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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aquarian \n'b' Medium humanoid (aquarian), lawful evil \n'b' Armor Class 14 (shell armor) Hit Points 27 (5d8 + 5) Speed 30 ft., swim 50 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Senses darkvision 90 ft., passive Perception 13 Languages Aquan, Common, Sahuagin Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The aquarian can breathe air and water. \n'b' Slippery . The aquarian has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Swordfish Sword . Melee Weapon Attack : +4 to hit, reach 5 ft. one target. Hit : 7 (1d10 + 2) slashing damage. \n'b' Net . Ranged Weapon Attack : +6 to hit, range 5/15 ft. one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 11 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 11) frees the target without harming it and destroys the net. \n'b'\n'b' ABOUT \n'b' Living under the sea are several unique races, and one of the least known are the aquarians. This race of secretive fish people lives far from most other humanoid communities. \n'b' Undersea City . Their capital city is composed of extensive sea caves and labyrinthine tunnels. Other sea creatures, including many schools of fish, seals, sharks, and octopi share the settlement. \n'b' Uneasy Alliance . The sahuagin used to be enemies of the aquarians but a recent treaty has changed all that. However, having an alliance with the devious sea devils is never easy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hollow Knight \n'b' Medium construct , lawful neutral\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 20 (plate, shield ) Hit Points 57 (6d8 + 30) Speed 30 ft. Saving Throws Strength +8, Constitution +8 Skills Insight +4, Intimidation +5, Perception +4, Religion +3 Damage Immunities acid, cold, fire, force, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from magical weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Ledean, those it spoke in life Challenge 6 (2, 300 XP) \n'b' Special Traits \n'b' Immutable Form . The hollow knight is immune to any spell or effect that would alter its form. \n'b' Limited Magical Immunity . The hollow knight cannot be affected by spells of 6th level or lower, unless the spell does lightning damage. The hollow knight has advantage on saving throws against all other spells and magical effects and is immune to damage from magical weapons. \n'b' Magic Weapons . The hollow knight\xe2\x80\x99s weapon attacks are magical. \n'b' Military Precision . The hollow knight has advantage on its attack rolls if another hollow knight is within 10 feet of its target. \n'b' Actions \n'b' Multiattack . The hollow knight makes two attacks with its lance if mounted, otherwise it makes two attacks with its longsword. \n'b' Lance . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) piercing damage. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands. \n'b' Tactics \n'b' When mounted, a hollow knight usually charges with its lance. If possible, the knight attacks other mounted soldiers, but lacking such targets it deigns to attack infantry. On foot, the construct attacks with its longsword, again choosing to attack those it feels to be the worthiest opponents, typically an enemy warrior with the best equipment. When Hollow knights fight together, they are able to synchronize their movements in ways no living army can match, allowing them to more easily capitalize on enemy weaknesses and mistakes. Although their reputation on the battlefield defines them as fearless, many hollow knights dread dying again and losing their lease on the world. \n'b' Description \n'b' A proud knight stands in gleaming armor, its shield and longsword at the ready, the only hint that they are not a normal warrior is the empty blackness visible behind its open face-guard. \n'b' Although usually in an adopted guise as a humanoid of some kind, in its natural form the hope appears to be a beautiful human, potentially of any race or gender, with angelic wings. \n'b' Identical in Appearance. Hollow knights are identical in appearance, cast as they are from the same mold. All appear as knights in full plate armor, although their open face masks reveal a disturbing darkness within \xe2\x80\x93 and nothing more. The only variance among hollow knights denotes rank: common knights are burnished bronze, barons are shining silver, and earls are glittering gold. Despite the fact that they appear to have no mouths, hollow knights speak Common in haunting, tinny, reverberating voices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hollow Man \n'b' Medium humanoid (human), neutral evil \n'b' Armor Class 12 (leather armor) Hit Points 49 (9d8 + 9) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Persuasion +5, Performance +5 Senses passive Perception 9 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Cunning Opportunist . The hollow man has advantage on the attack rolls of opportunity attacks. \n'b' Evasion . If the hollow man is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the hollow man instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Actions \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage plus 10 (3d6) poison damage. \n'b' Overact (3/day) . The hollow man can attempt to charm another humanoid with their overacting. The target must make a DC 14 Wisdom saving throw or become charmed for 1 minute. If the target takes any damage the effect ends. The target can repeat the saving throw at the end of each of its turns. If a target makes a successful saving throw, they are immune the hollow man\xe2\x80\x99s overacting for the next 24 hours. \n'b' Reactions \n'b' Uncanny Dodge . When an attacker that the hollow man can see hits it with an attack , it can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b' About \n'b' An adoring crowd cheers as a long-haired young man climbs on stage. He begins to read a passage from a book and acts out the story. This is the hollow man, an artist with an ego so big it corrupts his art. \n'b' Egocentric Circle . This odd character actually believes the world does revolve around him. His circle of friends includes other egotistical men and women.\xc2\xa0They assume everyone else is also out for themselves. \n'b' False Front . Incredibly, the hollow men present themselves to the public as caring members of the community. In truth they actually see themselves as superior to ordinary citizens. They are greedy narcissists, lost in their own minds. \n'b' Fervent Following . Sometimes the lowest form of art is the most popular. This is blatantly obvious with regards to the hollow men. They have passionately loyal fans who see these egomaniacs as exceptional artists.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hollow One \n'b' Small or Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 15 (+2) INT: 7 (?2) WIS: 8 (?1) CHA: 7 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison, thunder Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, and at least one other language it knew in life Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Nature . A hollow one doesn\xe2\x80\x99t require air, food, drink, or sleep. They occasionally feast on portions of those they kill, but this is instinct rather than need, a compulsion to restore the flesh they still lack. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Sling . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Resounding Chord (Recharge 6) . As an action, the hollow one can reproduce a note from the Song Undying. All creatures within 30 feet of it that can hear the hollow one must make a DC 13 Constitution saving throw, taking 9 (2d8) thunder damage and being deafened for 1 minute on a failed save or taking half damage and suffering no other effects on a successful save. \n'b'\n'b' ABOUT \n'b' The lowliest of undead found within the cult, these are the dead slowly being restored. Made from decaying remains, the song knits bones and flesh together, binding them in ligament and tendon, growing skin and restoring some organs\xe2\x80\x94brain, vocal chords, lungs\xe2\x80\x94but little else. With time and effort, they become more fully restored, but relatively few make that transition. \n'b' The skin of these creatures is stiff and brittle, easily torn to reveal the skeleton beneath. Sometimes the skin is incomplete, exposing bone and sinew. Such hollow ones are dressed in clothing that hides obvious displays of undeath, typically white robes embroidered with the symbol of the Song Undying (a globe wrapped in a ribbon of musical notes) and copper half-masks to cover the upper portions of their face.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Holy Avenger \n'b' Medium humanoid (any race), lawful good \n'b' Armor Class 20 (plate, shield) Hit Points 112 (15d8 + 45) 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 Con +7, Wis +7, Cha +8 Skills Insight +7, Intimidation +8, Perception +7, Religion +4 Senses passive Perception 17 Languages Common, Celestial, and two others Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Aura of Courage . The holy avenger and any allies within 10 feet of the holy avenger can\xe2\x80\x99t be frightened when they are conscious. \n'b' Aura of Protection . The holy avenger and any allies within 10 feet of the holy avenger add +4 to their saving throws. \n'b' Holy Immunity . The holy avenger is immune to disease and poison. \n'b' Spellcasting . The holy avenger is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). It has the following spells:\n'b'\n'b' 1st level (4 slots) : bless , compelled duel, heroism , shield of faith \n'b' 2nd level (3 slots) : branding smite, find steed , zone of truth \n'b' 3rd level (3 slots) : blinding smite, crusader\xe2\x80\x99s mantle, dispel magic \n'b' 4th level (1 slot) : staggering smite \n'b'\n'b' Actions \n'b' Multiattack . The holy avenger makes three attacks with its sword or one with its crossbow. \n'b' The Blade of the Angels . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (1d8 + 8) slashing damage. A bonus action can be used to cast bright light in a 30-foot radius. Evil humanoids that can see the sword must make a DC 16 Wisdom saving throw or become frightened for 1 minute. This magical sword can also be immediately summoned from anywhere in the multiverse. \n'b' +1 Heavy Crossbow . Ranged Weapon Attack : +6 to hit, range 100/400 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Lay on Hands . The holy avenger has access to a healing pool of 50 hit points . They can use an action to heal an ally or themselves from this pool. This healing power also heals any disease. The pool recharges after a long rest. \n'b' About \n'b' The holy avenger is an extremely powerful knight. They can rule large areas of land, even kingdoms.\xc2\xa0At times these powerful holy warriors will serve a sovereign or good high priest. They might also command a contingent of knights. \n'b' A Mission from God . These heroes are fully devoted to their mission. They serve lawful good deities and dedicate their lives to truth and justice.\xc2\xa0Loyal members of their church are close allies of this ardent warrior. \n'b' Patient Path . Holy avengers move with purpose and don\xe2\x80\x99t waste their energy. They trust they are on the correct path and act with supreme confidence.\xc2\xa0Their faith is clear and they have no interest in other opinions. \n'b' Legendary Sword . Their deity has armed them with the Blade of the Angels. This powerful magical longsword can strike fear on the battlefield. Most evil humanoids will flee if they see this shining sword.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Homing Pigeon \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 2 (1d4) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 3 (?4) DEX: 16 (+3) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+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 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Messenger . When a message tube is attached to its leg, the homing pigeon flies directly to a single specified humanoid or location \n'b'\n'b' ACTIONS \n'b'\n'b' Peck . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Homunculus \n'b' Tiny construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 5 (2d4) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' Special Traits \n'b' Telepathic Bond : While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. \n'b' About \n'b' This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amarashi \n'b' Large monstrosity , neutral good \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 60 (8d10 + 16) \n'b' Speed 40 ft. climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +4 \n'b' Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Enrage . When the amarashi\xe2\x80\x99s hit points drop below half of its hit point maximum, it becomes enraged. While enraged, it deals additional 5 (1d10) bludgeoning damage with its Gorilla Slam action, and its speed increases by 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amarashi makes two melee weapon attacks. \n'b' Gorilla Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Self Heal . The amarashi stops and focuses to regain 5 (1d10) hit points. \n'b'\n'b' ABOUT \n'b' Amarashis are rare creatures who wander the night. An amarashi has the head and tail of a ferret, the body of a gorilla, and the feet of a goat. Even though their looks generally scare people off, an amarashi is actually really friendly. They are herbivores and are quite affectionate to smaller creatures, whom they gently pet if they can catch. \n'b' Mystical Creatures . An amarashi doesn\xe2\x80\x99t have genitalia. \n'b' They don\xe2\x80\x99t reproduce like common mortals. It is said that when an amarashi dies, two flowers sprout out of its body. If a creature eats those flowers, they give birth to an amarashi. \n'b' The Curiosity of the Wild . An amarashi is a curious creature. It can chase someone down just to touch them or enter the cave of a bear following a smell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hondra \n'b' Large monstrosity , unaligned \n'b' Plated blue scales and bright purple spines extend off of this ursine creature as it lopes toward you on powerful hind legs and forelimbs that resemble that of a bear, though its massive, open-faced jaw is certainly not like its forest dwelling cousin. \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10 +40) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 2 (-4) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +8 Skills Perception +5 Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 6 (2300 XP) \n'b' Special Traits \n'b' Mighty Swing . When the hondra attacks without moving during its turn, it makes its claw attack with advantage. \n'b' Draaki Attunement . The hondra was bred by the draaki and instinctively attunes to the closest draaki it shares a space with for 24 hours. Its breath weapon can deal the same damage as that of the draaki to which it is attuned. Determine the energy of the breath randomly for the hondra if it is not currently attuned to a draaki. \n'b' Actions \n'b' Multiattack . The hondra makes one bite attack and one claw attack . When its hondra breath is available, it can use the breath in place of its claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 23 (4d8+5) slashing damage. \n'b' Hondra Breath (Recharge 6) . The hondra can exhale energy as determined by its draaki attunement feature in a 15-foot cone. It may freely choose the energy type among the energy types available to its attuned draaki. Each creature in the area must make a DC 15 Dexterity saving throw, taking 31 (7d8) damage of the attuned type on a failed save, half as much on a successful one. \n'b' About \n'b' One of the draaki\xe2\x80\x99s few keepsakes from the distant past, these strange beasts are a reminder of the time long ago when they ruled over the Underworld with unmatched arcane power. Impressed with the physical prowess and durability of tundra bears, they used magic to breed draconic traits into the beasts from the surface. The resulting creation has all the rage of an ursine and many of the defenses of a dragon, but remains quite stupid and easy for the draaki to control. Domesticated not to attack their minders, the scavengers of the Underworld generally encourage these creatures to wander near their settlements as an impromptu and low-maintenance natural defense.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Honey Bee, Giant \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 9 (2d6 + 2) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +1, Dex +4 Skills Survival +3 Senses blindsight 30 ft., passive Perception 11 Languages Bee Dance Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b'\n'b' ABOUT \n'b' Giant honey bees congregate in great swarms and fill hollows in rocky hillsides with their massive wax and honey hives. Far more intelligent than their diminutive cousins, giant honey bees sometimes enter into relationships with bearfolk or other creatures who can help protect the hive in exchange for a small share of the bees\xe2\x80\x99 honey. Unlike a normal honey bee, a giant honey bee who stings a creature doesn\xe2\x80\x99t lose its stinger. \n'b' Giant honey bees are rarely idle, often moving in elaborate, waggling dances of spirals and loops. This \xe2\x80\x9cdance\xe2\x80\x9d is actually a complex language the bees use to share staggeringly accurate directions and information about nearby threats and food sources with the rest of their hive. \n'b' A character who has established peaceful contact with giant honey bees can learn Bee Dance as a language as outlined in the downtime rules. While any character who learns it can understand Bee Dance, a creature other than a giant honey bee can only convey basic concepts. A character who assumes the shape of a giant honey bee can communicate fully using the language.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hongaek \n'b' Large elemental , neutral evil \n'b' Armor Class 15 Hit Points 105 (14d10 + 28) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +5, Perception +5, Stealth +8 Damage Vulnerabilities fire Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 90 ft. (blind beyond this radius), passive Perception 15 Languages Auran, Common, Deep Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Exacerbate Affliction . The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition. \n'b' Gas Form . The hongaek can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can\xe2\x80\x99t move through water or other liquids. \n'b' Prolong Affliction . Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it. \n'b' Innate Spellcasting (1/Day) . The hongaek can innately cast contagion , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Multiattack . The hongaek makes two attacks with its vaporous tentacles. \n'b' Vaporous Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Invisibility . The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it. \n'b' About \n'b' A faint disturbance signifies the presence of something terrible and evil-an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles. \n'b' Harbingers of Pestilence . The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison. \n'b' Elemental Hatred . Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet. \n'b' Elemental Nature . The hongaek doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hooden Horse \n'b' Medium undead , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 117 (18d8 + 36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Vulnerabilities fire Damage Resistances psychic Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages the languages spoken in the village where it was created Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Harvest Life . When the hooden horse reduces a creature to 0 hp , the hooden horse regains 10 (3d6) hp. \n'b' Seek Wrongdoer . The hooden horse automatically knows the general direction to the nearest surviving perpetrator of the crime that provoked its creation. \n'b' Actions \n'b' Multiattack . The hooden horse makes two blade of retribution attacks. \n'b' Blade of Retribution . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) necrotic damage. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. If the target is a perpetrator of the crime that provoked the hooden horse\xe2\x80\x99s creation , it has disadvantage on this saving throw. \n'b' Call to Judgment . The hooden horse points at a being it can see and demands that the creature submit to justice. The target must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. If the charmed target is more than 5 feet away from the hooden horse, the target must take the Dash action on its turn to move toward the hooden horse by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but, before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw. The creature can also repeat the saving throw at the end of each of its turns or whenever it takes damage from the hooden horse. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. The hooden horse can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' About \n'b' The creature stands amid a baying crowd, swathed in rags topped by a horse\xe2\x80\x99s skull. It brandishes a halberd made of shadow and hisses, \xe2\x80\x9cCome forth and be judged!\xe2\x80\x9d \n'b' Strange Great Sins . In small villages on a festival eve, one villager plays the village\xe2\x80\x99s \xe2\x80\x9csin eater.\xe2\x80\x9d Bearing a horse\xe2\x80\x99s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders\xe2\x80\x99 wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse. \n'b' The Madness of The Crowd . If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a bar brawl that follows the hooden horse, helping it seek its vengeance. \n'b' Retributive Rampage . The hooden horse attacks only those it perceives as sinful or those who attack it. Even if defeated, it reforms a year later if any perpetrators of the original crime remain alive and unpunished, though it need not be the hooden horse itself that dispenses this justice. \n'b' Undead Nature . The hooden horse doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aquarian Queen \n'b' Large humanoid (aquarian), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 115 (11d10 + 55) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +6, Intimidation +7, Perception +6 Senses darkvision 90 ft., passive Perception 16 Languages Aquan, Common, Sahuagin Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The Aquarian Queen can breathe air and water. \n'b' Innate Spellcasting . The Aquarian Queen\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : blade ward, message , minor illusion \n'b' 3/day each : comprehend languages , darkness , detect magic \n'b' 1/day each : blur , dimension door , suggestion \n'b'\n'b' Slippery . The Aquarian Queen has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Aquarian Queen makes four tentacle attacks. \n'b' Tentacles . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage. \n'b' Ink Cloud (Recharges after a Short Rest) . A 60-foot-radius cloud of ink extends all around her if she is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, she can use the Dash action as a bonus action. \n'b'\n'b' ABOUT \n'b' The cold, heartless leader of the aquarians is the Aquarian Queen. She rules with an iron fist and crushes any opposition by force. Her four tentacles are always busy grabbing objects and touching her surroundings. \n'b' Fish Queen . The queen lives in a massive sea cave. As she is one of the largest aquarians, her home is very spacious. She loves shiny, precious objects and hides them away in a large treasure vault. \n'b' Two Schools of Thought . A number of aquarians have left the sea to live on land amongst humans and other humanoids. However, the queen and most of the aquarian leadership are set against this. They want aquarians to live in the sea and remain part of their community. \n'b' Elite Entourage . A group of elite aquarian soldiers protects the queen. She also has a trio of coroctopi near her at all times. She has the support of most of her people, although this is based on fear .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hook Hanger \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 20 ft., climb 50 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +5, Stealth +6, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Deep Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hanging Climber . The hook hanger can use its climb speed only to climb along overhead surfaces such as tree canopies or the ceilings of natural caverns. The hook hanger treats ceilings of hewn stone as difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hook hanger attacks twice with its hook or twice with its slam. \n'b' Hook . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the hook hanger can\xe2\x80\x99t use its hook on a different creature. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, or 23 (4d8 + 5) bludgeoning damage if the hook hanger already hit the target with a slam this turn. \n'b' Drop the Hammer . If the hook hanger is hanging at least 10 feet above a creature and is hidden from the creature, it drops down to a space within 5 feet of the creature and attacks it with a slam. On a hit, the creature is knocked prone and must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. \n'b' Swinging Swipe . The hook hanger climbs up to its climb speed along an overhead surface without provoking opportunity attacks. It can make a hook attack at any point during this movement. \n'b' Twist and Snap . A creature grappled by the hook hanger must make a DC 16 Constitution saving throw. On a failure, the hook hanger breaks the creature\xe2\x80\x99s arm, dealing 27 (6d8) bludgeoning damage and inflicting a level of exhaustion on the creature. While the character suffers from this exhaustion , it can\xe2\x80\x99t use one of its arms. A creature can use an action to make a DC 15 Medicine check, setting the bone and removing the level of exhaustion on a success. \n'b'\n'b' ABOUT \n'b' As their common name implies, hook hangers (who refer to themselves as danakarii) are monstrous abominations that haunt jungles both verdant and urban. They prefer these environs because trees and buildings alike boast plentiful branches, ledges, and crannies from which they can swing and drop. \n'b' Though hook hangers are bipedal, their legs are little more than vestigial stumps. \n'b' Rather, these killers locomote by swinging along tree canopies and permeable ceilings using the strange hooked limbs that extend from their shoulder blades. Hook hangers can lope along the ground using their heavily muscled arms, similarly to gorillas, but they generally resort to terrestrial combat only as a last resort. Whenever possible, they hide in darkness above their prey and fight from the shadows. \n'b' Hook hangers are misanthropic killers who disdain all other forms of life and find great pleasure in maiming and killing just about anything that crosses their path. They move with eerie silent grace and communicate with one another using a Deep Speech form of sign language, but they clearly possess the power of hearing, for their favorite types of victims are those who can scream. \n'b' Hook hangers sometimes gather in groups and follow a particularly charismatic and vile hanger. Such mobs can wipe out entire settlements or regions of life, foregoing their usual stealth and ambush tactics for wanton slaughter. More often, however, hook hangers act as solitary hunters or independent mercenaries for more powerful beings. \n'b' Hook hangers are encountered all over the world and in just about any locale, from insular riverside villages to the heart of the jungle to the depths of subterranean caverns, making it difficult to determine their native habitat. The most logical explanation for hook hangers\xe2\x80\x99 proliferation is that some malevolent intelligent being purposefully sowed these horrors across the world, though what being-and for what purpose-none can say.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hook Melon \n'b' Medium plant , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 52 (7d8 + 21) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning, fire Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hanging Fruit . The hook melon is suspended from its parent tree by a long vine. While connected to its parent tree, its speed and climb speed are 0, and it regains 10 hit points at the start of its turn if it has at least 1 hit point. It can detach itself from its vine as a bonus action. A hook melon also detaches if it is moved more than 10 feet from its parent tree. Once detached, it cannot reattach itself. \n'b' Keen Smell . The melon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. If the target is a Small or larger creature and the melon isn\xe2\x80\x99t attached to another creature, roots trailing from the melon\xe2\x80\x99s torso attach to the target. While attached, the melon moves with the target. A creature can use an action to make a DC 15 Strength check, ending the attachment on a success and dealing 9 (2d8) damage to the attached creature. The attachment ends without dealing damage if the melon is killed or if the melon ends it as a bonus action. \n'b' Steal Stride . If the melon is attached to a creature, it controls the attached creature\xe2\x80\x99s nerves. The attached creature moves up to its speed under the melon\xe2\x80\x99s control. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' A hook melon can use a bonus action to control a dead or unconscious creature it is attached to. It can make the creature move and interact with objects but not take actions . \n'b'\n'b' REACTIONS \n'b'\n'b' Steer . If a creature attached to the melon tries to move or use an action, the creature must make a DC 13 Wisdom saving throw. On a failure, the creature doesn\xe2\x80\x99t move or take an action, and the melon uses Steal Stride. \n'b'\n'b' ABOUT \n'b' Hook melons are a strange and unsettling breed of fruit that dangle from the branches of their parent tree by a vine growing from their neck. When fully ripe, they bear an uncanny resemblance to a headless humanoid body. While most fruit disperses a plant\xe2\x80\x99s seeds by enticing other creatures into eating them, hook melons take a different approach. When intertwined with another creature\xe2\x80\x99s nervous system, the root-like fibers that trail from their torso allow the hook melon a limited amount of control over a creature\xe2\x80\x99s movements. \n'b' They use this control to travel as far as possible from their parent tree and seek out a suitable place to sprout, often bludgeoning their unwilling host into unconsciousness or death in the process. \n'b' Hook melons possess a surprising degree of intelligence for a plant, considering the sophistication required to control another creature\xe2\x80\x99s body. Sometimes a group of hook melons (called a gallows) will cooperate to ambush larger groups of creatures, ensuring that at least one of their kind can escape while attached to a suitable host. \n'b' Occasionally, a hook melon will shun its biological drive and forgo sprouting in favor of further exploration. Such individuals have been known to disguise themselves with shapeless clothing in order to pass through inhabited areas. \n'b' Sightings of unusual centaur -like silhouettes lumbering across forests can sometimes be attributed to these macabre fruits. \n'b' Though clearly plant-based life forms, hook melons possess eerie intellects, and their personalities are as alien to most humanoids as their invertebrate anatomy. \n'b' Most hook melons prefer to attach to deer, large birds, and other swift-moving forest creatures, but for whatever reason, some instead have a predilection for humanoid bodies. \n'b' Plant creatures share a special bond with the natural world that few other beings can completely understand or appreciate. When the bond to its realm is broken or severed, a sentient plant creature\xe2\x80\x99s rage can transform it into a terrible shadow of its former self. Benign and even friendly plants like leshies, arboreals, and dryads all run the risk of this horrible metamorphosis, though their own agony often pales in comparison to the horrors which they inflict on their victims. \n'b' Lonely, angry, and twisted, plant husks sow their monstrous madness in the fertile corpses of wanderers who dare travel through the husk\xe2\x80\x99s blighted swath of wilderness. Though in their eyes any living creature is worthy of obliteration, husks reserve their most horrendous punishments for any litterer, land settler, or lumberjack who ever dared to desecrate, dominate, or denude the forest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hookfolk \n'b' Small humanoid (hookfolk, ozian), chaotic neutral \n'b' Armor Class 12 Hit Points 9 (2d6 + 2) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances slashing Senses passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aggressive . As a bonus action, the hookfolk can move up to its speed toward a hostile creature that it can see. \n'b' Pack Tactics . The hookfolk has advantage on an attack roll against a creature if at least one of the hookfolk\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 hookfolk makes two melee attacks : one with its nose and one with its chakram. Or it can make two ranged attacks with its chakrams. \n'b' Nose . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 2) piercing damage. \n'b' Chakram . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or 30/60 ft., one target. Hit : 6 (1d6 + 2) slashing damage and the target is Medium it must make a DC 12 Dexterity save or be restrained . A creature can use its action to make a DC 10 Dexterity check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the chakram (AC 19) also frees the creature without harming it, ending the effect and destroying the chakram. \n'b'\n'b' ABOUT \n'b' This band of hill men have noses that are long and thin, curving out and up far above their foreheads. On these hooks hang dangerous looking rings almost as large as barrel hoops. The nearest one pulls a ring from his nose and fling it with all his might at you! Hookfolk are a wild gillikin tribe that gathers in groups of sixty to defend their territory against all intruders. Their specialty is the chakram, which they hang from their noses and throw at any trespassers. These chakrams are particularly suited to catching targets, binding their arms with a direct hit. \n'b' Rock Rage . The best way to invoke the rage of hookfolk is to throw something at them. They consider it a grave assault worthy of a response in kind, perhaps due to the nature of their weapons. \n'b' Why So Serious? it\xe2\x80\x99s not uncommon for encounters with hookfolk to cause a crisis of faith. What caused the normally cheerful gillikins to stoop to such violence? Moreover, their facility with chakrams points to combat training. The answer is much more prosaic: with invaders like roly-rogues from Noland, Skampavia\xe2\x80\x99s attempted conquering of Oz, flamefolk in the Impassable Desert, the gillikins formed their own military from the local farming populace. \n'b' Mysterious Militia . The fact that Ozma has not addressed the homegrown gillikin militia is troubling but perhaps intentional. Oz has no trained military and just one soldier, so perhaps this was Ozma\xe2\x80\x99s plan all along. Whatever the case, something caused the gillikins to grow their sharp noses to points, and the hookfolk aren\xe2\x80\x99t telling.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hoopfolk \n'b' Large humanoid (hoopfolk, ozian), chaotic neutral \n'b' Armor Class 15 Hit Points 34 (4d10 + 12) Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception +3 Damage Resistances piercing Damage Immunities prone Senses passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Magic . If the hoopfolk takes damage from a spell, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Pack Tactics . The hoopfolk has advantage on an attack roll against a creature if at least one of the hoopfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Rolling Charge . If the hoopfolk rolls at least 20 feet straight toward a target and then hits it with a slam 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 forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This long, thin, and flat being is ten feet high. Before your very eyes, the being leans down, catches hold of its toes, and comes hurtling at you, shrieking, \xe2\x80\x9cWHOOP!\xe2\x80\x9d Hoopfolk clear out areas for their homes, creating lovely parks that are tempting to visit. Visitors learn quickly that they are not welcome however. They will attack anyone who crosses their territory, but are just as likely to flee in the face of real opposition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hoopfolk Noble \n'b' Large humanoid (hoopfolk, ozian), chaotic neutral \n'b' Armor Class 15 Hit Points 68 (8d10 + 24) Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +8, Intimidation +5, Perception +4 Damage Resistances piercing Damage Immunities prone Senses passive Perception 14 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion to Magic . If the hoopfolk takes damage from a spell, it has disadvantage on attack rolls and ability checks until the end of its next turn. \n'b' Pack Tactics . The hoopfolk has advantage on an attack roll against a creature if at least one of the hoopfolk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Rolling Charge . If the hoopfolk rolls at least 20 feet straight toward a target and then hits it with a slam 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 16 Strength saving throw or be forced prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \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' This long, thin, and flat being is ten feet high. Before your very eyes, the being leans down, catches hold of its toes, and comes hurtling at you, shrieking, \xe2\x80\x9cWHOOP!\xe2\x80\x9d Hoopfolk clear out areas for their homes, creating lovely parks that are tempting to visit. Visitors learn quickly that they are not welcome however. They will attack anyone who crosses their territory, but are just as likely to flee in the face of real opposition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cockatrice \n'b' Small monstrosity , unaligned \n'b' Armor Class 11 Hit Points 27 (6d6 + 6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature 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 creature is petrified for 24 hours. \n'b'\n'b' About \n'b' This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail. \n'b' Not only does the cockatrice possess a foul, aggressive behavior, it also has a sharp, petrifying beak. While not especially dangerous, it is exceptionally resilient, remarkably persistent, and it can fairly easily catch up with a humanoid through flight. Whoever is unlucky enough to disturb it but unable to slay it should prepare for a humiliating, though not permanent, petrification. \n'b' Scholars believe the cockatrice originates from the same world as the basilisk , since both creatures can turn flesh to stone . However, they differ in their preferred homes, with the cockatrice favoring the temperate undergrowth, where it primarily feeds on insects and worms. The surroundings of the Free City are known to be infested with cockatrice nests, and it even happens that some specimens venture close to the walls, or go as far as to sneak into the town, taking advantage of the chaos of market days or massive arrivals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hope \n'b' Medium celestial , neutral good\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 90 ft. (natural form only) Saving Throws Dexterity +8, Wisdom +7 Skills Insight +6, Medicine +5, Perception +6, Persuasion +8 Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Aura of Hope . Allies within 60 feet of a hope in its true form receive inspiration at the beginning of each of their turns, if they can see it. They are additionally immune to the Induce Fear feature of the hope\xe2\x80\x99s opposite numbers, the dread. \n'b' Innate Spellcasting . The hope\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' At will : alter self , bless , detect evil and good , faerie fire , sanctuary \n'b' 3/day each : beacon of hope , lesser restoration , remove curse \n'b' 1/day each : hallow , dispel evil and good \n'b'\n'b' Actions \n'b' Multiattack . The hope makes two longbow attacks. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Tactics \n'b' Hopes avoid combat, seeing bloodshed as a failure and option of absolute last resort. When forced to fight, a hope will use its magical abilities first, and then avoid physically damaging attacks unless absolutely necessary. Hopes can only fly in their natural form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horakh \n'b' Medium monstrosity , neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 161 (19d8 + 76) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 19 (+4) INT: 5 (\xe2\x80\x933) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8 \n'b' Skills Athletics +8, Perception +6, Stealth +8 \n'b' Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 20 \n'b' Languages understands Undercommon but can\xe2\x80\x99t speak \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Implant Egg . If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp , the horakh can implant an egg in the creature. The implanted egg rests in the creature\xe2\x80\x99s eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can\xe2\x80\x99t use its eye and has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes blinded . When the egg hatches, the young horakh erupts from the host\xe2\x80\x99s head, killing the host in the process. A lesser restoration spell cast on the host destroys the egg. Alternatively, a creature other than the host can take an action to remove the egg by succeeding on a DC 16 Wisdom ( Medicine ) check. On a failure, the host takes 9 (2d8) slashing damage. \n'b' Standing Leap . The horakh\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horakh makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) piercing damage. If the horakh scores a critical hit, it removes one of the target\xe2\x80\x99s eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness , the horakh takes the Hide action. \n'b'\n'b' ABOUT \n'b' Resembling a cave cricket the size of a dog, this beast\xe2\x80\x99s black, chitinous thorax is topped by a translucent digestive sac. Halfdigested eyeballs of various sizes and colors float in the sac. \n'b' Leaping Claws . Insectoid killing machines with a penchant for consuming their victim\xe2\x80\x99s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles can shoot forward like pistons, shearing meat from bone. \n'b' Leaping Screech . When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position. \n'b' Herd the Blinded . After blinding their prey, horakhs often herd the blind like sheep until they are ready to consume their prey and sometimes even use the blinded prey as bait to capture other creatures. Many an explorer has been ambushed, blinded , and condemned to death in the bowels of the earth by these predators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horde Haunt \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 10d8+10\n'b' STATS STR: 9 (0) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages those native to the gods of the armies Challenge 5 \n'b' Special Traits \n'b' Blink (3/day) . In lieu of its movement, a haunt may teleport to any point it can see within 120\xe2\x80\xb2. \n'b' Undead Nature . The haunt doesn\xe2\x80\x99t require air, water, food, or sleep. \n'b' Aura of Fear . Any living creature that begins its turn or moves within 30 feet of the haunt must make a successful DC 10 Wisdom saving throw or be paralyzed with fear . A creature may end the paralysis with a successful DC 10 Wisdom saving throw at the end of their turn. The haunt is unable to attack creatures paralyzed with fear . \n'b' Actions \n'b' Claws . Melee Weapon Attack : +5 to hit, 5 ft., one target. Hit : 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be aged 1 year and receive a level of exhaustion . \n'b' Ethereal Swallow (Recharge 5-6) . Melee Weapon Attack : +5 to hit, 5 ft., one target. Hit : Half of remaining hp plus the target is ejected into the ethereal plane or a plane appropriate to its army\xe2\x80\x99s pantheon. \n'b' The horde haunt rises from slain dark armies left on the battlefield, the culmination of the hate that fueled the wicked creatures in life. The haunt searches for souls of the living to draw through itself and into the dark realms of the wicked gods that drove the armies from which it was created.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horned Lizard, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 45 (6d8 + 18) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 4) piercing damage. \n'b' Spit Blood (Recharge 5-6) . The giant horned lizard spits acidic blood in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A wide variety of large reptiles can be found inhabiting the torrid zones of the tropics, from the dusty desert sands to the lush jungles and islands. \n'b' Giant Gecko . These lizards are mostly docile and shy away from attacking creatures larger than a cat or dog. Despite their shyness, they are ultimately curious creatures, and often approach bigger creatures simply to investigate. Of course, a giant gecko is more than capable of defending itself, biting creatures that react violently to the lizard when fleeing is not an option. Some humanoids train giant geckos as bestial guardians. Smaller humanoids (in particular, goblins) can even use the creatures as mounts, taking advantage of their superior climbing skills to attack from seemingly impossible positions and angles. A giant gecko measures 8 feet from nose to tail and weighs 120 pounds. Coloration among giant geckos can vary wildly, though most are some shade of green. \n'b' Giant Horned Lizard . The giant horned lizard is commonly referred to as the blood lizard because of its ability to shoot a stream of blood from its eyes when threatened. The giant horned lizard grows to a length of eight feet. \n'b' Giant Iguana . These bright-eyed lizards are larger than horses. They gather in family groups for mutual protection but make elaborate displays of anger to dissuade predators and indicate they are about to charge. When agitated, a brightly dewlap expands like a colored frill around its neck to make it appear larger. Giant iguanas are very agile for their size , able to scale large trees and rocky cliffs, and are equally at home in the water when hunting or migrating. \n'b' Giant Beaded Lizard . Giant beaded lizards are predators of the scrublands, similar to their lesser kin in many ways. They are opportunistic hunters that live in areas with rocky structures and at least some plant life. Giant beaded lizards spend the sunlight hours either sleeping in a scratch-dug den, wallowing in a mud puddle or basking in the sun. As the sun begins to go down, they hunt, ranging from their burrows to find prey. Giant beaded lizards are not choosy and will attempt to eat almost anything that can fit in their mouths. When a giant beaded lizard finds something potentially edible, it bites down and does not let go. As it chews, it works venom from its lower jaw into the wound. The venom of a giant beaded lizard is not inherently fatal, but causes swelling, fatigue and excruciating pain. Once a creature succumbs to the venom, the lizard tears it apart and eats it in pieces if it cannot swallow the meal whole. The bite of a giant beaded lizard is so strong that it will not let go even in death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horned Serpent \n'b' Large monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 210 (20d10 + 100) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 4 (-3) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +6 Skills Perception +6, Stealth +7 Damage Resistances fire Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The horned serpent can breathe air and water. \n'b' Corpse Cough . Those who fail a saving throw against the horned serpent\xe2\x80\x99s Gem Gaze or bite attack become infected with the corpse cough disease. The infected creature can\xe2\x80\x99t benefit from short or long rest s due to a constant, wet cough. The infected creature must succeed on a DC 17 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with a blood relative before the disease is cured, the relative must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The blood relative is afflicted with a constant, wet cough within hours of infection, but the disease\xe2\x80\x99s full effects don\xe2\x80\x99t manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature\xe2\x80\x99s lungs become necrotic. \n'b' Poisonous Aura . At the start of each of the horned serpent\xe2\x80\x99s turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Shielded Mind . The horned serpent is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The horned serpent makes one gore attack and one bite attack . \n'b' Gore . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) piercing damage. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait). \n'b' Gem Gaze (Recharge 5-6) . The horned serpent\xe2\x80\x99s gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn\xe2\x80\x99t infected with the disease. Gem Gaze has no effect on constructs and undead. \n'b'\n'b' About \n'b' This huge snake has a pair of wide horns, like those of a bull, and a smooth, opaque, red, ovoid stone between its eyes that gives off a faint glow. \n'b' Plague Bearers . Known to be a bringer of magical plagues, horned serpents are also sought after for their horns and the strange stones between their eyes, both believed to have powerful curative properties. \n'b' Wilderness Wanderer . Horned serpents travel between lakes, ponds, and deep rivers, never staying in one area for more than a few seasons. Though they live primarily in the water, they venture onto the land to hunt, where the sweetness of their poisonous scent draws game to them. \n'b' Grisly Signs . The presence of a horned serpent is most often detected by an area of dead creatures, poisoned but otherwise untouched.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Anemone, Deep Tiger \n'b' Family: Aquatic & Fish \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 248 (15d20 + 90) \n'b' Speed 5 ft.\n'b' STATS STR: 27 (+8) DEX: 9 (-1) CON: 22 (+6) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 (+9 in reefs) \n'b' Damage Resistances acid \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , charmed , petrified , poisoned , prone \n'b' Senses blindsight 60 ft., passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Acid Cloud . Varinian anemones use concentrated acid to incapacitate and digest their prey. Whenever an anemone suffers a critical hit, or when a creature cuts its way out of the anemone\xe2\x80\x99s stomach, the space within the 25- feet is polluted with acid. Creatures who end their turn within this range must succeed on a DC 18 Constitution save or take 3 (1d6) points of acid damage. \n'b' Water Breathing . The deep tiger anemone can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The anemone makes three tentacle attacks. \n'b' Tentacles . Melee Weapon Attack : 15 ft., one target. Hit : 34 (4d12 + 8) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage and gained the poisoned condition on a failed save, or half as much damage on a successful one. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained . \n'b' Acidic Shards (Recharges 3-6) . A varinian deep tiger anemone can fire a barb of crystallized bile at a single target within 60 feet. This crystal begins to dissolve immediately upon exposure to water. The shard deals piercing damage and coats the target\xe2\x80\x99s wound with potent acid. The target takes 21 (6d6) points of acid on a failed DC 18 Dexterity saving throw or half as much on a success. The damage continues on the following round regardless if the save was successful or not, with the target taking a further 10 (3d6) points of acid damage, and 3 (1d6) more the round after that. \n'b'\n'b' Reactions \n'b'\n'b' Digest . If at the end of its turn the anemone has a creature grappled it may swallow the creature whole if it is Large or smaller. It may swallow any number of grappled creatures with this reaction . A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the anemone, and it takes 28 (8d6) bludgeoning damage at the start of each of the anemone\xe2\x80\x99s turns. If the anemone takes 29 damage or more on a single turn from a creature inside it, the anemone must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the anemone. This also triggers its acid cloud ability. If the anemone dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b'\n'b' About \n'b' Colorful tentacles writhe across this marine creature like long petals on an immense flower. \n'b' Vermin of the Deep . The largest anemones in the ocean are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. Deep tiger anemones feed local scavengers by attacking large prey or schools of fish, scattering uneaten remains to their neighbors.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horned Warver \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 190 (15d12 + 90) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 2 (+6) INT: 2 (-4) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Aggressive . The horned warver has advantage on all initiative checks and its movement speed is increased to 60 feet on the first round of combat. \n'b' Trampling Charge . If the horned warver 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 knocked prone, the warver can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The horned warver makes two attacks: one with its bite and one with its tail. \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 15 (2d8 + 6) piercing damage and the target must make a DC 16 Constitution save or become poisoned until the end of the warver\xe2\x80\x99s next turn. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 32 (4d12 + 6) bludgeoning damage. \n'b' Thunderous Bellow (Recharge 6) . As a bonus action, the warver lets out a loud roar. Each creature within 60 feet must succeed on a DC 14 Wisdom saving throw. On a failure, the creature takes 11 (2d10) thunder damage and is deafened for 1 minute. \n'b' About \n'b' Horned warvers are solitary creatures found throughout the Material Plane. They are especially easy to find in thick forests and other areas that provide ample cover for their large forms. \n'b' As true omnivores, a horned warver may spend the spring and summer months eating vegetation and turn to hunting prey during the frozen months. Its bellow can be heard for miles and its concussive force has been known to pulverize smaller creatures before the warver has even closed the distance enough to impale them on its horns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hornsaw \n'b' Large beast (titanspawn), chaotic neutral\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 21 (+5) INT: 9 (-1) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 147 (14d10 + 70) Speed 50 ft. Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Sylvan, Titan Speech (can\xe2\x80\x99t speak) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Charge . If the hornsaw 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) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Magic Resistance . The hornsaw has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hornsaw\xe2\x80\x99s weapon attacks are magical. \n'b' Wounded Fury . When it has 35 hit points or fewer, the hornsaw has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack . \n'b' Actions \n'b' Multiattack . The hornsaw makes three attacks: one with its hooves, one with its bite, and one with its horn. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Horn . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Tactics \n'b' The hornsaw is omnivorous, and while it is usually content to graze, it gladly eats intruders who enter its domain. It rarely hunts for food or sport, but it can be remarkably aggressive when defending its territory. The hornsaw charges headlong into its opponents, ripping and goring, though it is canny enough not to do so against any group of foes that possess spears or other weapons that might be set to receive its charge. \n'b' Description \n'b' Unicorns were once benevolent, yet ferociously territorial magical beasts that guarded the heart of deepest forests; the hornsaw (or hornsaw unicorn) is less magical, yet far more ferocious than a traditional unicorn .\xc2\xa0A hornsaw looks much like a great, shaggy warhorse with sharply cloven hooves and a predator\xe2\x80\x99s teeth. Most striking of all, however, is the metallic, slightly curved, saw-edged horn that grows from its forehead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hornskull \n'b' Huge undead , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d12+20) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses passive Perception 15 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Undead Fortitude . If damage reduces the hornskull 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, it drops to 1 hit point instead. \n'b' Undead Nature . Hornskulls don\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Trampling Charge . If the hornskull 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 17 Strength saving throw or be knocked prone . If the target is prone, the hornskull can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (4d8+6) piercing damage. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 5 ft., one prone target. Hit : 22 (3d10+6) bludgeoning damage. \n'b' About \n'b' Hornskulls act as group mind, each unique voice speaking bits and parts of a shared message the herd speaks as it tramples its prey flat and circles back to feast on what remains. Unable to pass on the Black Pond\xe2\x80\x99s Curse, their hunger is twice as intense.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horoth \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10+20); Wound Threshold 19 Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Wis +5, Cha +6 Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Perpetual faerie fire . A horoth can cast faerie fire at will. \n'b' Dementing saliva . A horoth can produce a saliva-like substance that is mixed with wine and shared between the members of the cult in the course of their draconic ceremonies. Its effect only triggers when the imbiber suffers from intense stress, for example under the fear of having been captured, in which case they fall into a state of confusion that will last 4d6 hours. \n'b' Actions \n'b' Multiattack . A horoth makes up to 6 attacks: a bite attack , 4 weapon and/or claw attacks, and a sting with its tail. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tail Sting . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Tactics \n'b' A horoth\xe2\x80\x99s usual tactics are to disable spellcasters first and move about striking at foes and moving on, trying to get foes to stumble into each other\xe2\x80\x99s way. It likes to deal damage and move about ceaselessly, and will only stay to batter a single target if it thinks other foes are puny or disabled. It will be acutely aware of spellcasters needing to concentrate to maintain their spells, and will therefore endeavor to disrupt them. If the battle goes against the Horoth, it will back behind the screen, seeking to lure the PCs into attacking it from one direction, using its tail to heap up the pillows behind it into a hampering, moving barrier that the Horoth will plunge under and through if pressed, leaving most of the PCs on the other side.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cockatrice Hatchling \n'b' Family: Cockatrice \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 10 Hit Points 1 (1d4 ? 2) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 6 (-2) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 4 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Object Impermanence . The hatchling has disadvantage on Wisdom ( Perception ) checks and a ?5 penalty to its passive Wisdom ( Perception ) score. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must succeed on a DC 8 Constitution saving throw against being magically petrified . On a failed save, the creature 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 creature is petrified for 1 minute.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horrific Countenance \n'b' Medium undead , any alignment \n'b' Armor Class 12 Hit Points 35 (10d8 \xe2\x80\x93 10) Speed 0 ft., fly 40 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 9 (-1) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +1 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ethereal Sight . The countenance can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The countenance can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Blood-Chilling Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) necrotic damage. \n'b' Etherealness . The countenance enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected, by anything on the other plane. \n'b' Horrifying Visage . Living creatures within 60 feet of the countenance, that can see it, must succeed on a DC 13 Wisdom saving throw, or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful, or the effect ends for it, the target is immune to this ghost\xe2\x80\x99s Horrifying Visage for the next 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horror Beast \n'b' Large monstrosity (titanspawn), chaotic evil\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 25 (+7) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 Hit Points 150 (12d10 + 84) Speed 40 ft. Saving Throws Dexterity +10, Constitution +12, Wisdom +7 Skills Athletics + 10, Intimidation +5, Perception +7, Stealth +10 Damage Immunities special, see below Damage Resistances special, see below Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Aura of Terror . The horror beast uses its bonus action to cause all creatures that it can see and can see it to take 1d4 psychic damage. The horror beast regains hit points equal to the damage dealt. \n'b' Quick Reflexes. When the horror beast uses its reaction , roll 1d6. On a 4, 5 or 6 it recovers its reaction and can use it again. \n'b' Actions \n'b' Multiattack . The horror beast makes two claw attacks and a bite attack. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 18 (2d12 +5) slashing damage. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) piercing damage. \n'b' Horrific Wail (Recharge 6) . As an action, a horror beast lets out an ear-shattering wail that causes each creature of its choice within 60 feet of it to make a DC 18 Wisdom saving throw. On a failure the creature becomes paralyzed and prone . On a success the creature becomes frightened of the horror beast. The creature can repeat the saving throw at the end of its turn to remove the current effect. \n'b' Reactions \n'b' Combat Adaptability . When hit, the horror beast increases its armor class by 1. The horror beast cannot increase its armor class above 20 using this reaction . \n'b' Mage\xe2\x80\x99s Bane . When hit by a magical attack the horror beast can become immune to that attack\xe2\x80\x99s damage type. The horror beast must take a short or long rest before using this reaction again. \n'b' Warrior\xe2\x80\x99s Bane . When hit by a weapon attack the horror beast can become resistant to that attack\xe2\x80\x99s damage type. The horror beast must take a short or long rest before using this reaction again. \n'b' Tactics \n'b' Horror beasts stalk their chosen prey, preferring to attack from ambush and use their Horrific Wail as an opening tactic. They then do not hesitate to close in and attack anyone they can reach, relying on their Quick Reflexes and Aura of Terror to protect them. Once they select a target, they usually remain with that target until it goes down, unless there\xe2\x80\x99s a strong need to attack something else. \n'b' Description \n'b' Brought forth from the deepest nightmares of humanoids and monsters alike, these beasts are shaped like huge, black-furred hunting cats but their bodies are twisted, as if something from a tale of horror. Their mere presence is enough to send the weak-hearted into a panic of terror. \n'b' New to Civilized Lands . Horror beasts did not stalk Ghelspad and other areas of civilization until recent days. But it also seems certain that they were made by the titans for the Divine War. So did the beasts simply lurk at the edge of the lands, not attacking for some unknown reason? Or were they a last moment effort, forgotten in some titan\xe2\x80\x99s vault that has only recently escaped? Or is it possible that some trapped titan retains some power and has brought something new to the Scarred Lands? In any case, tales of the horror beast are beginning to spread.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horror from Below \n'b' Large aberration , chaotic neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 209 (22d10 + 88) \n'b' Speed 30 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, poison, psychic \n'b' Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks \n'b' Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned , prone \n'b' Senses blindsight 60 ft., passive Perception 11 \n'b' Languages Horrors from below communicate in a form of high-pitched piping, clicking, and chirping that is incomprehensible to all other creatures. \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dimensional Instability . Anchored to a different reality, a horror shifts and wavers as if affected by a blur spell. Attacks against the horror are at disadvantage. Attacks are immune to this effect if they do not rely on sight, as with blindsight, or can see through illusion such as truesight. When slain, a horror dissolves into noxious, foul-smelling slime, and the slime itself vanishes utterly within an hour. \n'b' Spider Climb . The horror can climb difficult surfaces, including upside-down on ceilings, without needing to make an ability check. \n'b' Tunnel . The horror can move through solid rock at its burrow speed, leaving a cylindrical tunnel behind. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horror from below makes four Pseudopod attacks. It cannot attack with pseudopods that are grappling targets, but each pseudopod with a grappled target Drain its target. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained and the horror cannot make another attack with that pseudopod. \n'b' Bloat . If the horror drains 100 hit points or more from its targets, it bloats to Huge size . When huge, its Armor Class is reduced to 12 and its Speed to 20. It cannot burrow, and while it can continue to inflict damage with its drain attacks, it cannot add any more temporary hit points . \n'b' Drain . The horror can drain blood and vital fluids from any living creature grappled by one of its pseudopods. The target must make a DC 16 Constitution saving throw or take 17 (2d6 + 4) points of necrotic damage and have its maximum hit points reduced by the same amount. On a successful save, the target takes half damage and its maximum hit points is not reduced. The reduction lasts until the target takes a long rest. The target is reduced to a mummified husk and dies if its maximum hit points is reduced to 0. The horror adds half of any hit points drained as temporary hit points . This can exceed its normal maximum hit points but cannot exceed 100 temporary hit points drained (see Bloat ability). \n'b'\n'b' ABOUT \n'b' The amorphous things collectively called horrors from below are the advance guard of greater powers that lurk in the twisted realms beneath the ancient dwarven realm of Ankhura. They are usually an initial assault force, attacking by surprise and burrowing through solid rock to attack defenders from all directions at once. Though they possess a native intelligence, horrors from below are nevertheless utterly incomprehensible and cannot be communicated with through any known means, mundane or arcane. They attack ferociously and without quarter, never withdrawing until destroyed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horrormancer \n'b' Medium humanoid ( half-orc ), neutral evil \n'b' Armor Class 19 (+3 studded leather, ring of protection ) Hit Points 391 (46d8+184) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 19 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +3, Dex +4, Con +12, Int +3, Wis +10, Cha +6 Skills Arcana +16, Deception +12, Insight +16, Intimidation +19, Perception +9 Condition Immunities charmed , frightened , stunned Senses darkvision 60 ft., passive Perception 19 Languages Abyssal, Common, Deep Speech, Draconic, Infernal, Orc, Undercommon Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . At the start of the horrormancer\xe2\x80\x99s turn, each creature of her choice that is within 60 feet of her and aware of her must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the horrormancer\xe2\x80\x99s Aura of Fear for the next 24 hours. \n'b' Fiendish Genius . By spending an action touching any item, the horrormancer gains an innate understanding of how to use it. \n'b' Frightful Gaze (5/Long Rest) . When a creature that can see the horrormancer\xe2\x80\x99s eyes starts its turn within 30 feet of her, she can spend her bonus action or reaction to force it to make a DC 20 Wisdom saving throw if she isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for 6 rounds. Unless surprised, a creature can avert its eyes to avoid this feature at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the horrormancer until the start of its next turn, when it can avert its eyes again. If the creature looks at the horrormancer in the meantime, she may spend her reaction to cause it to immediately make the saving throw. \n'b' Legendary Resistance (3/Day) . If the horrormancer fails a saving throw, she can choose to succeed instead. \n'b' Magic Resistance . The horrormancer has advantage on saving throws against spells and other magical effects. \n'b' Metamagic (20 points/Long Rest) . The horrormancer can enhance her spells using metamagic, though only one option can be used with a spell.\n'b'\n'b'\n'b' Distant Spell (1 point) . When the horrormancer casts a spell that has a range of 5 feet or greater, she can double the range of the spell. When she casts a spell that has a range of touch, she can make the range of the spell 30 feet. \n'b' Extended Spell (1 point) . The horrormancer doubles the duration of a spell that has a duration of 1 minute or longer (maximum 24 hours). \n'b' Subtle Spell (1 point) . The horrormancer casts a spell without any somatic or verbal components. \n'b' Twinned Spell (1 point per spell level, minimum 1 point) . When the horrormancer casts a spell that targets only one creature and doesn\xe2\x80\x99t have a range of self, she targets a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell\xe2\x80\x99s current level ( magic missile and scorching ray aren\xe2\x80\x99t eligible, but ray of frost is). \n'b'\n'b' Relentless Endurance (1/Long Rest) . When the horrormancer is reduced to 0 hit points but not killed outright, she can drop to 1 hit point instead. \n'b' Spellcasting . The horrormancer is a 20th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 20; +12 to hit with spell attacks). She has the following spells prepared from the sorcerer\xe2\x80\x99s spell list:\n'b'\n'b'\n'b' Cantrips : acid splash , fire bolt, mage hand , ray of frost , shocking grasp \n'b' 1st (4 slots) : charm person , magic missile , shield \n'b' 2nd (3 slots) : alter self , mirror image , misty step , suggestion \n'b' 3rd (3 slots) : counterspell, dispel magic , fear , fireball \n'b' 4th (3 slots) : blight , greater invisibility , polymorph \n'b' 5th (3 slots) : cone of cold , dominate person \n'b' 6th (2 slots) : disintegrate , globe of invulnerability \n'b' 7th (2 slots) : finger of death , teleport \n'b' 8th (1 slot) : incendiary cloud \n'b' 9th (1 slot) : weird \n'b'\n'b' Treasure . The horrormancer has an amulet of health , bead of force , cape of the mountebank , elemental gem , potion of superior healing , ring of protection , and bag of holding (filled with precise maps of an unknown locale) on her person. In addition, she carries technological devices able to innately cast spells: a strange pistol ( move earth and stone shape at will), a metallic cap ( giant insect once each day), a handheld box ( knock twice each day), and a silver harness (fly at will without the need for concentration). \n'b' True Terror and Thing of Horror . Creatures have disadvantage on saving throws to avoid being frightened by the horrormancer. Creatures that normally have advantage on saving throws against fear do not have advantage against the horrormancer, and a creature immune to fear loses its immunity but has a +5 bonus on its saving throw (which is made normally without advantage or disadvantage). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horrormancer casts a spell and attacks once with her Terror Scythe. \n'b' Terror Scythe (15 charges) . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 9 (2d8+5) magical slashing damage. The horrormancer can expend up to 4 charges, dealing an extra 1d6 psychic damage for each expended charge. If she expends the last charge, roll a d20. On a 1, the scythe becomes a nonmagical scythe. When the horrormancer hits a creature with the frightened condition, the staff regains 2 charges. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The horrormancer 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. She regains spent legendary actions at the start of her turn. \n'b'\n'b' Attack . The horrormancer attacks with her Terror Scythe or casts a cantrip. \n'b' Magic Detection . The horrormancer makes a Wisdom ( Perception ) check with advantage. This check is made as if she had cast detect magic , though no action is required to see magical auras. \n'b' Solidify Fear . The horrormancer chooses a frightened creature she can see within 50 feet, taking the fear in its mind and making it a physical reality inside of its skull. The creature makes a DC 20 Wisdom saving throw. On a failed save, the creature takes 21 (6d6) force damage and 21 (6d6) psychic damage, and it gains the stunned condition until the start of the horrormancer\xe2\x80\x99s next turn. On a successful save the creature is not stunned and takes no force damage. \n'b'\n'b' ABOUT \n'b' The most courageous and stalwart hearts still quake in fear at the whims of horrormancers. These spellcasters have not only pursued the magical arts of terror, their descent into the wickedness of the mind is so deep and profound that they forever become a thing of darkness. Just catching their sight alone is enough to shake the resolve of any living creature whether construct, herald, or god, and this is the very goal for which horrormancers have sacrificed their all-and that fear is what they thrive upon, each gasp, shriek, and bit of dread they inspire nourishing their twisted souls. Only those in possession of a supernatural presence are capable of becoming horrormancers and they are all transcended sorcerers, well versed in the nuances of innate magic and as experienced with how to manipulate it as they are the fear in a creature\xe2\x80\x99s soul. Before combat begins a horrormancer prepares with mirror image and greater invisibility , often instigating the fight with an attempt to take control of an opponent via a dominate person and if that fails a globe of invulnerability soon follows to negate enemy spellcasters. After that there\xe2\x80\x99s no holding back and as many foes as possible are targeted with weird then the next most powerful spell down the line, although as soon as someone shows weakness a quickened and upcasted magic missile is unleashed to permanently remove them from the fight. \n'b' Deciphering how to use one of these technological devices requires a DC 25 Intelligence check.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Horse Master \n'b' Medium humanoid (human, shapechanger), chaotic good \n'b' Armor Class 13 in human form, 14 in horse form Hit Points 39 (6d8 + 12) Speed 30 ft. (60 ft. in horse form) \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +4, Insight +4, Nature +3, Perception +4 Senses passive Perception 14 Languages Common (Can\xe2\x80\x99t speak in horse form) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Born to the Saddle . The horse master has advantage on saving throws made to avoid falling off his mount. If he does fall off his mount and descends no more than 10 feet, he can land on his feet if he\xe2\x80\x99s not incapacitated . Finally, mounting or dismounting a creature costs him only 5 feet of movement, rather than half his speed. \n'b' Cavalry Skills . The horse master has advantage on attack rolls when he is mounted and avoids any opportunity attacks. \n'b' Keen Smell . The horse master has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The horse master can use his action to polymorph into a riding horse or back to his human form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying is transformed. He reverts to his human form if he dies. \n'b' Actions \n'b' Multiattack . The horse master makes two attacks. \n'b' Unarmed . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b' Hooves (Horse Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' Summon Horses (1/day) . The horse master can summon 1d4 riding horses once a day. The beasts appear within 90 feet of the horse master and obey his commands. \n'b' About \n'b' Many nobles employ the services of this equine specialist. What the nobles don\xe2\x80\x99t know is that this expert is also able to transform into a horse. A handsome and charming man, he gets along well with most. \n'b' Equine Expert . The horse master knows more about horses than anyone. All beasts are drawn to his authenticity and horses see him as part of their herd.\xc2\xa0He is able to tame any steed within a few minutes.\xc2\xa0 \n'b' Secret Shape . Nobody is aware that the horse master can actually take the form of a horse. He takes full advantage of this and lives two lives. However, this individual cannot hide the fact he eats like a horse. \n'b' Home on the Range . After some time in the city, the horse master feels the need to get out into the country. Once there, he loves to turn into his beast shape and run free. As he can travel long distances as a horse, he is an experienced traveler. On his travels he has met many druids and rangers and has an extensive network of friends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Horse (Draft) \n'b' Family: Horses Donkeys & Mules \n'b' Large beast , unaligned \n'b' Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b'\n'b' Actions \n'b'\n'b'\n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'\n'b' Description \n'b'\n'b'\n'b' This tall horse bristles with musculature, and has the bearing of a hard-working animal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Killer Whale \n'b' Family: Aquatic & Fish \n'b' Huge beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 90 (12d12 + 12) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Echolocation : The whale can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath : The whale can hold its breath for 30 minutes. \n'b' Keen Hearing : The whale has advantage on Wisdom (Perception) checks that rely on hearing. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 21 (5d6 + 4) piercing damage. \n'b' About \n'b' Killer whales have a distinctive white patch near each eye and a mouth filled with sharp teeth. \n'b' The orca is actually the largest species of dolphin. Adult orcas are typically 15-25 feet long and weigh 8,000-12,000 pounds'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Horse (Pony) \n'b' Family: Horses Donkeys & Mules \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \n'b' Hooves : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. \n'b' About \n'b' This squat equine plods forward with large, curious eyes. As it nears, it extends its muzzle, clearly expecting a treat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Horse (Warhorse) \n'b' Family: Horses Donkeys & Mules \n'b' This powerful, coal-black horse snorts and stamps the ground. It bears itself with a sense of confidence and aggression. \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-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' Trampling Charge : If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action . \n'b' Actions \n'b' Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cockatrice, Fey-Touched \n'b' Family: Cockatrice \n'b' Small monstrosity , unaligned \n'b' Armor Class 11 Hit Points 27 (6d6 + 6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fey-Touched Step . The cockatrice can cast the misty step spell as a bonus action, no components required. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature 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 creature is petrified for 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Mule \n'b' Family: Horses Donkeys & Mules \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Beast of Burden : The mule is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Sure-Footed : The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Hooves : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' About \n'b' This short draft animal bears a heavy load on its back. It plods along with sure-footing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ceeana Olgdonberg \n'b' Family: Horses Donkeys & Mules \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 45 (6d10+12) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-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 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the ceeana olgdonberg moves at least 20 feet straight toward a creature and then hits with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be forced\xc2\xa0 prone . The steed can make another attack with its hooves against it as a bonus action. \n'b' Superior Mount . When a ceeana olgdonberg is acting as a controlled mount to a rider who has trained with it for at least a full month, it adds the attack action to its list of possible actions . If the mount uses the Dodge action, both the mount and the rider gain the advantages of the Dodge action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bit . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d4+5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The ceeana olgdonberg is a steed specifically bred for war. They are noble beasts with a proud bearing. Their frames are massive, though their heads tend to be smaller than those of most horses. They sport long manes and tails, both of light hair, which are easily tied or braided. They are round on the quarters, but have thick, powerful legs. The predominant colors of the ceeana olgdonberg are gray, bay, or chestnut, with brown being rare. These horses average 15-16 hands in height and weigh around 2,000 pounds. \n'b' Magnificent Steed . Stronger than a heavy warhorse and as fast as a light warhorse, the ceeana olgdonbergs have carried the day in more than one battle. They are an exceptionally strong and aggressive breed that lives longer than most other normal horses. Although they mature late, they show obedience, intelligence and a willingness to learn. They are also very empathic creatures, developing close relationships with their owners. The horse is best purchased when young and trained with the eventual rider on hand, so that deep bonds develop ??? \n'b' The ceeana olgdonberg is the most magnificent warhorse. Their trainers are held in high renown, and raising and selling these horses is considered an honorable profession. The Count of Ceeana, however, controls the herds, allowing only loyal lords to utilize his stock. They sell for an immense sum of money, often twice what a normal warhorse would cost. As such, they are prized by their owners as much as magical weapons or items.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hortator \n'b' Large fiend , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Intimidation +8 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities thunder, poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Abyssal, Common, Infernal; telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiendflesh Drum . As long as the hortator is not incapacitated, its incessant drumming grants all other fiends within 1 mile that can hear it advantage on all attack rolls and an additional 1d6 thunder damage with weapons. \n'b' Innate Spellcasting . The hortator\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks), and its caster level is 16. The hortator can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : thunderwave, vicious mockery \n'b' 3/day each : fear, shatter \n'b' 1/day each : compulsion, confusion, dominate person, eyebite \n'b'\n'b' Magic Resistance . The hortator has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The horator makes four attacks: two with each of its skelemallets \n'b' Skelemallet . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage and 7 (2d6) thunder damage. The skelemallet scores a critical hit on the roll of 18-20. \n'b'\n'b' ABOUT \n'b' This enormous, loping canine has barbed bones protruding from its flesh. Bursts of hellish fire surround its feet and flare behind the gibbering humanoid skulls that serve as its eyes. It never quite touches the ground. \n'b' Hortators are infernal drummers that inspire groups of lesser fiends to ruin and fight with all their might. The quick drumbeat resonates and quickens the pulse of all fiends while stilling the blood of mortals. These natural leaders are never found alone. Indeed, when they can manage it, they prefer to march at the head of a legion of lesser fiends. \n'b' Strategic Leaders . A hortator leads from the front only until the enemy is near, at which point it strategically holds back as its inspired minions rush forward to sate their bloodlust. Each of these rare fiendish leaders knows that the most effective tactic is to let its lackeys shield it from enemy\xe2\x80\x99s attacks. \n'b' Jealous Generals . When not leading a major invasion force, a hortator usually seeks to entertain Archlords and other powerful patrons with songs of the Underhell\xe2\x80\x99s most horrific wars and ego-stoking celebrations of the patron\xe2\x80\x99s own achievements. By currying favor with an Archlord, each hortator hopes to become a colonel or general or trusted adviser. The more influence the hortator can get, the more glory it can earn on the battlefield and the more power it can glean over its master\xe2\x80\x99s shoulder. In their ploys for power, no hortator can abide another near its position, as it fears its skills will no longer be vaunted as unique. \n'b' Legions . A hortator typically leads Dis, Gehenna, Hades, and Lethe invasions. \n'b' Hortators make their fellow fiends dramatically more dangerous, even at a great distance. In an encounter in which a hortator\xe2\x80\x99s Fiendflesh Drum can be heard, each other fiend has its challenge rating increased by 1. \n'b' This large, goat-legged monster has a face that is a caricature of madness, its features warped like a tusked mask. In each hand, it holds a spinal column capped with a cluster of skulls: instruments to beat its terrible, flesh-wrapped drum. The more you look, the more terrible the drum becomes, its skin that of a distorted face, stretched flat from the abdomen of the frenzied drummer itself.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hound of The Night \n'b' Large monstrosity , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 112 (15d10 + 30) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Wis +5 \n'b' Skills Intimidation +3, Perception +5, Stealth +6 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities cold \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages understands Elvish and Umbral but can\xe2\x80\x99t speak \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fey Scent . The hound of the night has advantage on Wisdom ( Perception ) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn\xe2\x80\x99t in the Border Ethereal for more than 1 minute or that the creature doesn\xe2\x80\x99t teleport more than 100 feet at a time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hound of the night makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 4 (1d8) cold damage, and the target must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Frost Breath (Recharge 5\xe2\x80\x936) . The hound exhales frost in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Teleport (Recharge 4\xe2\x80\x936) . The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack . \n'b'\n'b' ABOUT \n'b' This enormous black hound pants in the moonlight, wisps of steam rising from its muzzle, as it follows its elvish master. \n'b' Fey Bloodhounds . Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry\xe2\x80\x99s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall. \n'b' Cousins to Winter . Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains. \n'b' Dimensional Stepping . Hounds of night excel at distracting prey while some of their pack teleport away to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hound of Tindalos (Legendary Games) \n'b' Medium fiend (mythos), neutral evil \n'b'\n'b' Armor Class 15 (natural armor) Hit Points 98 (12d8 + 44) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 15 (+2) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Resistances psychic; bludgeoning, piercing, and slashing attacks from nonmagical weapons Damage Immunities poison Condition Immunities charmed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13 Languages Deep Speech Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Otherworldly Mind . Any creature attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 22 (5d8) points of psychic damage and must succeed on a DC 15 Wisdom saving throw or become stunned for 1 minute. \n'b' Ripping Gaze . The sight of a hound of Tindalos evokes torn realities of the void where the creature comes from and mirrors this effect in the viewer\xc3\xaf\xc2\xbf\xc2\xbds flesh. When a creature that can see the hound of Tindalos\xc3\xaf\xc2\xbf\xc2\xbd eyes starts its turn within 30 feet of the hound, the creature must succeed at a DC 15 Constitution saving throw. If the saving throw fails, the creature takes 22 (5d8) points of slashing damage as its skin twists and tears. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xc3\xaf\xc2\xbf\xc2\xbdt see the hound of Tindalos until the start of its next turn, when it can avert its eyes again. A hound of Tindalos is immune to its own gaze. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hound of Tindalos makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target, Hit: 12 (3d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Angled Entry . The hound of Tindalos may use teleport (self only) at will and plane shift (self only) 3/day. The hound of Tindalos\xc3\xaf\xc2\xbf\xc2\xbd destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling. It cannot use these abilities to enter curved architecture or open outdoor environments. \n'b'\n'b' About \n'b' Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality\xc3\xaf\xc2\xbf\xc2\xbdtime travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hound of Tindalos (Open Design) \n'b' Stepping through corners of otherwise solid walls, the hairless doglike creatures coated in blue ichor are relentless pursuers able to cross dimensional barriers in pursuit of prey. \n'b' Medium aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 93 (11d8 + 44) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 22 (+6) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +7, Wisdom +6 Skills Acrobatics +9, Perception +6 Damage Resistances necrotic Damage Immunities cold, psychic, poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Void Speech Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Entrance by Corners . The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action , the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another. \n'b' Keen Smell . The hound of Tindalos has advantage on Wisdom ( Perception ) checks that rely smell. \n'b' Magic Resistance . The hound of Tindalos has advantage on saving throws against spells and other magical effects. \n'b' Pounce . If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the hound of Tindalos can make one tongue attack against it as a bonus action . \n'b' Slippery . The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hound of Tindalos makes two claw attacks and one bite attack . It can make one tongue attack in place of its two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tongue . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. \n'b' Hunter of the Lost . The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can\xe2\x80\x99t use it to banish an unwilling creature to another plane. \n'b'\n'b' About \n'b' Hunters from the Void . Hideous and strange creatures from the Void, hounds of Tindalos hunt those who travel the planes of existence or break the bonds of time. None know if the hounds take offense to travel through time and space or if there is some quality of such travelers that they find irresistible, but, once they have the scent of such a creature, they rarely lose it. They hunt without rest, draining the creature of all fluids with long, hollow tongues once caught, leaving behind little more than a husk. They possess intelligence and the ability to speak, but no society or civilization of their kind has ever been witnessed. They live only to hunt. \n'b' A Taste for Humanity . Hounds of Tindalos prefer human prey even when presented with other options. \n'b' Hideous Beasts . The hound resembles a hairless dog, but its forelimbs end in remarkably human -looking hands. It has the head of a bat with large, luminous eyes and a short black beak, sharp as a razor. Notches in the center of the top and bottom of the beak allow a long, blue, hollow proboscis to snake out for feeding. Its skin color varies, though nodules along the hound\xe2\x80\x99s spine ooze a blue ichor that coats it most of the time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Octopus \n'b' Family: Aquatic & Fish \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 3 (1d6) Speed 5 ft., swim 30 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Hold Breath : While out of water, the octopus can hold its breath for 30 minutes. \n'b' Underwater Camouflage : The octopus has advantage on Dexterity (Stealth) checks made while underwater. \n'b' Water Breathing : The octopus can breathe only underwater. \n'b' Actions \n'b' Tentacles : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can\xe2\x80\x99t use its tentacles on another target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) : A 5- foot-radius cloud of ink extends all around the octopus 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 octopus can use the Dash action as a bonus action . \n'b' About \n'b' Eight tentacles, each adorned with rows of countless suckers, unfurl from the barrel-shaped body of this large-eyed creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hounds of Darkness \n'b' Huge beast , lawful evil \n'b' Armor Class 18 (natural) Hit Points 285 (30d12+90) Speed 60 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 120 ft., passive Perception 19 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . Due to the hound\xe2\x80\x99s keen senses of smell and hearing, along with superior vision, the hound has advantage on all perception checks. \n'b' Massive Leap . The hound has the ability to leap great distances. Without any running start, the hound can leap 50 feet. With at least a 10 foot running start, the distance increases to 75 feet. The leap costs the hound half of its movement. In addition, any creature in the area the hound lands has to make a Dexterity save (DC 10) to avoid being crushed. On a failed save, the target takes 44 (8d10) bludgeoning damage. All damage is avoided on a successful save, and the target moves from under the hound to the nearest adjacent space. \n'b' Detect Chaos and Good . The hound has the ability to sense both Chaos and Good. It requires an action, and allows the hound to know the location of any source of Chaos or Good within 120 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit:27 (4d10+5) slashing damage. In addition, if the target is medium or smaller sized, the target must make an escape roll (DC 15) or be swallowed whole. \n'b' Swallowed . While a creature is swallowed, it is considered blinded and restrained . It has total cover against attacks and other effects outside the hound. At the start of the hounds turn, any swallowed creature suffers 9 (2d8) bludgeoning damage plus 4 (1d8) acid damage. A swallowed creature can attempt to cut its way out. If it can do a cumulative 25 points of slashing or piercing damage to the inside of the hound (AC 15), they cut a hole through the stomach and can escape. The creature\xe2\x80\x99s body immediately closes the hole by compressing the muscles together so that the hole is not available to any other creature that has been swallowed. \n'b'\n'b' ABOUT \n'b' These malevolent hounds tower above the earth, standing 15-20 feet at the shoulder and weighing over 6 tons. They have broad chests and tapered waists, with wide heads and short snouts filled with fangs. Their fur is short in the summer, sometimes splotchy, and sometimes falling out altogether, exposing wrinkled, reddish-pink skin. In winter months, they grow a shaggy coat of fur, usually dark red or reddish-black in color. Their eyes burn with an eldritch fire that glows in the dark, sending wisps of blue smoke rising from their heads. Their breath is a gale of fetid stink. When they walk, the world rumbles; when they leap, it shakes; and when they do battle, it quakes. \n'b' Roving Destruction . Though they are rare, the hounds are found in all climes and all terrains. They generally hunt alone, though they are occasionally found in pairs. They will eat anything and do not reason when they are hungry. They neither make dens nor stop moving. Once in a great while, they settle in a region and hunt the region over, particularly if that area has an abundance of its favorite food. \n'b' Stalkers of Fey . If well-fed, they tend to only hunt faerie creatures of all stripes, especially elves. They have a peculiar ability to sniff out creatures that are good or chaotic, both dispositions for which they have an unreasoning hatred. Elves have a wholly natural fear and hatred of these creatures, for they often terrorize their villages and towns. Few can tame them, but some have tried and fewer still have succeeded, most ending their days as a dog meal. \n'b' Fearless Hunters . The hounds have a tremendous sense of smell and a keen sense, not unlike a dragon\xe2\x80\x99s. When their prey is located, they attempt to lay in wait for it, hoping that the victims come within their leaping range so that they can pounce and devour the hapless creature. When this fails, if they are discovered, for instance, they attack by charging outright, leaping, and attempting to swallow their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'House Spirit, Domovoi \n'b' Family: House Spirit \n'b' Tiny fey (house spirit), chaotic good \n'b' Armor Class 13 Hit Points 27 (6d4+12) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +7 Senses passive Perception 13 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The domovoi\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The domovoi can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : mending , prestidigitation \n'b' 3/day each : enlarge/reduce (reduce only), sleep \n'b' 1/day each : augury \n'b'\n'b' Magic Resistance . The house spirit has advantage on saving throws against spells and other magical effects. \n'b' Nimble Escape . The domovoi can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +2 to hit, reach 0 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Change Shape . The domovoi magically polymorphs into a cat or a Small dog (use the stats of a jackal), or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the domovoi\xe2\x80\x99s choice). In a new form, the domovoi retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, Legendary Actions, and lair actions ) that the new form has but that it lacks. \n'b' Invisibility . The house spirit magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the house spirit wears or carries is invisible with it. \n'b' Telekinesis . The domovoi magically moves or manipulates one creature or object that it can see within 60 feet. If the domovoi switches targets, the prior target is no longer affected. \n'b'\n'b' The domovoi can try to move a Medium or smaller creature. \n'b' The domovoi makes a Charisma ability check contested by the creature\xe2\x80\x99s Strength check. If it wins the contest, it moves the creature up to 30 feet in any direction, including upward but not beyond 60 feet of it. Until the end of its next turn, the creature is restrained in its telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, it can use its action to attempt to maintain its telekinetic grip on the creature by repeating the contest. \n'b' The domovoi can try to move an object that weighs up to 50 pounds. If the object isn\xe2\x80\x99t being worn or carried, it automatically moves it up to 30 feet in any direction, but not beyond 60 feet of it. If the object is worn or carried by a creature, it must make a Charisma ability check contested by that creature\xe2\x80\x99s Strength check. If it succeeds, it pulls the object away from that creature and can move it up to 30 feet in any direction but not beyond 60 feet. \n'b' It can exert fine control on objects with its telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. \n'b' The domovoi can lift an unattended object that weighs up to 50 pounds and hurl it at a target within 60 feet. It has a ranged spell attack bonus of +5 and deals 3 (1d6) damage, usually bludgeoning. The damage could be piercing or slashing if an appropriate object is hurled (such as an arrow or a sword) and weapons do their normal damage (with no ability bonus). \n'b'\n'b' The work never ends for those who live on farms or in small villages, and the wise often seek the aid of the fey folk while pursuing their daily chores. A family might leave a piece of bread under the stove or an old boot in the closet to attract a domovoi to their home. Domovoi help with small tasks like churning butter and mending clothes, but mostly protect the home from intruders and misfortune. These helpful fey can also tell the fate of a family they protect but grow annoyed when asked to do so too often. A domovoi appears as small, old man no more than 2 feet tall, covered in hair and with a long, shaggy beard.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cocytite, Tunnel Wretch \n'b' Family: Cocytite \n'b' Medium undead (cocytite), chaotic evil \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities acid, cold, fire Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 9 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Boneless . The tunnel wretch can move through and occupy a space as narrow as 4 inches wide without squeezing. \n'b' Spider Climb . The tunnel wretch 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 tunnel wretch makes two tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the tunnel wretch can\xe2\x80\x99t use this tentacle on another target. The tunnel wretch has two tentacles. If this attack is a critical hit, the target also can\xe2\x80\x99t breathe or speak until the grapple ends. \n'b'\n'b' ABOUT \n'b' Transformed by their horrific ordeal, tunnel wretches are feral horrors that are shadows of their former selves. They lurk in tunnels and caves, grabbing any living creature and choking it to death, jealous of the life that will never again be theirs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'House Spirit, Dvorovoi \n'b' Family: House Spirit \n'b' Small fey (house spirit), chaotic neutral \n'b' Armor Class 13 Hit Points 38 (7d6+14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Animal Handling +6, Perception +3, Stealth +8 Senses passive Perception 13 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Improvised Weapons . The dvorovoi is proficient with improvised weapons, and can throw melee weapons with a range of 20/60 ft. \n'b' Innate Spellcasting : The dvorovoi\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The dvorovoi can innately cast the following spells, requiring no material components: \n'b'\n'b' 1/day each : animal friendship, dominate beast , enlarge/reduce (reduce only), entangle , shatter \n'b'\n'b' Magic Resistance . The house spirit has advantage on saving throws against spells and other magical effects. \n'b' Speak With Animals . The dvororvoi can magically speak with animals , as if affected by the spell speak with animals . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dvorovoi makes two melee attacks with its pitchfork. \n'b' Improvised Weapon . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. Some objects may deal piercing or slashing damage. \n'b' Pitchfork . 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 used in two hands to make a melee attack . \n'b' Break (3/Day) . The dvorovoi targets one object within 30 feet that it can see. The object takes 7 (2d6) force damage. If the object is held or attended by a creature, the creature may make a DC 13 Wisdom saving throw; on a success, the object is unaffected. \n'b' Invisibility . The house spirit magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the house spirit wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' These sometimes-helpful fey creatures known as house spirits bind themselves to rural families and live among them. Some bear a resemblance to the family\xe2\x80\x99s ancestors, a similarity that grows more obvious the longer they remain in the family\xe2\x80\x99s service, though they stay out of the sight of those among whom they live. \n'b' Just as domovoi house spirits protect the home, dvorovoi protect villagers\xe2\x80\x99 yards and pastures. Intrigued by tales of the creatures\xe2\x80\x99 guardianship, some farmers lure dvorovoi to their fields by leaving offerings of bread, sheep\xe2\x80\x99s wool, or shiny trinkets. When the owner of a farmstead with a dvorovoi purchases a new animal, he leads it through the yard to introduce it to the dvorovoi, hoping to gain the fey creature\xe2\x80\x99s approval of the new livestock. \n'b' White Aversion . Though undeniably useful to have around for feeding the cattle and keeping predators away from flocks, dvorovoi can be capricious. Dvorovoi despise any white animal and never tolerate a white-furred horse or cow in their presence. For unknown reasons, dvorovoi don\xe2\x80\x99t hold this same grudge toward white chickens.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'House Spirit, Ovinnik \n'b' Family: House Spirit \n'b' Tiny fey (house spirit), chaotic neutral \n'b' Armor Class 13 Hit Points 22 (5d4+10) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception +4, Stealth +7 Damage Resistances fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The ovinnik\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The ovinnik can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : hold person , produce flame \n'b' 1/week : divination \n'b'\n'b' Magic Resistance . The house spirit has advantage on saving throws against spells and other magical effects. \n'b' Nimble Escape . The ovinnik can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sneak Attack . Once per turn, the ovinnik deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ovinnik that isn\xe2\x80\x99t incapacitated and the ovinnik doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 0 ft., one target. Hit : 5 (1d4 + 3) slashing damage. On a hit, the ovinnik may use luck touch on the creature. \n'b' Invisibility . The house spirit magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the house spirit wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' Ovinniks make their homes in granaries and drying houses. \n'b' These thin, sleek, black-furred humanoids stand only a foot high. Their eyes and features seem catlike, but they bark like dogs to scare away thieves. No one knows why an ovinnik chooses to take up residence in a particular farm\xe2\x80\x99s threshing house, and few would call on them willingly. A wise farmer placates resident ovinniks with frequent gifts of warm milk, pancakes, or dead roosters. By tradition, before the new year, farmers and their families go to the granary to learn their fates for the future. The ovinnik touches each of them in turn. If the ovinnik\xe2\x80\x99s touch is warm, the person will have good luck; if cold, she will suffer terrible misfortune in the days ahead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'House Spirit, Kikimora \n'b' Medium fey (house spirit), chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8+45) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Insight +6, Perception +6, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hidey Hole . A kikimora can create an extradimensional space by scrawling a sigil on a wall, baseboard, cupboard, stove or other permanent object. This sigil serves as the entrance to the kikimora\xe2\x80\x99s tiny domain. Only the kikimora can enter this hidey-hole. Anytime after designating a hidey-hole, the kikimora can transport herself and up to 50 pounds of objects to the hidey-hole as an action, as long as she is in the same room as the sigil. The kikimora can exit the hidey-hole in the same way, appearing in the nearest empty square to the sigil. Any objects left within the hidey-hole remain there when the kikimora exits the space, even if she removes the sigil and places it in another location. While inside the hidey-hole, the kikimora can see what is going on outside of the space through a special sensor, as if the kikimora were standing where her sigil is placed. \n'b' Innate Spellcasting : The kikimora\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : earth tremor, invisibility (self only), mending , prestidigitation , silence \n'b' 3/day each : animal friendship, shatter , sleep \n'b' 1/day : major image \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kikimora makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, 5 ft. reach, 1 target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' Kikimoras are house spirits who torment those with whom they live unless the poor folk cater to and cajole them. They delight in stressing homeowners by using illusion magic to make the house look much filthier than it actually is; their favored illusions are those of scuttling vermin. When homeowners refuse to appease a resident kikimora (or can\xe2\x80\x99t rid themselves of her devious presence), the kikimora visits upon them a swarm of spiders, rats, or bats. Because of the subtle tricks these fey employ, inhabitants in homes plagued by kikimoras often believe they have been beset by ghosts. \n'b' Brownie Rivals . Kikimoras are enemies of brownies. \n'b' While brownies can be mischievous, kikimoras often invite pain and frustration on their chosen housemates instead of helping chores along. Some brownies actively seek out kikimora-infested homes with the intention of driving out the disruptive fey creatures. Kikimoras love secretly breaking things or making such destruction seem like an accident. \n'b' They proceed to trick the people in the house into leaving gifts in return for making repairs at night, much to the indignation of brownies, who view such gifts as payments for services rendered and resent the kikimoras\xe2\x80\x99 transformation of such agreements into coercion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Howler of The Hill \n'b' Large aberration , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 178 (21d10 + 63) \n'b' Speed 50 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 22 (+6) CON: 16 (+3) INT: 17 (+3) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +9, Cha +9 \n'b' Skills Athletics +8, Intimidation +9, Perception +9, Stealth +11 \n'b' Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses truesight 120 ft., passive Perception 19 \n'b' Languages understands Abyssal, Common, Infernal, and Void Speech but can\xe2\x80\x99t speak, telepathy 120 ft. \n'b' Challenge 14 (11,500 XP) \n'b' Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Hungry Void Traveler . The howler of the hill doesn\xe2\x80\x99t require air, drink, or sleep. \n'b' Inscrutable . The howler is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the howler\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The howler of the hill uses Gloaming Howl. It then makes three Claw or Psychic Bolt attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 13 (3d8) psychic damage. \n'b' Psychic Bolt . Ranged Spell Attack : +9 to hit, range 120 ft., one target. Hit : 26 (5d8 + 4) psychic damage. \n'b' Gloaming Howl . The howler emits a magical howl that changes in melody and frequency, depending on the light surrounding the howler. Each creature of the howler\xe2\x80\x99s choice that is within 120 feet of it and can hear the howl must succeed on a DC 18 Wisdom saving throw or succumb to the effects of one of the following howls. If a creature\xe2\x80\x99s saving throw is successful or the howl\xe2\x80\x99s effect ends for it, the creature is immune to that particular howl for the next 24 hours. \n'b' Bright Howl . When the howler is in bright light, each target that fails the saving throw is incapacitated until the end of its next turn. \n'b' Dim Howl . When the howler is in dim light, each target that fails the saving throw is stunned until the end of its next turn. \n'b' Dark Howl . When the howler is in darkness, each target that fails the saving throw drops whatever it is holding and is paralyzed with fear for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Otherworldly Hunter . The howler can transport itself to a different plane of existence. This works like the plane shift spell, except the howler can affect only itself and can\xe2\x80\x99t use this action to banish an unwilling creature to another plane. \n'b'\n'b' ABOUT \n'b' While its body is distinctly feline, the creature\xe2\x80\x99s slender, articulated paws are all wrong, more like the paws of a rat with oversized, razor-sharp claws. The howler of the hill is a powerful extraplanar predator from unseen corners of the Void. Fiendishly cunning and monstrously feral, it haunts locales of occult significance or arcane power. The howler of the hill can be described as a gruesome m\xc3\xa9lange of great cat and rodent, with a humanoid face and a forked prehensile tail. Its entire odious form is covered in a hairless, rubbery skin. \n'b' Summoner\xe2\x80\x99s Bane . The first howler of the hill was the result of an eldritch conjuration gone wrong, and indeed it loves to exact revenge upon headstrong diabolists and summoners who delve too deeply into forbidden lore. Its innate supernatural ability to shift between worlds makes the howler of the hill a troublesome creature to kill or capture.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Howling Abomination \n'b' Huge fiend (titanspawn), chaotic evil\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 24 (+7) INT: 12 (+1) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 256 (19d12 + 133) Speed 0 ft., fly 50 ft. (hover) Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained Senses blindsense 60 ft., darkvision 60 ft., passive Perception 10 Languages Infernal, Primordial, Titan Speech (can\xe2\x80\x99t speak) Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Blink . The howling abomination shifts constantly in and out of phase, as if under the effects of a permanent blink spell. \n'b' Death Warp . When the howling abomination is slain, the spatial distortion that surrounds it collapses violently, creating a concussive burst. Creatures within 30 feet of the abomination must make a DC 19 Dexterity saving throw or be hurled 10 feet away from the howling abomination and take 35 (10d6) points of thunder damage, or half that amount on a successful save. \n'b' Magic Weapons . The howling abomination\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The howling abomination can use its Frightful Screeching. It then makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic damage. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Frightful Screeching . Each creature of the howling abomination\xe2\x80\x99s choice that is within 90 feet of the abomination and can hear it must succeed on a DC 16 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 howling abomination\xe2\x80\x99s Frightful Screeching for the next 24 hours. \n'b' Tactics \n'b' The howling abomination prefers to attack by surprise, targeting clerics and other spellcasters first if able. If outmatched, the abomination tries to flee, but if the encounter was nearly even, it may shadow its prey for some time to see if another opportunity presents itself. \n'b' Description \n'b' Aggressive Hive Mind . Collectively, howling abominations seem to operate under the control of a single malevolent intelligence that guides them all equally. While they are intelligent, they show no desire to communicate with other beings. They have been observed to react with gleeful savagery toward servants of the gods. \n'b' Indeterminate Origin . The true size and shape of this creature cannot be determined (if it is indeed a singular creature), but the distortion that marks its presence is quite large, sitting roughly 5 to 10 feet above the ground. There, a roiling distortion in space sprouts tentacles and the jaws and mandibles of numerous large, predatory creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Howling Maggot \n'b' Medium fiend , neutral evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 15 (+2) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities exhaustion \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Abyssal, Common, Infernal \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Surge Forward . When it reduces a creature to 0 hit points with a melee attack on its turn, the maggot can use a bonus action to take the Dash action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The howling maggot makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This howling, distorted humanoid has wounds and scars all over its body. Its muscled arms end in heavy, bloody fists. \n'b' For many souls, the pain of transformation into a void maggot never ends, even after being returned to a physical body. These maggots howl and roar in ceaseless agony, obtaining relief only through bloody combat. They eagerly follow their masters\xe2\x80\x99 orders to attack, even when injured or dramatically outnumbered. Most howling maggots have distended mouths or torn jaws from their endless howling. Although they might dampen their wails to feeble hoots when directly commanded by their masters, howling maggots are never truly silent (which means that in quiet areas their locations can always be deduced from the noise they make). Howling maggots tend to make good guards, as their terrible howls increase in volume when they detect intruders. Other maggots that hear this howling come loping forward, eager for a fight, and anyone that encounters a howling maggot guard can be quickly overwhelmed by a horde of shrieking enemies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hraesvelger \n'b' Gargantuan elemental , neutral \n'b' Armor Class 19 (natural armor) Hit Points 310 (20d20 + 100) Speed 20 ft., fly 120 ft.\n'b' STATS STR: 28 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages understands Common but can\xe2\x80\x99t speak Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Dive Attack . If the hraesvelger is flying and dives at least 30 feet straight toward a target and then hits it with a talons attack , the attack deals an extra 13 (3d8) damage to the target. \n'b' Flyby . The hraesvelger doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The hraesvelger has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hraesvelger\xe2\x80\x99s weapon attacks are magical. \n'b' Keen Sight . The hraesvelger has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The hraesvelger makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained , and the hraesvelger can\xe2\x80\x99t use its talons on another target. \n'b' Fling . The hraesvelger tries to throw a Small or Medium creature within 60 feet of it. The target must succeed on a DC 14 Dexterity saving throw or be hurled up to 120 feet horizontally in a direction of the hraesvelger\xe2\x80\x99s choice and land prone , taking 1d8 bludgeoning damage for every 10 feet it was thrown. \n'b' Wind Aura . A magical aura of wind surrounds the hraesvelger. The aura is a 30-foot-radius sphere that lasts as long as the hraesvelger maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the hraesvelger gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. \n'b' About \n'b' This enormous eagle is so large its wings blot out the sun. \n'b' Hraesvelgers are spirits of the wind. Where bergjotnar guard the mountains and grithungur manage the forests, the hraesvelger guards the skies. Summoned only in time of great need when a being of considerable might takes to the air; or an army of winged beings. When roused, hraesvelgers are terrifying to behold, capable of inflicting as much destruction on the land as in the air, wiping entire villages away with their wings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hsagrath \n'b' Small construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 45 (10d8) Speed 0 ft., Fly 50 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 11 (+0) INT: 9 (-1) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , poisoned Senses blindsight 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The hsagrath is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the hsagrath must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' False Appearance . While the hsagrath remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal chain. \n'b' Fiendish Humor . When a target reaches 0 hit points , a hsgarath will release and seek a new target. \n'b' Actions \n'b' Whip . Melee Weapon Attack : +6 to hit, reach 30 ft., all targets within range. Hit : 7 (1d8+3) bludgeoning damage. \n'b' Nay Nay . Melee Weapon Attack : +6 to hit, reach 30 ft., one target. Hit : 12 (2d8+3) bludgeoning damage and the target is grappled (Escape DC 16). A grappled opponent takes 12 (2d8+3) bludgeoning damage at the beginning of its turn. The hsagrath can\xe2\x80\x99t make any other attacks while it has a creature grappled . \n'b' About \n'b' A floating chain moves silently across the room as if held by an invisible will. Methodically, it patrols each corner of the room as if searching for something. If approached, the chain handle lifts and the levitating chain snaps backward, then forward again with lightning speed, making a loud cracking sound echoing in the darkness. \n'b' Hsagrath is an animated, spiked chain whip that hovers in the dark places of the world in search of victims. Formerly the weapon of a torture-loving fiend, Hsagrath was separated from its master. The construct is now autonomous and filled with hate. The embodiment of sadistic purpose, it desires victims, not to kill but to inflict pain to the cusp of death and guard them as they recover. Once recovered sufficiently, Hsagrath begins the terrible process again.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Octopus (Giant) \n'b' Family: Aquatic & Fish \n'b' Large beast , unaligned \n'b' Armor Class 11 Hit Points 52 (8d10 + 8) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Hold Breath : While out of water, the octopus can hold its breath for 1 hour. \n'b' Underwater Camouflage : The octopus has advantage on Dexterity (Stealth) checks made while underwater. \n'b' Water Breathing : The octopus can breathe only underwater. \n'b' Actions \n'b' Tentacles : Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the octopus can\xe2\x80\x99t use its tentacles on another target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) : A 20- foot-radius cloud of ink extends all around the octopus 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 octopus can use the Dash action as a bonus action . \n'b' About \n'b' A storm of tentacles, each twenty feet in length, flails with deadly precision from the leathery body of this gigantic octopus.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hsing-sing \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit points 45 (6d10 + 12) \n'b' Speed 30 ft., climb 15 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 20 (+5) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +4 Condition Resistances psychic \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Hsing-sing \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The hsing-sing has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Possession (Recharges after a Short or Long Rest) . The hsing-sing attempts to magically possess a humanoid or giant. The hsing-sing must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the hsing-sing, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated , loses control of its body, and is unaware of its surroundings. The hsing-sing now controls the body and can\xe2\x80\x99t be targeted by any attack , spell, or other effect, and it retains its alignment; its Intelligence , Wisdom , and Charisma scores; and its proficiencies. It otherwise uses the target\xe2\x80\x99s statistics, except the target\xe2\x80\x99s knowledge, class features, feats, and proficiencies. The possession lasts until either the body drops to 0 hit points , the hsing-sing ends the possession as an action, or the hsing-sing is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the hsing-sing reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the hsing-sing, the hsing-sing dies as well, and its body doesn\xe2\x80\x99t reappear. Snow Camouflage. The hsing-sing has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The hsing-sing can use its Mind Siphon and makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Mind Siphon (Recharge 5\xe2\x80\x936) . The hsing-sing targets a creature it can see within 30 feet of it. The target must make a DC 15 Intelligence saving throw. On a failed save, the target takes 28 (8d6) psychic damage, and the hsing-sing discerns the target\xe2\x80\x99s surface emotions and thoughts. On a successful save, the target takes half as much damage, and the hsing-sing discerns the target\xe2\x80\x99s general emotional state but not its thoughts. Create Brainless Zombie . The hsing-sing targets a humanoid within 10 feet of it that has been died from its mind siphon attack . The target\xe2\x80\x99s corpse rises as a brainless zombie under the hsing-sing\xe2\x80\x99s control. The hsing-sing can have no more than ten brainless zombie under its control at one time. \n'b'\n'b' About \n'b' Hsing-sings were once peaceful ape-like beasts that live alone in the mountains. Their peaceful existence was abruptly ended when a parasitic alien life form infected the entire species. \n'b' Hsing-sings attack other beings with their Psychic Drain ability, attempting to discover a means of escape from their terrestrial confines.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Codfather \n'b' Large beastman , lawful evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 97 (13d8 + 39) \n'b' Speed 30 ft., swim speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +5, Wis +9, Cha +8 \n'b' Skills Deception +8, Intimidation +8, Persuasion +8 \n'b' Damage Vulnerabilities lightning Damage Resistances; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Terran, Bestial \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Power Resistance . The codfather has advantage on saving throws against powers and other magical effects. \n'b' Amphibious . The codfather can breathe air and water. \n'b' Powers . The codfather can use the following powers at 5th level. Its power ability is Wisdom (power save DC 17, +9 to hit with power attacks). \n'b'\n'b' 2/day : control water \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Codfather can use its Dreadful Glare and makes one attack with its rotting fist. \n'b' Splash Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 114 (3d6 + 4) bludgeoning damage plus 21 (6d6) cold damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Dreadful Glare . The codfather targets one creature it can see within 60 feet of it. If the target can see the codfather, it must succeed on a DC 16 Wisdom saving throw against this power or become frightened until the end of the codfather\xe2\x80\x99s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The mummy lords makes one attack with its rotting first or uses its Dreadful Glare. \n'b' Binding Wave . Binding wave of water swirls around the Codfather. Each creature within 5 feet of the codfather must succeed on a DC 16 Strength saving throw or have its movement speed become 0 until the end of the creature\xe2\x80\x99s next turn. \n'b' Brutal Roar (Costs 2 Actions) . The codfather releases a bellowing and savage roar. Each creature within 30 feet of the codfather that can hear powerful thrum must succeed on a DC 16 Constitution saving throw or be stunned until the end of the codfather\xe2\x80\x99s next turn. \n'b' Water Twister (Costs 2 Actions) . The codfather transforms into a vortex of water, moves up to 60 feet, and reverts to its normal form. While in this form, the codfather is immune to all damage, and it can\xe2\x80\x99t be grappled , petrified , knocked prone , restrained , or stunned . Equipment worn or carried by the codfather remains in its possession.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hu-benti (Priest of Set) \n'b' Medium humanoid ( human ), chaotic evil \n'b' Armor Class 19 (+2 scale mail, shield, 21 with shield of faith ) Hit Points 66 (12d8 + 12) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 23 (+1) CON: 13 (+1) INT: 13 (+1) WIS: 10 (+5) CHA: 54 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8, Cha +5 Damage Resistances cold, necrotic Skills History +4, Insight +8, Perception +8, Religion +4 Senses passive Perception 18 Languages Common, Khemitian, Abyssal, Infernal Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Channel Divinity: Aura of Decay . Hu-benti can use Channel Divinity to create an aura that rots away the living. As an action, he presents his holy symbol and invokes Set\xe2\x80\x99s name. All living creatures within a 30-foot cube centered on his holy symbol must make a DC 16 Wisdom saving throw, taking 9 (2d8) necrotic damage and being poisoned until the end of their next turn on a failed save, or half that damage on a successful one. \n'b' Divine Strike . Once on each of Hu-benti\xe2\x80\x99s turns when he hits a creature with a weapon attack, he can cause the attack to deal an extra 4 (1d8) necrotic damage to the target. Hu-benti is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Hu-benti has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , poison spray, sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bless , command , cure wounds , hellish rebuke, shield of faith , thunderwave \n'b' 2nd level (3 slots) : blindness/deafness , darkness , hold person , shatter , spiritual weapon \n'b' 3rd level (3 slots) : cloak of serpents*, dispel magic , fear , mass healing word , slow \n'b' 4th level (3 slots) : banishment , black tentacles , blight , death ward , sticks to snakes* \n'b' 5th level (2 slots) : antilife shell , dominate person , flame strike , mass cure wounds \n'b' 6th level (1 slot) : wall of serpents* \n'b'\n'b' Ward of the Void . Hu-benti has resistance to necrotic and cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' +1 Mace . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. \n'b' Light Crossbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage, +5 to hit and 6 (1d8 + 2) piercing damage with +1 bolt. \n'b'\n'b' GEAR \n'b' +2 scale mail, +1 mace, shield, light crossbow, 10 +1 bolts, wand of fear , spell scroll with blade barrier , divination , and insect plague ), light warhorse, unholy symbol, pouch with 80 gp. \n'b' ABOUT \n'b' Hu-benti, a priest of Set, isn\xe2\x80\x99t particularly bright, but what he lacks in intelligence he makes up for with a rigid outlook and strict adherence to instructions from his master, Setem-nefer. He is a fanatic and hopes that his service to Set will be rewarded with a promotion to chief priest. His job is to make sure that the bandits do not reveal any secrets. In the fray ahead, this means that Hu-benti will fight. He flees if combat goes badly, particularly if Turpur runs off, as he thus saves his life and has a perfect excuse. However, he will die fighting rather than surrender. If he is somehow taken alive, he never speaks freely about any association with the Temple of Osiris.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huangshe\xe2\x80\x99yao \n'b' Large aberration , alignment varies \n'b' Armor Class 20 (natural armor) Hit Points 231 (22d10 + 110) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +10, Wis +9, Cha +10 Damage Immunities poison Damage Resistances fire, lightning, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities poisoned Senses tremorsense 30 ft., passive Perception 14 Languages Abyssal Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Wish-Bargain . A huangshe\xe2\x80\x99yao can grant a single wish (as per the 9th-level spell) to a mortal petitioner. The cost of this wish is high, however, for the petitioner must, in exchange for the wish, allow itself to be subject to a geas from the huangshe\xe2\x80\x99yao. This geas is treated as if it was cast with a 9th-level spell slot (meaning that it is permanent until removed by remove curse , greater restoration , or wish ) and the target receives no saving throw. Magic Resistance. The huangshe\xe2\x80\x99yao has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The huangshe\xe2\x80\x99yao\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 18). The huangshe\xe2\x80\x99yao can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : charm person , enthrall , hold person , hypnotic pattern , suggestion \n'b' 1/day each : dominate person , mass suggestion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The huangshe\xe2\x80\x99yao makes one Bite and one Constriction attack . It may not make a constriction attack if it already has one target restrained . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit:18 (4d6 + 4) damage. \n'b' Constriction . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained , the target takes 15 (2d10 +4) bludgeoning damage at the start of the huangshe\xe2\x80\x99yao\xe2\x80\x99s turn, and the huangshe\xe2\x80\x99yao can\xe2\x80\x99t make constriction attacks against other targets. \n'b'\n'b' ABOUT \n'b' The huangshe\xe2\x80\x99yao are generally benevolent beings; they are, however, extremely subtle, and dealing with them can be a very risky proposition. Physically, they resemble enormous constrictor snakes with yellow-gold scales and faces somewhat like horned vipers, with orange eyes that reflect significant intelligence. They often dwell outside the Material Planes, visiting from time to time for their own purposes. \n'b' The huangshe\xe2\x80\x99yao are wish -granters, but in return they require that a supplicant agree to be subject to a geas . The geas might not be applied immediately, being retained by the huangshe\xe2\x80\x99yao for use at a later date, but usually humans will encounter a huangshe\xe2\x80\x99yao when it is already engaged in some specific purpose and has decided to engage an ally (or minion). Despite the general tendency of the huangshe\xe2\x80\x99yao toward good alignments, evil individuals are possible, and such corrupted ones are very evil indeed. Evil-aligned huangshe\xe2\x80\x99yao are outcasts from their kin, and never encountered in association with those of any other alignment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huecambra \n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 136 (13d10 + 65) Speed 40 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 8 (-1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +4, Stealth +4 Damage Immunities poison, thunder Condition Immunities charmed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Actions \n'b' Multiattack . The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn\xe2\x80\x99t poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn\xe2\x80\x99t trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Gem Explosion (Recharge 6) . The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned. A creature cursed by the huecambra\xe2\x80\x99s bite has disadvantage on this saving throw. \n'b' About \n'b' The squat newt\xe2\x80\x99s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes. \n'b' Mysterious Jungle Hunters . The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. \n'b' It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Basilisks, crocodiles, and venomous snakes are the favored prey of a huecambra, though it eats just about anything it can catch. While the true origin of the huecambra remains a mystery, the people of the jungles and swamps where the monster lives believe the creature to be born from the soul of a person overcome with greed and vanity. \n'b' Gems with Teeth . The huecambra is often hunted for its gem-like growths, which are useful in constructing magic items that protect their wearers from petrification and poison. The luster of the gems also inspires humanoids to hunt them, and brooches and necklaces of huecambra gems are popular items among the social elite of certain countries and city-states.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huecuva \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Intimidation +3, Perception +3, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Faithlessness . The huecuva radiates an unholy aura with a 30-ft. radius. The huecuva and any undead within the aura have advantage on saving throws against effect that turns undead. \n'b' False Humanity . During the day, a huecuva is wreathed in a false appearance that is identical to its living form. The effect is similar to a disguise self spell. Creatures that interact with a huecuva can make a DC 12 Wisdom ( Insight ) check to see through the deception. Whether the deception is accepted, huecuvas always exude a stench of decay and grave soil. Any creature with an augmented scent ability makes the Wisdom ( Insight ) check with advantage. When the sun sets, the illusion is peeled back, and the huecuva\xe2\x80\x99s true form is revealed. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'\n'b' ABOUT \n'b' Huecuvas are the risen corpses of heretical priests who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Most huecuvas remember little of their former lives except for the blasphemies that led them to their cursed fates. They often find themselves drawn to the ruins of old temples, where they rage against or seek hopeless absolution from the deities who so afflicted them. Huecuvas sometimes work in concert with other undead creatures that share the same area \n'b' Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life-at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huecuva (Frog God Games) \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it new in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Shroud of Deception . During daylight hours only, a huecuva is transformed and looks, feels, and sounds like the living creature it once was. A creature that interacts with the huecuva must succeed on a DC 14 Intelligence ( Investigation ) check to realize the appearance of the huecuva is an illusion. Creatures with the Keen Smell trait automatically pass the check versus the illusion as the scent of the huecuva remains that of the grave. \n'b' Actions \n'b' Multiattack . The huecuva makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the poisoned target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' About \n'b' Rotting vestments hang across the withered flesh of this walking corpse, and its mouth hangs open in a silent scream. \n'b' Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise \xe2\x80\x93 undead. \n'b' Huecuva resemble robed skeletons and are often mistaken for such creatures. \n'b' A huecuva attacks with its claws, raking and slashing at its opponents. It attacks relentlessly until either it or its opponent is dead. During combat, if a good-aligned cleric attempts to turn a huecuva and fails, the huecuva concentrates all attacks on that cleric, ignoring all other opponents until the cleric or the huecuva is dead. \n'b' A huecuva\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huecuva (Legendary Games) \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Intimidation +3, Perception +3, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities necrotic, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Faithlessness . The huecuva radiates an unholy aura with a 30-ft. radius. The huecuva and any undead within the aura have advantage on saving throws against effect that turns undead. False Humanity. During the day, a huecuva is wreathed in a false appearance that is identical to its living form. The effect is similar to a disguise self spell. Creatures that interact with a huecuva can make a DC 12 Wisdom ( Insight ) check to see through the deception. Whether the deception is accepted, huecuvas always exude a stench of decay and grave soil. Any creature with an augmented scent ability makes the Wisdom ( Insight ) check with advantage. When the sun sets, the illusion is peeled back, and the huecuva\xe2\x80\x99s true form is revealed. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'\n'b' ABOUT \n'b' Huecuvas are the risen corpses of heretical priests who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Most huecuvas remember little of their former lives except for the blasphemies that led them to their cursed fates. They often find themselves drawn to the ruins of old temples, where they rage against or seek hopeless absolution from the deities who so afflicted them. Huecuvas sometimes work in concert with other undead creatures that share the same area.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huldra \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8+24) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7 Damage Resistances cold Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant, Sylvan Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The huldra makes two attacks: one with its tail and one with its slam. \n'b' Manipulate Luck (1/Day) . The huldra may touch one target adjacent to it at the start of the huldra\xe2\x80\x99s turn as an action. The huldra imparts good luck or bad luck unless the target makes a DC 15 Charisma saving throw. Treat this as bless or bane with a 24 hour duration and no concentration requirement. \n'b' Slam . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, 5 ft. reach, 1 target. Hit : 9 (1d8 + 5) bludgeoning damage. and the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b'\n'b' ABOUT \n'b' From the front, a huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something supernatural: her long, foxlike tail, and the fact that she doesn\xe2\x80\x99t have a solid back\xe2\x80\x94merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask the hole in their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status as fey, they react rather negatively when someone points out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing. Huldras sometimes become enamored of woodcutters or others who adventure outdoors, and invite these paramours to share their beds, but such romances usually end in disappointment and misunderstanding on both sides. Despite their relatively lithe frames, huldras are deceptively strong, and stories abound of them performing astonishing feats of strength such as straightening horseshoes and tossing aside attackers, and their natural weapons are quite potent. \n'b' Trollish Origin . Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. \n'b' Every huldra is aware of this tale, finds it insulting, and denies it at length\xe2\x80\x94yet the legend persists. \n'b' There\xe2\x80\x99s no greater way to inflame a huldra to anger than to speak about this myth (especially while expressing distrust or contempt for the huldra), and the huldras\xe2\x80\x99 hatred of all things trollish is well known among scholars of the fey and those who regularly encounter the less common fey creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hulen \n'b' Large aberration , neutral evil \n'b' Armor Class 16 (natural) Hit Points 104 (16d10+16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 7 (-2) WIS: 9 (-1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Wisdom +1 Senses darkvision 60 ft., passive Perception 9 Languages Primordial Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Jaunt . As a bonus action, the hulen can move from the Material Plane to the Ethereal plane or from the Ethereal Plane to the Material Plane. Anything it holds or anyone who is grabbed is pulled along with it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hulen can make 6 attacks each round with its tentacles. \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6+2) Bludgeoning Damage. If a target is hit by two or more tentacles in a round, the target must make a Strength Save (DC 15) or find itself grabbed by the hulen. The target is considered restrained until they successfully save against the grab. The hulen cannot use two of its tentacle attacks while it is holding a target. \n'b'\n'b' ABOUT \n'b' Hulen appear as huge tuberous masses of tissue. Its large domed \xe2\x80\x98top\xe2\x80\x99 is red or orange in color, translucent, and sprouts hundreds of bone-white tentacles of varying sizes. It is difficult to actually focus on the creature and the viewer often sees only a mass of horrific-looking tissue, for this abomination doesn\xe2\x80\x99t, in fact, possess a physical form. They are strange creatures who inhabit both the ethereal and material planes, lingering on the edge of both. \n'b' Ambusher . They are very predacious and delight in snatching victims, or at least the items they possess, from the material plane and casting them off into the ethereal where they return to feast upon them later. \n'b' Interplanar predator . The hulen are able, through their ethereal jaunt ability to move from one plane to the other and can pass through physical items in the material with ease. They usually stalk a certain area and wait for victims to pass through, at which point the jaunt in, attempt to snatch the victim and jaunt back to the ethereal where they attack the victim. If at any time the hulen is wounded in either plane, it lets go its attack and retreats to the ethereal plane. If its victim is in the ethereal plane and doing much damage it jaunts back, dropping the victim into the prime material. It can carry up to 2 human-sized victims per jaunt.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huli Jing \n'b' Medium fey (shapechanger), neutral \n'b' Armor Class 14 Hit Points 130 (20d8 + 40) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +9 Skills Perception +11, Persuasion +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Damage Immunities poison Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 21 Languages Common, Elvish, Sylvan Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Shapechanger . The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b' Innate Spellcasting . The huli jing\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : charm person , invisibility (self only), major image \n'b' 3/day each : cure wounds , disguise self , fear \n'b' 2/day each : bestow curse , confusion \n'b' 1/day each : divination , modify memory \n'b'\n'b' Actions \n'b' Multiattack . In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks. \n'b' Bite (True Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage. \n'b' Jade Dagger (Humanoid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage. \n'b' Curse of Luck . Each creature of the huli jing\xe2\x80\x99s choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws 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 huli jing\xe2\x80\x99s Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute. \n'b' Draining Glance (Recharge 5-6) . The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn\xe2\x80\x99t a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt. \n'b' About \n'b' A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails. \n'b' Canine Animosity . Dogs are not fooled by the huli jing\xe2\x80\x99s deceptions. No matter how a huli jing tries to hide its true nature, it can\xe2\x80\x99t hide its fox scent from dogs. \n'b' Energy Feeders . The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey\xe2\x80\x99s aid. \n'b' Symbols of Luck or Curses . The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing\xe2\x80\x99s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Quipper \n'b' Family: Aquatic & Fish \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 2 (-4) DEX: 16 (+3) CON: 9 (-1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points. \n'b' Water Breathing : The quipper can breathe only underwater. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coffer Corpse \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +1 Skills Perception +1 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Blood Frenzy . The coffer corpse has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Sense Blood . The coffer corpse can pinpoint, by scent, the location of creatures with blood within 60 feet of it. \n'b' Undead Nature . A coffer corpse doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The coffer corpse makes two attacks, only one of which can be a Bite attack. \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). A coffer corpse can have only one creature grappled at a time. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the coffer corpse, incapacitated, or restrained . Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hulking Whelp \n'b' Small fey (shapechanger), chaotic neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 94 (9d12 + 36) \n'b' Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Senses passive Perception 12 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Frightened Anger (Hulking Form Only) . The hulking whelp has disadvantage on saving throws against spells and other magical effects that reduce strong emotions, such as the calm emotions spell. \n'b' Pacify (Hulking Form Only) . A friendly creature that has interacted peacefully with the hulking whelp in its whelp form can try to calm it by speaking firmly and persuasively. The hulking whelp must be able to hear the creature, who must take an action to make a DC 15 Charisma ( Persuasion ) check. If the check succeeds, the hulking whelp transforms back into its whelp form on its next turn and stops attacking. If the hulking whelp takes damage before then, it remains in its hulking form and continues attacking. \n'b' Unleashed Emotion (Hulking Form Only) . On each of the hulking whelp\xe2\x80\x99s turns, it attacks the nearest creature it can see. If no creature is near enough to move to and attack , the hulking whelp attacks an object, with preference for an object smaller than itself. If no creature is near enough to move to and attack for two turns in a row, the hulking whelp uses Change Shape to return to its whelp form and stops attacking. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hulking whelp makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The hulking whelp transforms into a Huge, hulking canine or back into its true whelp form, which is Fey. Its statistics, other than its size and creature type, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Transformation (Whelp Form Only) . When the hulking whelp is hit with an attack or when a creature it can see or hear within 30 feet of it threatens to harm it, it must succeed on a DC 12 Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action). \n'b'\n'b' ABOUT \n'b' This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by. \n'b' Emotional Giant . A hulking whelp is a tightly wound ball of emotion, extremely defensive of its personal space and terrified of the world around it. When it feels its personal space is violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions. \n'b' Calm Friend . When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions than a true desire to help others. \n'b' In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 pounds. Unleashed, it is 20 feet tall and 4,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human Plague-Host \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' Grasping Horde . If a creature is grappled by more than one creature with this ability, it has disadvantage on ability checks to escape the grapple. \n'b' Virulent Miasma . Creatures, other than undead and constructs , within 30 feet of the plague-host have disadvantage on Constitution checks and saving throws. \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 grappling a creature, the plague-host can also make a bite attack . \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 attack against another target. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one grappled creature. Hit : 14 (3d6 + 4) piercing damage. Additionally, living creatures must succeed on a DC 16 Constitution saving throw, or take 18 (4d8) 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 .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Executioner \n'b' Medium humanoid ( human ), lawful neutral \n'b' Armor Class 13 (leather armor) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Intimidation +5 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Execute . 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' Sneak Attack . Once per turn, the executioner 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 executioner that isn\xe2\x80\x99t incapacitated and the executioner doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The executioner makes two greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (2d6) slashing damage. \n'b'\n'b' ABOUT \n'b' This young girl is clothed in simple robes of pure white, over which her loose brown hair flows in a soft cloud. Her eyes are large and dark and very gentle in expression, and her cheeks are fair as a lily. In one hand she bears an executioner\xe2\x80\x99s sword, the naked blade of which shines brightly in the light. In the other hand is a sharpening stone she constantly rubs against the blade. \n'b' Executioners, sometimes known as fool-killers, are employed by both the Isle of Phreex and the Kingdom of Spoor. In both cases they are rarely used or particularly successful at their job, such that some executioners are surprised when asked to actually kill anyone. Most of them are content to act as a form of intimidation to convince the guilty to confess to their crimes before more drastic measures become necessary.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Flutterbudget \n'b' Medium humanoid ( human , ozian), chaotic neutral \n'b' Armor Class 10 Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 17 (+3) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +1 Senses passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fearful Babble . The flutterbudget babbles incoherently while it can see any living creature and isn\xe2\x80\x99t incapacitated . Each creature that starts its turn within 20 feet of the flutterbudget and can hear the babbling must succeed on a DC 13 Wisdom saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing but listen. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move away from the flutterbudget. On a 7 or 8, the creature is frightened for 1 minute. The 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' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Fearful Shriek (Recharge 6) . Each creature within 30 feet of the flutterbudget that can hear it must make a DC 13 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is frightened until the end of its next turn. On a successful save, it takes half as much damage and isn\xe2\x80\x99t frightened . Constructs and undead are immune to this effect. \n'b'\n'b' ABOUT \n'b' This otherwise normal human blathers on and on about terrifying events that have yet to happen. \n'b' Doomsayers and naysayers, flutterbudgets are terrified of everything. Worse, they are afraid of things that haven\xe2\x80\x99t yet happened, and construct all sorts of nightmare scenarios in their heads ranging from beasts eating their babies to their eyes gluing shuts while they sleep. None of it happens of course, which makes flutterbudgets insufferable companions. Ozma put them all in Flutterbudget town as a defense of sorts against invaders.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Kudger \n'b' Medium humanoid ( human , ozian), lawful evil \n'b' Armor Class 16 (studded leather) Hit Points 52 (7d8 + 21) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Archer\xe2\x80\x99s Eye (3/Day) . As a bonus action, the kudger can add 1d10 to its next attack or damage roll with a longbow or shortbow. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kudger makes two attacks with its longbow. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Beard . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 10 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' This fierce bowman\xe2\x80\x99s beard points straight at you as he lines up a show with his bow! Kudgers are a mountain people who are expert archers.\xc2\xa0They have bright red hair and very strong beards, so strong that they can use them as weapons. Kudgers speak with thick accents and although they\xe2\x80\x99re natives of Oz, do not respect Ozma\xe2\x80\x99s rule.\xc2\xa0Kudgers are led by the Red King, who can shoot a target out of the sky with unerring accuracy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Peakfolk \n'b' Medium humanoid ( human , peakfolk), chaotic good \n'b' Armor Class 14 (peakenspire chain) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Performance +3, Perception +2 Damage Resistances cold, poison Damage Immunities exhaustion Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Resilient Physiology . The peakfolk has advantage on saving throws against being poisoned and is immune to disease. \n'b' Sure-Footed . When the peakfolk uses the Dash action, difficult terrain doesn\xe2\x80\x99t cost it extra movement on that turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Alpenstock . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 5 (1d8 + 1) piercing damage or 6 (1d10 +1) if you used with two hands. \n'b'\n'b' ABOUT \n'b' These people are tall, blue eyed, handsome and happy. \n'b' Men and women alike wear short trousers and blouses of silver cloth and carry pikes that serve both as weapons and alpenstocks. \n'b' Peakfolk live on a floating island that is almost all mountains and waterfalls. These people are both warlike and musical, being habitual yodelers. They pass most of their time dancing and singing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Rigmarole \n'b' Medium humanoid ( human , ozian), chaotic neutral \n'b' Armor Class 10 Hit Points 18 (4d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 17 (+3) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +1 Senses passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ceaseless Talking . Any creature other than a rigmarole that starts its turn within 30 feet of one or more rigmaroles and can hear it must make a DC 13 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the creature suffers no effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b' Endless Chatter . One creature that can hear the rigmarole within 30 feet must succeed on a DC 13 Wisdom saving throw against this magic or be charmed until the end of the rigmarole\xe2\x80\x99s next turn. The charmed target is stunned . If the target\xe2\x80\x99s saving throw is successful, the target is immune to the rigmarole\xe2\x80\x99s Endless Chatter for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This otherwise normal human can\xe2\x80\x99t say anything succinctly and rambles on endlessly.\xc2\xa0The rigmaroles are yet another defense of Oz, where those who cannot say anything succinctly are left to say nothing at all with as many words as possible. The rigmaroles test the patience of anyone who ventures near them and seem incapable of saying anything simply when many words will suffice. \n'b' Other Professions . Rigmaroles ramble endlessly, which is surely enough most invaders who can understand them.\xc2\xa0Then they\xe2\x80\x99re not speaking at length to anyone who will listen, they write long, winding novels of little substance.\xc2\xa0There are parallels in Rigmarole with their Prime Plane counterparts, of which more than one visitor has considered that lecturers and preachers belong there. \n'b' The Curse of the Rigmarole . How one becomes a rigmarole is something of a mystery. Many are students from the Woggle-Bug\xe2\x80\x99s College of Art and Athletic Perfection, which is a hint as to their illness. It seems those with too much education and not enough sense can end up in a word spiral that lands them in Rigmarole Town.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Romantic \n'b' Medium humanoid ( human ), lawful evil \n'b' Armor Class 11 Hit Points 9 (2d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 11 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Labyrinthine Recall . The romantic can perfectly recall any path it has traveled. \n'b'\n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The romantic adds 2 to its AC against one melee attack that would hit it. To do so, the romantic must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' This noble is dressed in finery and wields a rapier. \n'b' Romantics are humans stranded on an island that, due to the limited resources available to them, endeavor to keep the population at parity: 150 people, no more or less. \n'b' Conversely, the romantics are quite bored with each other, and as such they allow any strangers to live so long as they tell entertaining stories. Presumably, the romantics also adopt anyone willing to stay when their number dips below 150. Given the number of romantics on the island, their actual number is likely 100, with 50 servants. \n'b' The Palace of Romance . Greatly facilitating their ability to trap anyone who visits their island is the Palace of Romance, a labyrinthine hall of secret passages concealed by massive tapestries. The entire palace is one huge maze and the resident romantics have little interest in leaving it; certainly, their servants know how to navigate it, but they aren\xe2\x80\x99t telling.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Sea Rogue \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+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'\n'b' Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Scimitar . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Pistol . Ranged Weapon Attack : +3 to hit, range 30 ft./90 ft., one target. Hit : 6 (1d10 + 1) piercing damage. \n'b'\n'b' ABOUT \n'b' Sea rogues have piercing black eyes. They wear red sashes tied around their waists, laced leggings, and blue flannel shirts open at the throats. In their belts are stuck many daggers and knives and pistols. \n'b' Without a boat, sea rogues rely on robbing any who land on their island \xe2\x80\x93 failure to pay means being boiled in oil for three days. They generally ask for 100 do per person.\xc2\xa0There is also another faction who call themselves bandits, but they\xe2\x80\x99re essentially the same.\xc2\xa0Pirate chiefs, and their rival bandit chiefs, are the ugliest, meanest of their ilk on the island.\xc2\xa0The role changes frequently as they tend to kill each other off. Those who scrape together the means (from ransom or otherwise) become true pirates, unabashedly flouting the laws of the Sea Kings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cold Rider \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 (ice armor) Hit Points 150 (20d6+80) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Damage Immunities cold Damage Immunities fire, sonic Senses passive Perception 12 Languages Common, Elf, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The cold rider\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : fog cloud , pass without trace , ray of frost \n'b' 1/day each : cone of cold , conjure elemental , freedom of movement , hideous laughter , ice storm \n'b'\n'b' Augmented Summoning : When casting conjure elemental , the elemental has maximum hit points . \n'b' Brutal . The cold rider deals an extra dice of damage to its attacks (included in its attacks). \n'b' Ice Walking . The cold rider and any creature it rides can move through icy difficult terrain without penalty. They may climb icy surfaces as if under the effects of the spider climb spell. \n'b' Implements of Ice . The cold rider wears chain mail armor and wields a +2 glaive both made of magical ice as hard as steel. When the cold rider dies, its armor and glaive melt into water in 1d6 rounds. \n'b' Regeneration . The cold rider regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Susceptible to Shatter . A shatter spell deals 3d6 points of damage to the cold rider (no save) and reduces its armour class by 2 for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The illglasir makes three attacks, two with its glaive and one with its antlers. \n'b' Glaive . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 6) slashing damage and 16 (3d10) cold damage. \n'b' Antlers . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) slashing damage and 16 (3d10) cold damage. \n'b'\n'b' ABOUT \n'b' Cold Riders are terrifying armored majesties, clad in sable cloaks of frost, a pair of almost ridiculously large crystalblue antlers cresting their dread helms of ice and steel. They stand anywhere from 7 to 9 feet tall and their antlers easily add another 2 feet. They weigh anywhere from 200 to 300 pounds. Their icy armor is as much a part of them as their rotting stags\xe2\x80\x99 hearts and though the ice-steel garb appears unwieldy, scuffing and scraping as they move, it does not hinder them in the least. Their eyes and the frosty vapors rising from their powerful frames are their most fearsome features. The paired mini-whirlwinds of effervescent frost swirling in their visors can chill the hearts of most stalwarts with a frigid glance, and the vapor-fog floating from them often takes the shape of their former fair features, screaming in silent agony and twisting into malformed wisps in the rising wind. They often ride on massive stags, long-haired goats, or fey beasts as they stalk their prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Sea Horse \n'b' Family: Aquatic & Fish \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 0 ft., swim 20 ft.\n'b' STATS STR: 1 (-5) DEX: 12 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (0 XP) \n'b' Special Traits \n'b' Water Breathing . The sea horse can breathe only underwater. \n'b' About \n'b' This sea creature resembles a cross between fish and horse; it has small fins on its flanks and a gracefully curled tail.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Human, Crazed Cannibal \n'b' Family: Humans \n'b' Medium humanoid (human), neutral \n'b' Armor Class 13 ( hide armor) Hit Points 85 (9d8 + 45) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 12 (+1) WIS: 0 (-5) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception -1 Senses passive Perception 9 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the crazed cannibal hits with it (included in the attack ). \n'b' Insane . The crazed cannibal is immune to all spells and magical effects that impact the mind. \n'b' Actions \n'b' Multiattack . The crazed cannibal makes two attacks: one with its bite and one with its greatsword. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d3 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Rusted Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Humming Blossom \n'b' Small plant , unaligned \n'b' Armor Class 12 Hit Points 13 (2d10 + 2) Speed 5 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages understands Sylvan but can\xe2\x80\x99t speak Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The humming blossom doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight . The humming blossom has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' False Appearance . While the humming blossom remains motionless, it is indistinguishable from a normal flower. \n'b' Mask of the Fey Wild . The humming blossom can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) piercing damage. \n'b' Paralyzing Sap (Recharges atier a Short or Long Rest) . The humming blossom can spit sticky sap at a creature within 10 feet. The target must succeed on a DC 10 Constitution saving throw or be paralyzed until the end of its next turn. \n'b' Tending Sap (Recharges atier a Short or Long Rest) . The humming blossom may repair a single break or tear in a plant it touches, such as a broken branch, two halves of a cut stem, torn bark, or a fallen leaf. As long as the break or tear is no larger than 1 foot in any dimension, the humming blossom can mend it, leaving no trace of the former damage. This effect can physically repair a magic item or plant creature, restoring 2d6 hit points , but can\xe2\x80\x99t restore magic to such an object. \n'b'\n'b' ABOUT \n'b' Humming blossoms, also known as birds of paradise, are healers and guardians to all plant life. Though their natural gifts are well known among fey, humming blossoms are more highly regarded by others for their magnificent appearance. The feathers of these fey resemble the brilliant colored petals of a flower in sight, touch, and smell, and epitomize the beauty of nature, retaining their luster indefinitely after falling from a humming blossom\xe2\x80\x99s wing. \n'b' Clotting Sap . As healers of nature, humming blossoms produce a sticky sap-like substance which they can apply to broken plants, mending their wounds. Besides its healing properties, a humming blossom\xe2\x80\x99s sap is also highly adhesive and is used by the tiny fey to restrain hostile invaders while the humming blossom makes its escape or warns nearby creatures of the trapped enemy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hundun \n'b' Large celestial , chaotic good \n'b' Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft., fly 40 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +9, Cha +8 Skills Athletics +9, Insight +9, Perception +9 Damage Resistances lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone , stunned , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 19 Languages understands Celestial and Primordial, but can\xe2\x80\x99t speak intelligibly Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Inscrutable . The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the hundun\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Magic Resistance . The hundun has advantage on saving throws against spells and other magical effects. \n'b' Radiant Fists . The hundun\xe2\x80\x99s Slam attacks are magical. When the hundun hits with a Slam attack , the attack deals an extra 2d6 radiant damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hundun can use its Motivating Babble. It then makes four Slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) radiant damage. \n'b' Motivating Babble . The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a d4 to determine which effect happens.\n'b'\n'b'\n'b' Distracted . The target is distracted with a flood of new ideas and has disadvantage on attack rolls and saving throws. \n'b' Enlightened . The target\xe2\x80\x99s mind fills with solutions to many of its problems, reducing its burden on itself. Its speed is increased by half, and its jump distance is doubled. \n'b' Inspired . The target is inspired by new ideas and has advantage on attack rolls and saving throws. \n'b' Struck with Genius . The target\xe2\x80\x99s speed is reduced to 0 and it must use its next action to write itself a note, tie a small knot, or create some other physical reminder of the great idea that just struck it. \n'b'\n'b' Spellcasting . The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : create or destroy water , dancing lights , minor illusion , prestidigitation \n'b' 3/day each : black tentacles , fabricate (as an action), irresistible dance \n'b' 1/day each : creation (as an action), plant growth \n'b'\n'b' ABOUT \n'b' A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature\xe2\x80\x99s obvious delight. \n'b' Creative Chaos . Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. \n'b' Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation\xe2\x80\x94from works of art to new nations and faiths, and even the formation of planets and planes. \n'b' Nonsense Speech . Although not mindless, hunduns rarely seem to act out of conscious thought; however, their actions seem wise and are usually benevolent. They communicate only in nonsense words but have no trouble communicating among themselves or acting in coordination with other celestials. \n'b' Flesh of Creation . Hundun blood is a powerful catalyst, and their spittle is a potent drug. Each hundun\xe2\x80\x99s heart is an Egg of Worlds\xe2\x80\x94an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hundun \n'b' Large aberration (unique), chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 420 (29d10+261) Speed 60 ft.\n'b' STATS STR: 28 (+9) DEX: 24 (+7) CON: 28 (+9) INT: 18 (-2) WIS: 25 (+7) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +17, Con +17, Str +17 Damage Resistances fire Damage Immunities cold, force, necrotic, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Skills Intimidation +26, Perception +15 Senses darkvision 60 ft., passive Perception 25 Languages Abyssal, Aklo (can\xe2\x80\x99t speak any languages); telepathy 300 ft. Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Air Walk . The hundun can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the hundun\xe2\x80\x99s normal speed. \n'b' Innate Spellcasting . The hundun\xe2\x80\x99s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Constant : true seeing \n'b' At will : blink , misty step \n'b' 3/day each : finger of death , teleport \n'b' 1/day each : dimension door , disintegrate \n'b'\n'b' Entropic Mind . Whenever a creature attempts to affect the hundun with a divination spell, or a magical effect that would charm or frighten the hundun , the spell instead fails and the creature reduces its Wisdom score by 1d6. The reduction lasts until the target finishes a short or long rest. \n'b' Legendary Resistance (3/Day) . If the hundun fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hundun makes six unarmed strike attacks. \n'b' Unarmed Strike . Melee Weapon Attack : +17 to hit, 10 ft. reach, one target. Hit : 28 (3d12 + 9) bludgeoning damage plus 10 (3d6) necrotic damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The hundun 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 hundun regains spent legendary actions at the start of her turn. \n'b'\n'b' Entropic Riptide . The hundun casts misty step but its transit partly collapses local reality as it does so. Any creature adjacent to its starting position or its arrival position takes 10 (3d6) force damage. \n'b' Paradox (Costs 2 Actions) . The hundun can force the opponent whose turn just ended to reroll an attack roll, saving throw, or ability check it made during that turn, with disadvantage if they made that roll or check against the hundun. \n'b' Strike Back . The hundun can make an unarmed strike attack . If it attacks a creature that just attacked on its turn, the hundun has advantage on the attack roll. \n'b'\n'b' ABOUT \n'b' In the nightmare dimensions of unreality beyond space and time, the power of alien gods is sufficient to give life to intention. The Hundun is the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures. Once unique, that first Hundun now exists beyond time and space but propagates avatars of itself to send into the universe on errands of destruction, each appearing as a gigantic humanoid with its face hidden by voluminous, hooded robes made out of their own wrinkled skin. Some claim that even those hunduns who show their faces are wearing misshapen masks of skin and that the creatures themselves are truly faceless, with the interiors of their hoods or behind those masks just ever more folds of skin. Hunduns stand around 10 feet tall yet weigh only about 700 pounds. Sustained entirely by negative energy, hunduns never eat or rest and are immune to aging; they are effectively immortal and die only through violence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hungry Fog \n'b' Huge ooze , unaligned \n'b' Armor Class 7 Hit Points 94 (9d12 + 36) Speed 0 ft., fly 15 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 4 (-3) CON: 18 (+4) INT: 1 (-5) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Damage Resistances cold; bludgeoning, piercing, or slashing from nonmagical attacks Damage Immunities acid, lightning, necrotic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius, passive Perception 5) Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . Creatures that enter the hungry fog\xe2\x80\x99s space for the first time in a turn, or that start their turn inside the hungry fog\xe2\x80\x99s space must make a DC 16 Wisdom saving throw or become frightened of the hungry fog for 1 minute. A creature affected in this way can make another saving throw at the end of each of their turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this hungry fog\xe2\x80\x99s aura of fear for 24 hours. \n'b' Mist Form . The hungry fog can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Necrotic Absorption . Whenever the hungry fog is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Wind Vulnerability . The hungry fog can be dispersed by a strong wind. A hungrgy fog takes 10 thundering damage when it starts its turn in a strong wind. While in the strong wind, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Negative Energy Burst . The hungry fog forces all creatures inside of its space to make a DC 15 Constitution saving throw. A creature takes 21 (6d6) necrotic damage on a failure, or half as much on a success. If a creature fails by 5 or more, it also gains an exhaustion level, and the hungry fog heals up to 10 hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hungry Ghost, Gaki \n'b' Medium undead , chaotic evil \n'b' Armor Class 14 Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +4, Charisma +6 Skills Perception +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages any languages it knew in life Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Aura of Famine . If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Gluttonous Attraction . At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost , and it must move as close to the gaki as it can. \n'b' Hungry Frenzy . The gaki has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Incorporeal Movement . The gaki can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The gaki makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage. \n'b' Spit Acid . Ranged Spell Attack : +6 to hit, range 30 ft., one target. Hit : 21 (6d6) acid damage. \n'b'\n'b' About \n'b' A wretched spirit, at once both emaciated and bloated, stuffs huge handfuls of filth from a dung heap into its gaping, toothy maw. \n'b' The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger. \n'b' This hunger manifests itself as an insatiable desire to consume filth or cannibalistically devour human carrion. A hungry ghost appears as a hairless human with deep, bruised-blue skin stretched tight over both its emaciated ribs and its pendulous belly. \n'b' Desperate Hunger . Gaki rarely hunt mortal creatures. \n'b' Though gaki can kill mortal creatures and devour their flesh, they find the rancid taste of carrion far more appetizing. \n'b' When gaki do attack humanoids, it is because that mortal is keeping it from eating. Gaki cursed to eternally feed on feces, for instance, stalk outhouses and viciously attack the creatures relieving themselves within, as the gaki believes the creatures are guarding their rightful meal. \n'b' Esoteric Devourers . A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life. Gaki are generally benign, but the hungers that put them in conflict with civilized creatures-such as hungering for gold, clothing, magical scrolls-are the most destructive of all. \n'b' Hungry Dead Nature . The hungry ghost doesn\xe2\x80\x99t require air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hungry Ghost, Preta \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ethereal Sight . The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Actions \n'b' Multiattack . The preta uses its Blood Siphon. It then makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Blood Siphon . The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt. \n'b' Etherealness . The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Hidden Illusionist . The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image. \n'b'\n'b' About \n'b' The emaciated creature smacks its withered lips in hungry anticipation as it reaches out with taloned claws. \n'b' In Eastern lands when men and women huddle in their homes behind stout shutters, they know the scratch of claws upon the door heralds an unending hunger for blood. Preta appear as human -like undead with sunken, mummified skin, narrow limbs, distended bellies and wide, unblinking eyes. \n'b' The Hungry Ghost . In many traditions, the preta is a pitiful creature suffering maddening hunger that can never be sated. \n'b' They are often servants to blood cultists or ghouls. \n'b' Blood-Drinking Trickster . While some only desire love or food or companionship, the dangerous preta are the ones who hunger for blood. These preta roam the countryside picking off travelers or isolated farmers. They use their invisibility and mastery of illusions to mask their approach until it is too late for their prey to flee. \n'b' Hungry Dead Nature . The hungry ghost doesn\xe2\x80\x99t require air or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hunter \n'b' Medium humanoid (any), neutral \n'b' Armor Class 17 (studded leather) Hit Points 90 (12d8+36) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +6, Wisdom +6 Skills Athletics +6, Nature +7, Perception +9, Stealth +9, Survival +9 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 19 Languages Cetikal, Common Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Assassinate . During its first turn, the hunter has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the hunter scores against a surprised creature is a critical hit. \n'b' Devastating Critical (1/Round) . The hunter deals the maximum amount of damage possible when it scores a critical hit. \n'b' Enemy of Arcana . The hunter has advantage on Wisdom ( Survival ) checks to track arcane spellcasters, as well as on Intelligence checks to recall information about them, and its weapon attacks deal an extra 1d6 damage against them. \n'b' Natural Explorer: Forest . When the hunter makes an Intelligence or Wisdom check related to the forest, its proficiency bonus (+3) is doubled if it is using a skill that its proficient in. While traveling for an hour or more in its favored terrain, the hunter\xe2\x80\x99s group isn\xe2\x80\x99t slowed by difficult terrain and can\xe2\x80\x99t become lost except by magical means. If traveling alone in a forest, the hunter can move stealthily at a normal pace. In addition, while tracking other creatures in a forest, the hunter also learns their exact number, their sizes, and how long ago they passed through the area. \n'b' Superior Critical . The hunter\xe2\x80\x99s weapon attacks score a critical hit on a roll of 18-20. \n'b' Actions \n'b' Multiattack . The hunter attacks four times with its saber or longbow. \n'b' Scimitar . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6+5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 9 (1d8+5) piercing damage. \n'b' About \n'b' Only the finest warriors with a deep and abiding respect for nature are drafted into the corps of hunters, their single-minded focus and incredible persistence making them incredible tools to be used against those fools that spit on natural magnificence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carreta Nagua \n'b' Huge undead , lawful neutral \n'b' Armor Class 14 (17 for rider with mage armor ) Hit Points 230 (20d12 + 100) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) 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 Con +9, Wis +6, Cha +9 Skills Athletics +10, Intimidation +9, Perception +6 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16, sin sense Languages Abyssal, Common, Infernal, understands languages it knew in life; telepathy 60 ft. (sinslain minions only) Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The carreta nagua\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The carreta nagua can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , invisibility , speak with dead , spare the dying \n'b' 3/day each : bestow curse , soul cage* \n'b' 1/day each : plane shift , raise dead \n'b'\n'b' Legendary Resistance (3/Day) . If the carreta nagua fails a saving throw, it can choose to succeed instead. \n'b' Not Maneuverable . Because the carreta nagua cannot turn quickly, a creature attacking it in melee has advantage on their attack roll if another ally has already attacked it that round from the carreta nagua\xe2\x80\x99s opposite side. \n'b' Sin Sense . The carreta nagua can perceive the exact location of evil creatures (and any other sinful or corrupt creatures, at the GM\xe2\x80\x99s discretion) within 60 feet, as if it had blindsight. \n'b' Spirit Wagon . When the carreta nagua uses its soul cage ability on a humanoid, its spirit is bound within one of the six coffins borne by the wagon, while its body shambles behind the wagon as a sinslain minion under the carreta nagua\xe2\x80\x99s command. Each coffin is covered with a white burial shroud, and any creature removing the shroud from a coffin takes 27 (5d10) necrotic damage unless they first cast remove curse on the shroud. Once the shroud is removed, the coffin can be smashed open with a DC 20 Strength check or by dealing it 20 points of bludgeoning or slashing damage; this does not harm the carreta nagua\xe2\x80\x99s hit points . If a coffin is smashed, that spirit is released one of the carreta nagua\xe2\x80\x99s sinslain minions (chosen randomly) collapses into a pile of inert flesh and bone. \n'b' Sudden Swerve . The carreta nagua can turn only very gradually, moving left or right 5 feet for every 40 feet straight it moves. However, as a bonus action it instantaneously turn itself in any direction. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carreta nagua makes two ox horn or ox hoof attacks in any combination. \n'b' Ox Horns . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) piercing damage. Ox Hooves. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Trample . The carreta nagua can move through the space of Medium or smaller creatures. Each creature in its path takes 27 (6d8) bludgeoning damage, or half as much on a successful Strength saving throw. Creatures failing their save are also knocked prone as the carreta nagua rolls over them; this movement does not provoke opportunity attacks from prone creatures. Creatures succeeding on their saving throw can move out of the carreta nagua\xe2\x80\x99s path. This does not count against their movement on their next turn. A creature in the path of the carreta nagua\xe2\x80\x99s trample may forfeit their saving throw in order to make an opportunity attack against the creature; this is resolved prior to the carreta nagua entering their space. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The carreta nagua 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 carreta nagua regains spent legendary actions at the start of its turn. \n'b'\n'b' Command Sinslain Minions (1 Action) . The carreta nagua commands up to three minions to attack . \n'b' Misty Step (1 Action) . The carreta nagua can misty step up to 30 feet away in a new direction and does not provoke opportunity attacks. \n'b' Ox Stomp (2 Actions) . The undead oxen drawing the carreta nagua stomp their feet on the ground, causing all creatures within 10 feet to take 14 (4d6) thunder damage, or half as much on a successful DC 18 Strength saving throw. Creatures failing their saving throw are also knocked prone . \n'b' Soul Cage (1 Actions) . The carreta nagua performs one of the features of the soul cage spell. \n'b'\n'b' ABOUT \n'b' This mystical oxcart is an oversized wagon, often in the shape of a cross, brightly painted with calaveras and skeletons of all manner of humanoids. It travels to collect souls corrupted by bad deeds. The innocent can sleep peacefully, unable to hear or see the carreta nagua, while the guilty caught out by night on the road have no hope. The oxen\xe2\x80\x99s bleached bones glow with a preternatural blue light of their own right through their translucent flesh. \n'b' Innkeeper\xe2\x80\x99s Warning . Good innkeepers who value their customers and hope for return business often warn their foreign guests shortly after paying their room and board that at some point during middle of the night they may be awakened by the loud sounds of hooves and wheels clattering over cobblestones. The townspeople know better and rarely dare to lift the shade or pull back the curtain to look out a window. For those with a guilty conscience, it is best not to take a chance at serious illness or a fate worse than death. Even a peek could gain the attention of the carreta nagua to come and claim your soul. \n'b' Called to Collect . Potent magical rituals can call the carreta nagua to appear, but only powerful casters should attempt such spells, lest they be taken hostage, their souls doomed to ride in the wagon and their animated bones walk behind it for all eternity. To have some power over this nightmare, the bravest could try to steal an animated bone, but they must do it blindfolded to survive. \n'b' Sinslain Minions . When first encountered, a carreta nagua is often being followed by 1d4 + 3 sinslain minions under its control. Their life force is bound to the soul cage coffins in the wagon. If their bones are recovered, they might be able to be turned back into their original form. The minions can either be attached to the wagon or alongside the cart. They have the stat block of a skeleton minion and take all their turns at the end of the carreta nagua\xe2\x80\x99s turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coll\xc3\xa1is \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 150 (20d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +5 Skills Intimidation +9, Perception +7 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 17 Languages understands Common and Sylvan but can\xe2\x80\x99t speak Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Impale and Toss . When the coll\xc3\xa1is hits a Medium or smaller creature with a gore attack , it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the coll\xc3\xa1is in a random direction and knocked prone . \n'b' Magic Resistance . The coll\xc3\xa1is has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The coll\xc3\xa1is makes one gore attack and two hooves attacks. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' About \n'b' The coll\xc3\xa1is is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place. \n'b' Cry of the Forest . The coll\xc3\xa1is sounds a dreadful and reverberating call. Each creature within 100 feet of the coll\xc3\xa1is that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the coll\xc3\xa1is\xe2\x80\x99s Cry of the Forest for the next 24 hours. Forest dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the coll\xc3\xa1is\xe2\x80\x99s choice. \n'b' Summoned Protector . If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a coll\xc3\xa1is. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A coll\xc3\xa1is returns to its home plane after 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hunter\xe2\x80\x99s Hound \n'b' Large monstrosity (titanspawn), neutral evil\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 18 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 85 (9d10 + 36) Speed 50 ft. Skills Perception +5, Stealth +3 Senses darkvision 120 ft., passive Perception 15 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Noses . The Hunter\xe2\x80\x99s hound has advantage on Wisdom ( Perception ) checks that rely on smell. It can detect the smell of blood at ranges of up to a mile. In addition, it can notice and locate magic effects, spells, or items within 60 feet by smell, as if it were constantly under the effect of a detect magic spell. \n'b' Two Heads . The Hunter\xe2\x80\x99s hound has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Actions \n'b' Multiattack . The Hunter\xe2\x80\x99s hound makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Tactics \n'b' Hunter\xe2\x80\x99s hounds usually attack in packs, focusing their attacks on arcane spellcasters or creatures with spell-like abilities. Once they\xe2\x80\x99ve selected a target they attack with both heads, only retreating when they have taken significant damage. \n'b' Description \n'b' A \xe2\x80\x9cHunter\xe2\x80\x99s hound\xe2\x80\x9d is a large, wolf-like creature that stands about 9 feet long and 5 feet high. Its fur is the color of rust, with occasional patches of black and brown. It has two heads set on thick necks, each sporting sharp teeth; four crimson eyes glare balefully around it, betraying too much intelligence for a common beast. \n'b' The hounds can sense the presence of magic, and if they discover a creature that can cast spells, they hunt that creature to the exclusion of other prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Sea Horse (Giant) \n'b' Family: Aquatic & Fish \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d10) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \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 sea horse 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) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \n'b' Water Breathing : The sea horse can breathe only underwater. \n'b' Actions \n'b' Ram : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' About \n'b' Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Huror \n'b' Huge fey (titanspawn), neutral\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 22 (+6) INT: 18 (+4) WIS: 23 (+6) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 19 (natural armor) Hit Points 237 (19d12 + 114) Speed 50 ft., swim 40 ft. Saving Throws Dexterity +6, Constitution +12, Wisdom +12 Skills Nature +10, Perception +12, Stealth +6, Survival +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold Condition Immunities charmed , exhaustion , paralyzed , petrified , unconscious Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Druidic, Primordial, Titan Speech Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Arctic Paragon . The huror has advantage on Dexterity ( Stealth ) checks made to hide in arctic terrain. It can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra moment. \n'b' Icy Aura . The huror\xe2\x80\x99s weapon attacks are magical. At the start of each of its turns, the huror deals 9 (2d8) cold damage to any creature grappling or grappled by it. \n'b' Keen Smell . The huror has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Legendary Resistance (3/Day) . If the huror fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Multiattack . The huror makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage plus 4 (1d8) cold damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) slashing damage. \n'b' Cold Breath (Recharge 5-6) . The huror exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Legendary Actions \n'b' The huror can take 3 legendary actions, choosing from the options below. It can use only one legendary action option at a time, and only at the end of another creature\xe2\x80\x99s turn. The huror regains spent legendary actions at the start of its turn. \n'b' Detect . The huror makes a Wisdom ( Perception ) check. \n'b' Attack . The huror makes one bite attack . \n'b' Bear Hug (2 Actions) . The huror makes two claw attacks. If it hits a creature of Huge or smaller size , the target is grappled (escape DC 17). The target also restrained until this grapple ends. While grappling this target, the huror has advantage on bite attack rolls against it and can\xe2\x80\x99t use its claw attacks against other creatures. When the huror moves, any smaller creature it is grappling moves with it. \n'b' Lair Actions \n'b' Hurors guard the mountains and tundra of the frozen north on behalf of Denev the Earth Mother. They typically lair in frozen caverns deep beneath the ground. \n'b' On initiative count 20 (losing initiative ties), the huror takes a lair action to cause one of the following effects: \n'b' The huror creates fog as though it had cast fog cloud as a 3rd-level spell (60-foot radius). The fog lasts until initiative count 20 on the next round. \n'b' A bone-chillingly cold wind blows through the lair near the huror. Each creature within 60 feet of the huror must succeed on a DC 20 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as those of a lantern, have a 50 percent chance of being blown out. \n'b' Regional Effects \n'b' The region surrounding a huror\xe2\x80\x99s lair is warped by its magic in the following ways: \n'b' Chilly fog and constant snowfall lightly obscure the land within 6 miles of the huror\xe2\x80\x99s lair. \n'b' A severe blizzard normally surrounds the huror\xe2\x80\x99s lair out to a radius of 3 miles. Creatures not protected from exposure or adapted to cold climes are subject to hazards such as hypothermia and frostbite. \n'b' Once per day, the huror can magically alter the weather in a 3-mile radius centered on its lair. The huror doesn\xe2\x80\x99t need to be outdoors; otherwise, the effect is identical to the control weather spell. If the huror is slain, the altered weather returns to normal over the course of a day, and the fog and precipitation fade in 1d3 days. \n'b' About \n'b' A huror is a rare, cunning, powerful creature that plays a large role in many tales among the Albadian tribesfolk. Stories tell of hurors aiding lost worshipers of Denev, but just as often the huror is said to be a force of vengeance, punishing foolhardy folk who would despoil nature or profane the Great Mother\xe2\x80\x99s sacred places. \n'b' A huror resembles a huge polar bear nearly the size of an elephant . \n'b' Snow and harsh winds swirl about it, stony ice crystals cake its pelt, and its blue eyes reveal the unmistakable glimmer of intelligence. \n'b' Legendary Guardian . Other legends claim that an ancient huror, nearing the end of its lifespan, may seek out a worthy hero to face in mortal combat. If the hero loses, she is spared, but shamed; if she wins, though, the huror shares some useful bit of ancient knowledge and offers up its hide as a rare magical cloak before it fades away. Then, when that hero later dies, she becomes a huror upon her death and guards the north in her new form. \n'b' Tactics \n'b' The huror uses its quick speed and its attacks on its turn to deal with as many threats as possible. It will then attempt to bear hug whomever it believes is the greatest threat and focus its attacks on them if at all possible. It may use its cold breath on its first turn if enough targets are in range. If so, it will wait for another efficient opportunity, no matter when the breath weapon recharges.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Husk \n'b' Family: Husk \n'b' Huge undead , chaotic evil \n'b' Armor Class 9 Hit Points 76 (8d12 + 24) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Amorphous . As the husk. \n'b' Damage Transfer . As the husk, except the other half of the damage is split evenly between all creatures grappled by the husk. \n'b' Actions \n'b' Multiattack . The husk makes two attacks. \n'b' Smother . Melee Weapon Attack : +8 to hit, reach 5 ft., one Huge or smaller creature. Hit : The creature is grappled (escape DC 14). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 14 (3d6 + 4) bludgeoning damage. The husk can smother one Huge, two Large, or four Medium or smaller creatures at a time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Husk \n'b' Family: Husk \n'b' Medium undead , chaotic evil \n'b' Armor Class 9 Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 14 (+2) INT: 5 (-3) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amorphous . The husk can move through a space as narrow as 1 inch wide without squeezing. \n'b' Damage Transfer . While it is grappling a creature, the husk takes only half the damage dealt to it, and the creature grappled by the husk takes the other half. \n'b' Actions \n'b' Smother . Melee Weapon Attack : +4 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 at risk of suffocating, and the husk can\xe2\x80\x99t smother another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 5 (1d6 + 2) bludgeoning damage. \n'b' About \n'b' A grotesque human body moves like jelly. Its split-open front reveals the creature has no bones. \n'b' Husks are the opposite of skeletons: undead made entirely from tissue. \n'b' Waste Not . Powerful necromancers create husks from the leftovers of corpses used to animate skeletons. The creation of husks and skeletons at the same time allows a necromancer to create two undead with a single corpse. \n'b' Undead Nature . A husk doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hvalfiskr \n'b' Huge giant (shapechanger), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 275 (22d12 + 132) Speed 40 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 17 (+3) CON: 22 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex 8, Int +5, Wis +7, Cha +9 Skills Athletics +11 Perception +7, Performance +9 Damage Immunities cold, lightning, thunder Condition Immunities exhaustion Senses blindsight 120 ft. (whale form only), darkvision 120 ft. passive Perception 17 Languages Aquan, Common, Giant Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Echolocation (Whale Form Only) . The hvalfiskr can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath . The hvalfiskr can hold its breath for 1 hour. \n'b' Speak with Cetaceans . The hvalfiskr can communicate with dolphins, porpoises, and whales as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hvalfiskr makes four Bite or Slam attacks, or it makes three Chained Anchor attacks. \n'b' Bite (Whale Form Only) . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (5d6 + 6) piercing damage. \n'b' Chained Anchor (Giant or Hybrid Form Only) . Melee or Ranged Weapon Attack : +11 to hit, reach 15 ft. or range 30/60 ft., one target. Hit : 28 (5d8 + 6) bludgeoning damage, and the anchor hooks around the target. While hooked by the anchor, the target and the hvalfiskr can\xe2\x80\x99t move further than 60 feet from each other. A creature, including the target, can take its action to detach the anchor by succeeding on a DC 19 Strength check. Alternatively, the anchor\xe2\x80\x99s chain can be attacked and destroyed (AC 18; hp 50; vulnerability to thunder damage; immunity to piercing, poison, and psychic damage), dislodging the anchor into an unoccupied space within 5 feet of the target and preventing the hvalfiskr from using Reel Anchor. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage. \n'b' Whale Song (Recharge 5\xe2\x80\x936) . The hvalfiskr sings a magical melody. Each hostile creature within 60 feet of the hvalfiskr that can hear the song must make a DC 17 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t charmed . A charmed 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 fails the saving throw by 5 or more, it also suffers short-term madness. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The hvalfiskr transforms into a Huge frost giant , a Huge whale, or back into its true form, which is a whale-giant hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b' Reel Anchor . The hvalfiskr pulls on the chain connected to its anchor, returning the anchor to its empty hand. If the anchor is hooked around a creature, that creature must succeed on a DC 19 Strength saving throw or be pulled up to 30 feet toward the hvalfiskr. \n'b'\n'b' ABOUT \n'b' The massive being breaches the ice, twisting through frigid water and revealing a blue-skinned upper body merged with the tail of a huge whale. It sang a mind?numbing song and twirled an anchor at the end of a barnacled chain. \n'b' Giantkin of the cold seas, the hvalfiskr are massive in size, few in number, and capable of transforming themselves into whales. In battle, hvalfiskr are as ferocious and mercurial as wintry squalls. \n'b' Whale Guardians . Hvalfiskr see themselves as guardians of cold seas and whales. Explorers and merchants find them excellent sources of information about the regions they inhabit, but whalers find them terrifying. When a ship enters a hvalfiskr\xe2\x80\x99s territory, the giant follows the ship to determine its destination and purpose, singing entrancing songs to drive sailors mad.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hverhuldra \n'b' Small fey , neutral good \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d6 + 64) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 18 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +7 Skills Athletics +4, Intimidation +7, Nature +3, Survival +5 Damage Resistances cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Common, Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The hverhuldra can breathe air and water. \n'b' Purify Water . If the hverhuldra sits in a body of slow-flowing or standing water, such as a hot spring or a small creek, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the hverhuldra leaves the water. In standing water, this purification lasts until a contaminant enters the water while the hverhuldra isn\xe2\x80\x99t in it. \n'b' Quick Rescue . As a bonus action, the hverhuldra gives one willing creature within 60 feet of it the ability to breathe water for 1 minute. \n'b' Water Protection . While the hverhuldra submerged in water, it has advantage on Dexterity ( Stealth ) checks, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If it takes cold damage, this trait doesn\xe2\x80\x99t function until the end of its next turn. \n'b' Innate Spellcasting . The hverhuldra\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : create or destroy water , detect poison and disease , purify food and drink \n'b' 1/day each : blindness/deafness , protection from poison \n'b'\n'b' Actions \n'b' Multiattack . The hverhuldra makes two steaming fist attacks. \n'b' Steaming Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Scalding Stream (Recharge 5-6) . The hverhuldra spits scalding water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failed save, the target takes 21 (6d6) fire damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Reactions \n'b' Steam Cloud . When the hverhuldra takes cold damage, it uses the steam from the impact of the cold on its body to magically create a cloud of steam centered on a point it can see within 60 feet of it. This cloud works like the fog cloud spell, except the hverhuldra can dismiss it as a bonus action. \n'b' About \n'b' Steam rises from the top of this bald, green-skinned humanoid with a snake-like torso. The creature sweats profusely, but it doesn\xe2\x80\x99t seem uncomfortable. \n'b' Protector of Hot Springs . Geothermal springs are the only reliable source of warmth in the arctic region, and they often coincide with ley lines. A hverhuldra, an aquatic fey, enjoys the constant heat provided by such springs and is sensitive to the magic power flowing through them. It serves as guardian of these coveted locations, ensuring no particular creature or group takes control of them. \n'b' Luxuriating Fey . Hverhuldras are not stodgy protectors of their homes. They enjoy the feeling of warmth they experience and believe others should be able to revel in it as well. Provided no violence occurs, hverhuldras are gracious hosts to their hot springs. Some may even encourage visitors to engage in dalliances underwater, using their magic to accommodate those unable to breathe underwater. \n'b' Inured to Cold . Despite their preference for warm or hot water, hverhuldras are hardened against cold weather. Their bodies generate incredible heat, and they produce copious amounts of steam when they stand in the cold.'} |
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