4. \n'b' Protector . All allies within 5 feet of the hobgoblin soldier add +1 to their AC for a maximum of +1. \n'b' Actions \n'b' Multiattack . The hobgoblin soldier makes two melee attacks . \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft., or range 30/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands. \n'b' 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. \n'b' Reactions \n'b' Counterattack . If the attack roll made against the hobgoblin soldier results in a 10 or lower, the hobgoblin soldier may make an opportunity attack against the attacker. \n'b' About \n'b' Elite soldiers serve as the personal guard for high-ranking officers. \n'b' The wealthy (and morally flexible) members of the civilized world often search far and wide for hobgoblin bodyguards, rumored to be the best in the world.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Thug \n'b' Family: Hobgoblin \n'b' Medium humanoid (human) \n'b' Armor Class 16 (scale armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) 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 +4, Stealth +4 Senses passive Perception 10 Languages Kagari (Common) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the brutish thug hits with it (included in the attack ). \n'b' Pack Tactics . The thug has advantage on an attack roll against a creature if at least one of the thug\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The brute makes two attacks with its greatclub. \n'b' Greatclub . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 2) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 9 (2d6 + 2 piercing damage in melee or 5 (1d6 + 2) piercing damage at range. \n'b'\n'b' ABOUT \n'b' Some hobgoblins belong to a cultured society and are building an empire.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Warrior \n'b' Family: Hobgoblin \n'b' Medium humanoid (goblinoid), lawful evil \n'b' Armor Class 18 (chainmail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Intimidation +2, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Coordinated Attack . The hobgoblin warrior can add 1d4 to its attack rolls creature for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4. \n'b' Protector . All allied creatures within 5 feet of the hobgoblin warrior add +1 to their AC for a maximum of +1. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' About \n'b' The backbone of the hobgoblin war machine, warriors take to the field in huge numbers, though each individual is formidable in their own right.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Witchdoctor \n'b' Family: Hobgoblin \n'b' Medium humanoid (hobgoblin), lawful evil \n'b' Armor Class 13 (16 with mage armor ) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Religion +4, Perception +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Spellcasting . The hobgoblin witchdoctor is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The hobgoblin witchdoctor can cast the following spells:\n'b'\n'b' Cantrips (at will) : chill touch , guidance , poison spray, vicious mockery \n'b' 1st level (4 slots) : bane , detect magic , inflict wounds , mage armor \n'b' 2nd level (3 slots) : augury , darkness , hold person , ray of enfeeblement \n'b' 3rd level (3 slots) : bestow curse , conjure animals , dispel magic , stinking cloud \n'b' 4th level (1 slot) : black tentacles \n'b'\n'b' Venomous Hex . As a bonus action, the hobgoblin witchdoctor curses one creature that it can see within 90 feet of it for 1 minute. Until the curse is removed, the hobgoblin witchdoctor deals an extra 7 (2d6) poison damage to the target whenever the hobgoblin hits it with an attack . If the target drops to 0 hit points before the curse ends, the hobgoblin can use a bonus action on a subsequent turn to curse a new creature. A remove curse spell will end the curse early. \n'b' Actions \n'b' 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. \n'b' Spew Spiders (Recharges after a short or long rest ) . The hobgoblin witchdoctor exhales venomous spiders in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The spiders die after the resolution of the hobgoblin\xe2\x80\x99s turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Zombie \n'b' Family: Hobgoblin \n'b' Medium undead , neutral evil \n'b' Armor Class 8 Hit Points 13 (2d8 + 4) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 15 (+2) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life, but can\xe2\x80\x99t speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Cadaverous Appearance . While the zombie is lying still, it is indistinguishable from a mundane decomposing corpse. It can still be detected by a detect evil and good spell, or similar magic. \n'b' Undead Fortitude . If damage reduces the zombie to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one grappled creature. Hit : 6 (1d8 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hobgoblin Warmaster Thug \n'b' Medium humanoid (hobgoblin), any \n'b' Armor Class 20 (plate +2) Hit Points 190 (20d8 + 100); Wound Threshold 48 Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 15 (+2) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +8, Cha +9 Skills Athletics +10, Deception +9, Insight +6, Intimidation* +14, Perception* +11, Survival +6 Senses darkvision 60 ft., passive Perception 21 Languages Drow, Goblin, Undercommon and any one language Challenge 15 (13 000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the hobgoblin warmaster thug hits with it (included in the attack). \n'b' Intervention . When a hostile creature that the hobgoblin warmaster thug can see within 20 ft. of it qualifies for one of its listed reactions, it can move 15 feet before using that reaction, provided this movement puts it within 5 feet of the creature. \n'b' Martial Advantage (1/Turn) . The hobgoblin warmaster thug can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin warmaster thug that isn\xe2\x80\x99t incapacitated. \n'b' Unwavering . The hobgoblin warmaster thug has advantage on saving throws against being charmed or frightened. \n'b' Swift . The hobgoblin warmaster thug can take two reactions per round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hobgoblin warmaster thug makes three melee attacks or two ranged attacks. \n'b' Long saber +2 . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 20 (2d12 + 7) piercing or slashing damage. \n'b' Composite Bow +1 . Ranged Weapon Attack : +9 to hit, range 160/500 ft., one target. Hit : 10 (1d8 + 6) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Staredown (Recharges after a Short or Long Rest) . All hostile creatures that the hobgoblin warmaster thug can see within 20 feet of it must make a successful DC 17 Wisdom saving throw or be frightened of it until the end of their next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Break a Leg . When a creature within 5 feet of the hobgoblin warmaster thug moves, it can force it to make a DC 17 Dexterity saving throw. On a failure, the creature takes 9 (2d8) damage and has its speed halved, and the hobgoblin warmaster thug gains advantage on all its attack rolls against it. These effects last until the end of the thug\xe2\x80\x99s next turn. \n'b' The Knife in the Wound . When a creature within 5 feet of the hobgoblin warmaster thug takes damage from a weapon attack it did not make, it can force it to make a DC 17 Wisdom saving throw. On a failure, the creature takes 9 (2d8) damage and becomes poisoned. 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' Rub it in . When a creature within 5 feet of the hobgoblin warmaster thug misses it with a melee attack, it can force it to make a DC 17 Charisma saving throw. On a failure, the creature takes 9 (2d8) damage and has disadvantage on its next attack roll made before the end of its next turn. \n'b' Second Wind (Recharge 4-6) . The hobgoblin warmaster thug rerolls a saving throw it has failed. It must use the new roll. \n'b'\n'b' ABOUT \n'b' Warmasters have proven themselves in the company for many years. Once they reach this rank, some of them abandon the trade to become leaders removed from combat, whose exceptional combat skills slowly fade away (use an elite profile with better equipment). Others are similar to generals who lead their troops into the most violent battles. They take part in the most difficult missions, which require a combination of authority, experience, and intelligence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cobra Flower \n'b' Large plant , unaligned \n'b' Armor Class 11 Hit Points 51 (6d10 + 18) Speed 5 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 1 (-5) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities necrotic Damage Immunities psychic Condition Immunities frightened , exhaustion , stunned , unconscious Senses tremorsense 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) piercing damage and 4 (1d8) acid damage. \n'b'\n'b' ABOUT \n'b' Cobra flowers draw their name from the snake-like shape of their central stalks. The plant looks like a patch of flowers and other vegetation and behaves in much the same way, rooting in fertile soil and soaking up sunlight to feed itself. However, the cobra flower likes a little meat every now and then, especially in the spring as it blooms and in the fall as it prepares for the long winter. When it senses small game or an unwary humanoid, the central stalk rears up and unfolds a cobra-like hood to reveal a fanged maw. Its bite is fierce, but the bile it injects into a wound can dissolve flesh and bone. It is this bile that allows the cobra flower to feed as its roots soak up the dissolved prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hodag \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Charge . If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Improved Critical . The hodag\xe2\x80\x99s teeth, claws, horns, and tail spikes are extra sharp. These weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Keen Hearing and Smell . The hodag has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Actions \n'b' Multiattack . The hodag makes three melee attacks , but can use its bite and horn attacks only once each. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Horns . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage. \n'b' Territorial Display (Recharge 6) . The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone . \n'b' About \n'b' A creature covered in green and brown fur with a horned, frog-shaped head and spikes running along its back and tail stalks forward, its fanged face twisted in a leering grin. \n'b' Hodags are carnivorous nocturnal predators that stalk temperate forests, hills, and plains. \n'b' Taste for Domestic Life . While fierce, hodags prefer to kill easy prey. Many stalk the lands outside farms, villages, and even small cities, attacking livestock, pets, and travelers. Hodags have been known to break down the doors of houses, barns, and other buildings to get at prey inside. \n'b' Solo Hunters until Mating . Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories. \n'b' Impossible to Train . Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hog, Giant \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +4 Skills Athletics +5 Senses passive Perception 8 Languages Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge . If the giant hog moves at least 15 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Relentless (recharges after a short or long rest ) . If the giant hog takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Actions \n'b' Multiattack . The giant hog makes one Tusk attack and one Greatclub attack. \n'b' Tusk . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Squeal (recharge 6) . The giant hog releases a deafening squeal in a 15-foot cone. Each creature in that area that can hear the giant hog must make a DC 12 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Holler Spider \n'b' Tiny beast , chaotic neutral \n'b' Armor Class 12 \n'b' Hit Points 14 (4d4 + 4) \n'b' Speed 25 ft., climb 25 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 15 (+2) CON: 10 (+0) INT: 5 (\xe2\x80\x933) WIS: 14 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 \n'b' Skills Perception +4, Stealth +4 \n'b' Damage Resistances thunder \n'b' Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Vigilant . If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom ( Perception ) checks and Dexterity ( Stealth ) checks. \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' Hoot . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target. \n'b' Distressed Discharge (Recharge 5\xe2\x80\x936) . The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone. \n'b'\n'b' REACTIONS \n'b'\n'b' Sound Alarm . When the holler spider detects a creature within 60 feet of it, the spider can emit a hoot or trumpet audible within 300 feet of it. The noise continues until the creature moves out of range, the spider\xe2\x80\x99s handler uses an action to soothe it, or the spider ends the alarm (no action required). \n'b'\n'b' ABOUT \n'b' While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, holler spiders are easy to domesticate, as they have a friendly disposition toward humanoids. They can be trained to act as sentries that recognize certain colors or livery, or they can be trained to respond to a certain person and sound alarms only when instructed. Some holler spiders can also be trained in different pitches or to carry a simple tune. This peculiarity has endeared them to nobles using holler spiders as fanfares at royal functions and to entertainers using the spiders to enhance their performances.'} |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.