prompt
stringclasses 1
value | response
stringlengths 486
21.9k
|
---|---|
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyaenodon, Undead \n'b' Large undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 30 (4d10 + 8) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing damage made with nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, but cannot speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Carrion Stench . Any creature other than an undead hyaenodon that starts its turn within five feet of the undead hyaenodon must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the target is immune to the Stench of all undead hyaenodons for one hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The undead hyaenodon makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage and the creature must succeed on a DC 14 Strength saving throw or become grappled by the hyaenodon (escape DC 14). The undead hyaenodon can grapple only one creature at a time. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Shake . The undead hyaenodon shakes a grappled target, inflicting 16 (3d10) slashing damage. \n'b'\n'b' ABOUT \n'b' The most favored priests of the gnoll gods are gifted with an undead hyaenodon servant. These reanimated hyenas from a bygone era are the size of a horse, with huge jaws that make up most of their rotting heads. Cruelly intelligent, they serve their masters, and only the most foolish priests think those masters are mortal and not gnoll gods.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyaina \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 50 ft., burrow 10 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Deception +0, Stealth +4 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Chameleon Fur . The hyaina can change the color of its fur to match the color and texture of its surroundings. As a result, it has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Corpse Feast . As a bonus action, the hyaina can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 12 Constitution saving throw or die. If the target dies, the hyaina regains 10 (3d6) hit points . \n'b' Keen Smell . The hyaina has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mimicry . The hyaina can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom ( Insight ) check. \n'b' Slippery . The hyaina has advantage on ability checks and saving throws made to escape a grapple. \n'b' Silencing Shadow . When there is a light source within 60 feet of the hyaina and its shadow is visible, any creature that starts its turn within 30 feet of the hyaina can be forced to make a DC 14 Constitution saving throw if the hyaina isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails, the creature cannot speak for 1 minute. It can make a saving throw each round at the start of its turn to end the effect. Unless surprised, a creature can avoid the hyaina\xe2\x80\x99s shadow at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the hyaina until the start of its next turn, when it can avoid the hyaina\xe2\x80\x99s shadow again. If the creature looks at the hyaina in the meantime, it must immediately make the save. \n'b' Actions \n'b' Multiattack . The hyaina makes one attack with its gaze and one with its bite. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Paralyzing Gaze . The hyaina targets one creature it can see within 30 feet of it. If the target can see the hyaina, the target must succeed on a DC 12 Constitution saving throw against this magic or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is successful, or if the effect ends on it, the target is immune to the Paralyzing Gaze of all hyainas for 1 hour. \n'b' About \n'b' This strange looking beast has the facial features of a short-nosed dog but a body shaped somewhat like a feline with a long, inflexible neck, an awkward trot, and an awful bay that sounds like laughter. \n'b' Hyainas are pack hunters infamous for their cunning and their unnerving vocalizations. They are about 3 feet long and weighs about 120 pounds. \n'b' Hunters of Men . Hyainas have the capacity to simulate human speech. They are cunning enough to learn the names of and picks up the name of shepherds and call to them in familiar voices in order to lure humans into a trap.\xc2\xa0They also can imitate a person crying out in pain to attract predators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyakume \n'b' Huge aberration , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 228 (24d12 + 72) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 17 (+3) INT: 19 (+4) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12, Stealth +8 Damage Resistances fire, lightning Damage Immunities cold Senses darkvision 120 ft., passive Perception 17 Languages Common, Undercommon; telepathy 60 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Drain Memories . The hyakume targets one creature it has touched. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes charmed for 1 hour. The effect then ends. When a hyakume causes a target to become memory drained, the hyakume gains full access to these memories, learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies. It may also transfer these memories to a willing creature it touches. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hyakume can use his Maddening Presence and then make three slam attacks. \n'b' Slams . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) bludgeoning damage and the target is exposed to his drain memories trait. If the target is a creature, the hyakume can choose one of the following additional effects:\n'b'\n'b'\n'b' The target must succeed on a DC 19 Strength saving throw or drop one item it is holding (hyakume\xe2\x80\x99s choice). \n'b' The target must succeed on a DC 19 Dexterity saving throw or be knocked prone . \n'b' The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the hyakume\xe2\x80\x99s next turn. \n'b' The damage of the attack is converted to cold, force, psychic or thunder damage. \n'b'\n'b' Eye Probe (1/Day) . The hyakume can detach up to six of its eyes and send them on missions. An eyeball has AC 22, hp 5, and a fly speed of 60 ft. (hover). The hyakume can see through all of its eye probes and can make drain memory attacks with them. If a hyakume\xe2\x80\x99s eyeball is destroyed, the hyakume takes 5 points of damage. An eye probe can\xe2\x80\x99t stray farther than 1 mile from the hyakume or the eye is destroyed (dealing 5 points of damage). \n'b' Maddening Presence . The hyakume targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the hyakume\xe2\x80\x99s Maddening Presence for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Hideous and corpulent, with numerous eyes dotting their bodies, hyakumes are mystics of malevolence. They steal and collect the memories of other intelligent beings to increase their own knowledge. These hundred-eyed horrors can see in all directions physically, but they also perceive the minds and thoughts of those nearby and they hunger for them. In some unknown way, they crave to consume thoughts and memories, providing psychic sustenance to them in a way incomprehensible to other beings. They can flood their own alien and terrible thoughts back into the minds of those nearby, driving them to the brink of madness and beyond with an overwhelming flood of captured yet inchoate emotion and shattered rationality.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Colliatur Monstrosity \n'b' Gargantuan monstrosity , neutral \n'b' Though it is supremely rare, sometimes Ud\xc3\xb8delig\xe2\x80\x99s tailored bacteria don\xe2\x80\x99t help a creature defend against the colloid\xe2\x80\x99s extraterrestrial influence, exacerbating its touch instead. The afflicted victim transforms and mutates into a thing of crystal shards, growing massively in size to as its mind fractures into a thousand irretrievable pieces. Driven by an instinctive hunger, it destroys and absorbs all the life around it before disappearing into the stars above. \n'b' Armor Class 20 (natural armor) Hit Points 310 (20d20 +100) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant Damage Immunities piercing, poison, psychic, radiant, slashing, bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Resistances necrotic Condition Immunities blinded , charmed , deafened, frightened , paralyzed , petrified , poisoned , prone , stunned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages it knew before the transformation, but can\xe2\x80\x99t speak Challenge 20 (25000 XP) \n'b' Special Traits \n'b' Absorb Magic . As a bonus action, the colliatur monstrosity targets any creature, object, or magical effect within 20 feet of it. The colliatur monstrosity chooses a spell already cast on the target. If the spell is of 3rd level or lower, the colliatur monstrosity absorbs the spell and it ends. If the spell if of 4th level or higher, the colliatur monstrosity must make a check with a +8 modifier. The DC equals 10 + the spell\xe2\x80\x99s level. On a successful check, the colliatur monstrosity absorbs the spell and it ends. The colliatur monstrosity\xe2\x80\x99s body emits scintillating patterns of light when it absorbs a spell, as if under the effects of a light spell. A colliatur monstrosity can only hold one absorbed spell at a time. \n'b' Crystalline Armageddon . When the colliatur monstrosity dies, it detonates in a cascade of crystalline shrapnel and searing light. Each creature within 60 feet of it must make a DC 19 Dexterity saving throw, taking 35 (10d6) slashing and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. For every 10 Hit Dice worth of souls a colliatur monstrosity has currently stored via its soul destruction feature, the damage of this explosion increases by 7 (2d6) slashing and 7 (2d6) radiance. \n'b' Immutable Form . The colliatur monstrosity is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The colliatur monstrosity has advantage on saving throws against spells and other magical effects. \n'b' Magnitude . The mere approach of a colliatur monstrosity reverberates through the earth. In any round a colliatur monstrosity has taken an action, all non-flying creatures within 120 feet of it must succeed a Dexterity saving throw (DC 19) or fall prone . \n'b' Mighty Frame . A colliatur monstrosity can carry and lift tremendous weights due to their dense, crystalline frames. A colliatur monstrosity can lift and manipulate twice as much weight as usual for its Strength . \n'b' Soul Destruction . Mindless hunger for the souls of the slain drive the colliatur monstrosity ever onwards. Creatures slain within 100 ft. of the colliatur monstrosity have their souls drawn into the refracting crystals of the best. Only a true resurrection or direct divine intervention can bring the slain back to life. A colliatur monstrosity loses all stored souls after 24 hours or after completing a long rest , whichever comes first. Upon having consumed 200 Hit Dice of souls within a 24 hour period, the colliatur monstrosity gains a flying speed of 60 feet and may use this to travel even through the great beyond between the stars. The flying speed is lost after a long rest or upon entering a new planet\xe2\x80\x99s magosphere, whichever happens first. \n'b' Actions \n'b' Multiattack . The colliatur monstrosity makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 20 (3d8+7) bludgeoning damage. \n'b' Release Spell . The colliatur monstrosity can release an absorbed spell effect as a blast of prismatic energy, which blasts out as a sphere centered on the colliatur monstrosity with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the colliatur monstrosity take 7 (2d6) radiant damage per level of the absorbed spell, or half damage with a successful DC 19 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the colliatur monstrosity\xe2\x80\x99s next turn. Colliatur are immune to the harmful effects of this ability.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hybrid Revenant \n'b' Large undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 209 (22d10 + 88) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 3 (-4) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Intelligence +4 Damage Immunities necrotic, poison Condition Immunities exhaustion , fright, poison, unconsciousness Resistances Senses darkvision 120 ft., passive Perception 6 Languages understands Common, but cannot speak Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Explosive Despair . The suffering of the hybrid revenant is so great that it explodes outward around itself from time to time, at random, as a palpable and deadly force. At the beginning of the hybrid revenant\xe2\x80\x99s initiative , roll 1d6. On a one, the hybrid revenant doubles over in apparent pain, incapacitated for this round. At the same time, necrotic withering hurtles outward from the revenant in a 30-foot radius. Each creature in this area must make a DC 17 Constitution saving throw, taking 71 (13d10) damage on a failed save, or half as much damage on a successful one. \n'b' Taint on the Land . If the hybrid revenant is merely slain, the restless spirits that formed it will not be satisfied. Deprived of a body, they will remain in waiting for another like-minded soul to join them, and the process will begin again (and in the meantime, the location of its corpse will attract other undead to the area). The hybrid revenant may be forcibly laid to rest after its body is slain by casting hallow on any physical remains. However, a hybrid revenant may also be laid to rest through roleplay, for a party and GM so inclined, by learning the revenant\xe2\x80\x99s tale and providing some form of solace, justice, epiphany, or catharsis. \n'b' Actions \n'b' Multiattack . The hybrid revenant attacks once with its bite and twice with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Wail of the Yawning Void (Recharge 4-6) . When a hybrid revenant howls, those who hear its cry are consumed by the nameless, gaping loss within the revenant\xe2\x80\x99s soul. All creatures within 60 feet of the revenant that can hear it must succeed on a DC 17 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw is successful, or the effect ends on it, the creature is immune to the revenant\xe2\x80\x99s Wail of the Yawning Void for 24 hours. \n'b' About \n'b' The thing stirs, revealing itself to be a rotting, skeletal humanoid but with several obviously animal bones in place of its normal skeleton , including the frightening visage of a great wolf\xe2\x80\x99s skull. \n'b' When a humanoid soul dies in especial rage, torment, and injustice, it is known that such spirits sometimes return to seek vengeance. Such vengeance can take many forms, but one of the most wretched of these is the hybrid revenant. It is believed that hybrid revenants occur when two or more creatures, at least one of them humanoid, die on the same spot, in similar throes of torment, at any time within a decade or so of one another. While the first soul\xe2\x80\x99s will to rise was not enough on its own, the addition of a second or third like-minded victim is enough in aggregate for a single, hybrid, undead body to rise. \n'b' However, such an unnatural merging, born always of mind-shattering torment, sears the mind of the newly risen undead, and it no longer remembers clearly what happened to it or how to achieve the justice it craves. In unending, hellish agony, the hybrid revenant wanders the land, howling out the horror of its unnatural existence and tainting all it passes with the corruption of its despair. A hybrid revenant attacks only in self defense, but it howls whenever it witnesses the meaningless suffering it has unwittingly caused, and it has no control over its explosive despair. If the humanoid portion of the entity is helped to find clarity and peace, the animal portion will naturally pass on as well. \n'b' A hybrid revenant usually resembles a semi-skeletal large humanoid, with some of its humanoid parts replaced by animal bones. For example, one revenant might be entirely humanoid save for a wolf skull in place of a human head, while another might be humanoid on top and elk on the bottom, like a hideous, skeletal centaur. Some may be clothed in rags, while others might be bare bones or still hung with strips of rotting flesh. The revenant\xe2\x80\x99s large size usually stems from the combination of two or more corpses, but the unnatural forces holding the hybrid revenant together can sometimes resize and reshape various parts for a whole that appears strangely complete as if it might have been a hybrid being in life though it was not.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 \n'b' Hit Points 104 (16d8 +32) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Senses darkvision 60., passive Perception 16 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hydra can hold its breath for 1 hour. \n'b' Multiple Heads . The hydra has four heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the hydra has beyond one. It gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful Heads . While the hydra sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hydra makes as many bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 16). The hydra can grapple one creature for each head that makes a bite attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adaro Brute \n'b' Family: Adaro \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 110 (17d8+34) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Str +5 Skills Perception +3, Stealth +4 Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 13 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rain Frenzy . Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving throws and saving throws against being frightened . In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only as long as it remains within one turn away from the water\xe2\x80\x99s surface. \n'b' Speak with Sharks . An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as \xe2\x80\x9ccome,\xe2\x80\x9d \xe2\x80\x9cdefend,\xe2\x80\x9d or \xe2\x80\x9cattack.\xe2\x80\x9d \n'b' Water breathing . The adaro can only breathe underwater. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Underwater Rage (3/day) . An adaro can enter a rage while underwater. While in this rage, they deal an extra 4 (1d8) damage whenever they make a successful attack against a creature, but they have disadvantage on all Wisdom and Intelligence saving throws. This rage lasts 1 minute, until ended as a bonus action, or the adaro does not attack a creature nor take damage in a turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adaro makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 12 (2d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault. \n'b' Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight. \n'b' Adaros\xe2\x80\x99 strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground and leaves either when its presence becomes too well known or when its game runs low. \n'b' An adaro is 7-1/2 feet long and weighs 250 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Shark (Hunter) \n'b' Family: Aquatic & Fish \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Blood Frenzy. The shark has advantage on melee attack \n'b' Water Breathing : The shark can breathe only underwater. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' About \n'b' Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Chameleon Hydra \n'b' Family: Hydra \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 184 (16d12 + 80) Speed 20 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 4 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +11 Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Multiple Heads . The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. \n'b' Superior Camouflage . While the chameleon hydra remains motionless, it has advantage on Dexterity ( Stealth ) checks made to hide . In addition, the chameleon hydra can hide even while a creature can see it. \n'b' Wakeful . While the chameleon hydra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack . \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Sticky Tongue . Melee Weapon Attack : +9 to hit, reach 50 ft., one target. Hit : The target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the hydra can\xe2\x80\x99t use the same sticky tongue on another target. \n'b' Reel . The hydra pulls a creature grappled by it up to 25 feet straight toward it. \n'b' About \n'b' A large chameleon pokes its head below the canopy. Soon, four other identical heads peek below the treetops. A massive body accompanies the heads, revealing they all belong to one creature. \n'b' The creature\xe2\x80\x99s odd feet and long, curled tail transport it from tree to tree with ease, and its sticky tongues allow it to slurp up prey on the forest floor as it passes. \n'b' The chameleon hydra thrives in thick, wooded areas where it makes nests in the canopies of large trees. It feasts on prey both above and below the canopy, using its sticky tongues to snatch unsuspecting prey. \n'b' Apex Ambush Predators . Chameleon hydras have scales that react to light and allow the hydras to blend in with their surroundings. They are extremely patient, waiting until the most opportune time to strike from a safe vantage point. Chameleon hydras primarily eat birds and giant insects, but they are known to dine on unwary travelers if other prey is scarce. \n'b' Curious and Colorful . Study of juvenile chameleon hydras shows they have inquisitive minds and that they alternate their scales in colorful patterns when near others of their kind.\xc2\xa0Scholars believe they use these color changes as a rudimentary form of communication.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cryohydra, Elder \n'b' Family: Hydra \n'b' Huge monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 275 (22d12 + 132) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 22 (+6) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +12 Damage Immunities cold Senses darkvision 60 ft., passive Perception 22 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The elder cryohydra can hold its breath for 1 hour. \n'b' Multiple Heads . The elder cryohydra has twelve heads. While it has more than one head, the elder cryohydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the elder cryohydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the elder cryohydra dies. At the end of its turn, it grows two heads (up to a maximum of twenty-four heads) for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The elder cryohydra regains 10 hit points for each head regrown in this way. If the cryophydra has more than twelve heads, it loses one of its heads when it takes a long rest . \n'b' Reactive Heads . For each head the elder cryohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the elder cryohydra sleeps, at least one of its heads is awake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The elder cryohydra makes one Bite attack with each head. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) piercing damage plus 5 (2d4) cold damage. \n'b' Cold Breath (recharge 5-6). The elder cryohydra uses all its heads to exhale frost which fills a 30-foot radius sphere centered on a point it chooses within 60 feet of it. Each creature in that area must make a DC 19 Dexterity saving throw, taking 84 (24d6) cold damage on a failed save or half as much on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra \n'b' Family: Hydra \n'b'\n'b' Huge dragon , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +12, Wisdom +7, Charisma +5 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned , prone Skills Perception +24, Stealth +7 Senses darkvision 120 ft., passive Perception 34 Languages \xe2\x80\x93 Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Contamination . The hydra emits an aura of corruption 30 feet in every direction. Plants that aren\xe2\x80\x99t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 19 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this hydra\xe2\x80\x99s Contamination for 24 hours. \n'b' Hold Breath . The hydra can hold its breath for 1 hour. \n'b' Legendary Resistances (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Multiple Heads . The hydra has nine heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the hydra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The hydra makes as many attacks as it has heads plus one to constrict. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 19) if the hydra isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Poison Breath (Recharge 5-6) . The dragon exhales poison in a 60-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Tail . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Legendary Actions \n'b' The hydra 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 hydra regains spent legendary actions at the start of its turn. \n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Summon Crab (Costs 2 Actions) . The hydra summons a karkinos. \n'b' About \n'b' What at first appeared to be multiple snakes tangled up with each other is in fact a multi-headed best, all of them connected to one large serpent body. \n'b' Hydras are reptile-like monsters with nine heads. A hydra is gray brown to dark brown, with a light yellow or tan underbelly. The eyes are amber, and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. \n'b' Deadly by Nature . Hydras are extremely poisonous, such that their blood is used in arrows to slay even more fearsome opponents. Their breath is dire enough to kill a man where he stands, but even the miasma that surrounds them can poison attackers even while the hydra sleeps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra \n'b' Family: Hydra \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75); Wound Threshold 43 Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +6 Senses darkvision 60 ft., passive Perception 16 Languages Phantasm Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the hydra, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Hold Breath . The hydra can hold its breath for 1 hour. \n'b' Multiple Heads . The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the hydra sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hydra makes as many bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b'\n'b' ABOUT \n'b' With its many voracious heads that grow back when cut off, the hydra has become the very embodiment of the Cankerous threat in the eyes of the public. Each of these creatures expresses the power of a mature Cankerous nest, which has drawn from considerable resources in order to birth it. A hydra goes to battle escorted by many other ravagers. \n'b' Venomous Hydras \n'b' By using this option, the blood of hydras becomes venomous. Creatures exposed to Corrosive Fluids must also resist this poison. \n'b' Type : contact \n'b' Effect : the creature must make a DC 16 (hydra) or DC 18 (growth-bearing hydra) Constitution saving throw, taking 8d10 (44) poison damage on a failure, or half as much damage on a success. \n'b' A hydra can absorb a mature beating growth, and thus the heart of a Cankerous nest. This condemns the nest to dereliction, but allows the creation of a new nest in a more favorable site. Once such a site has been found, the hydra regurgitates the growth, which resumes its reproductive function. As for the growth-bearing hydra, it withers away upon reaching its destination. Its remains then feed the Cankerous heart, which becomes capable of producing numerous ravagers in just a few days.\xc2\xa0A nest deprived of a transplanted growth dies more slowly than when the growth is destroyed: this means adventurers may still visit the nest, encounter a weakened adversary, and eventually discover that the beating growth is gone. \n'b' \xe2\x80\x9c Gold -Bearing\xe2\x80\x9d Hydras \n'b' A common mistranslation of the dvaergen name for the growth-bearing hydra giving it the moniker of \xe2\x80\x9c gold -bearing hydra.\xe2\x80\x9d Greedy adventurers have lost their lives due to this misunderstanding, as they were convinced to be facing monsters that would earn them a huge fortune at little cost. Then, the corpses of such reckless idiots become the breeding grounds for new Cankerous nests\xe2\x80\xa6'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra, Growth-Bearing \n'b' Family: Hydra \n'b' Huge ravager (devastation), chaotic evil or unaligned \n'b' Armor Class 18 (natural armor) Hit Points 250 (20d12 + 120); Wound Threshold N/A Speed 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 22 (+6) INT: 8 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +10, Wis +4 Skills Athletics +10, Intimidation +5, Perception * +8, Survival +4 Damage Resistances acid, poison, psychic; bludgeoning, piercing and slashing from non-magical attacks Condition Immunities exhausted, petrified , possessed Senses darkvision 60 ft., passive Perception 18 Languages Phantasm Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Corrosive Fluids . After dealing a Wound or a critical hit to the growth-bearing hydra, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b' Hold Breath . The growth-bearing hydra can hold its breath for 1 hour. \n'b' Innate Spellcasting . The growth-bearing hydra\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13). The growth-bearing hydra can cast the following spells like a 9th-level spellcaster requiring no material components:\n'b'\n'b'\n'b' At will : dominate person , warcry* \n'b' 3/day each : blindness/deafness , poison spray \n'b' 1/day each : terror \n'b'\n'b' Multiple Heads . The growth-bearing hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the growth-bearing hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The growth-bearing hydra regains 15 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the growth-bearing hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the growth-bearing hydra sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The growth-bearing hydra makes as many bite attacks as it has heads. During each turn, it can replace one bite attack with one of its innate spells. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 11 (1d10 + 6) piercing damage. \n'b'\n'b' ABOUT \n'b' With its many voracious heads that grow back when cut off, the hydra has become the very embodiment of the Cankerous threat in the eyes of the public. Each of these creatures expresses the power of a mature Cankerous nest, which has drawn from considerable resources in order to birth it. A hydra goes to battle escorted by many other ravagers. \n'b' Venomous Hydras \n'b' By using this option, the blood of hydras becomes venomous. Creatures exposed to Corrosive Fluids must also resist this poison. \n'b' Type : contact \n'b' Effect : the creature must make a DC 16 (hydra) or DC 18 (growth-bearing hydra) Constitution saving throw, taking 8d10 (44) poison damage on a failure, or half as much damage on a success. \n'b' A hydra can absorb a mature beating growth, and thus the heart of a Cankerous nest. This condemns the nest to dereliction, but allows the creation of a new nest in a more favorable site. Once such a site has been found, the hydra regurgitates the growth, which resumes its reproductive function. As for the growth-bearing hydra, it withers away upon reaching its destination. Its remains then feed the Cankerous heart, which becomes capable of producing numerous ravagers in just a few days.\xc2\xa0A nest deprived of a transplanted growth dies more slowly than when the growth is destroyed: this means adventurers may still visit the nest, encounter a weakened adversary, and eventually discover that the beating growth is gone. \n'b' \xe2\x80\x9c Gold -Bearing\xe2\x80\x9d Hydras \n'b' A common mistranslation of the dvaergen name for the growth-bearing hydra giving it the moniker of \xe2\x80\x9c gold -bearing hydra.\xe2\x80\x9d Greedy adventurers have lost their lives due to this misunderstanding, as they were convinced to be facing monsters that would earn them a huge fortune at little cost. Then, the corpses of such reckless idiots become the breeding grounds for new Cankerous nests\xe2\x80\xa6'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra, Necrotic \n'b' Family: Hydra \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 172 (15d12 + 75) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The hydra can hold its breath for 1 hour. \n'b' Multiple Heads . The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the hydra sleeps, at least one of its heads is awake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The hydra makes as many Necrotic Bite attacks as it has heads. \n'b' Necrotic Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) necrotic damage. If the target is a living creature, it must attempt a DC 15 Constitution saving throw or have its speed reduced by 10 feet for 1 minute. This effect counts as a poison but does not apply the poisoned condition. Creatures attempt this saving throw only once per turn, but if they are hit by multiple bite attacks, they make the saving throw with disadvantage. The speed reduction stacks, and if a creature\xe2\x80\x99s speed is reduced to 0, that creature is paralyzed until its speed is increased above 0. The paralysis can be removed by anything that cures poison or disease, such as lesser restoration , or by a DC 15 Wisdom ( Medicine ) check made using a healer\xe2\x80\x99s kit. In either case, the affected creature\xe2\x80\x99s speed returns to normal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Colocolo \n'b' Tiny fiend ( demon ), chaotic evil \n'b' Armor Class 13 (natural hide) \n'b' Hit Points 10 (3d4 + 3) \n'b' Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 4 (-3) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Understands Abyssal but cannot speak \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Steal Stamina . The colocolo feeds by spitting an anesthetizing toxin into the mouth of a sleeping victim, then slithers its slender tongue into the victim\xe2\x80\x99s throat to extract its vital essence through the saliva. The individual wakes the following day having gained no benefit from the long rest and instead suffers 1 level of exhaustion . A DC 13 Constitution save negates the anaesthesia, permitting the victim to wake up before the colocolo drains her. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colocolo makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Filthy Regurgitation . If interrupted while feeding upon a sleeping mortal, the colocolo immediately regurgitates into the victim\xe2\x80\x99s face as a means of defence before fleeing. A target splattered with the putrescent fluids is Blinded and Poisoned until the end of its turn. The target can make a DC 13 Dexterity save to avoid being struck by the fluid, unless it is still incapacitated . Anyone coming in contact with the putrid contents of the colocolo\xe2\x80\x99s stomach is exposed to Sewer Plague. \n'b'\n'b' ABOUT \n'b' The colocolo is a small fiendish rodent similar in appearance to a grotesquely formed opossum with patchy brown fur and a long slender tongue. These nocturnal fiends prey upon sleeping humanoids; creeping into their beds and absorbing their vital essence by consuming their saliva. Victims awaken weakened and exhausted. Night after night the creature returns, draining the individual until she becomes so weak she perishes. Those attacked by the creature suffer nightmares of being feasted upon by a rooster-headed serpent. The strange visions depict the creature\xe2\x80\x99s birth form, which hints at the nature of its foul origin. Colocolo hatch from eggs laid in small clutches near humanoid settlements in old barns, stables, or even outhouses. A clutch consists of 8 to 12 eggs. When the eggs hatch, the serpentine forms slither off to build nests and burrows, where they live until they mature and undergo metamorphosis. \n'b' When threatened or injured by an opponent, a colocolo unleashes a high-pitched cry that bears disturbing resemblance to a wailing infant. The creature\xe2\x80\x99s cry can be deceptive when heard from a distance. A DC 13 Intelligence ( Nature ) check determines the wailing seems eerily repetitive and more consistent with the calls of a beast than those of a baby. \n'b' Cowardly Thieves . Small and relatively weak, the colocolo relies on keeping itself hidden from its prey. While they defend themselves if cornered or captured, their first instinct is always to flee. In regions where the colocolo are prevalent, once the victim\xe2\x80\x99s ailment has been identified as a colocolo attack , a local shaman can usually be called upon to perform a ceremony that drives the pest off. Such ceremonies involve painting the victims with special woads and sprinkling sleeping areas with salts and herbs to drive off the colocolo. It is undetermined whether the ceremony provides magical protection or simply scares off the cowardly fiend by alerting it that the prey has detected its presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hydra, Venom Maw \n'b' Family: Hydra \n'b' Five reptilian heads upon long necks rise from the murky surface of the water. Sizzling venom drips from each gaping maw. \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 231 (22d12 + 88) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +7 Damage Resistances fire Damage Immunities acid Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Amphibious . The venom maw hydra can breathe air and water. \n'b' Multiple Heads . The venom maw hydra has five heads. While it has more than one head, the venom maw hydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hp for each head regrown in this way. \n'b' Wakeful . While the hydra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The venom maw hydra makes as many bite or spit attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage and 5 (2d4) acid damage. \n'b' Spit . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 10 (3d6) acid damage, and the target must succeed on a DC 16 Dexterity saving throw or be poisoned until the end of its next turn. \n'b' Venom Spray (Recharge 5-6) . The hydra sprays caustic liquid in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Tail Lash . When it is hit by a melee weapon attack within 10 feet of it, the venom maw hydra lashes out with its tail. The attacker must make a DC 16 Strength saving throw. On a failure, it takes 7 (2d6) bludgeoning damage and is knocked prone . On a success, the target takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' Legendary Actions \n'b' The venom maw hydra 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 hydra regains spent legendary actions at the start of its turn. \n'b' Bite . The venom maw hydra makes one bite attack . \n'b' Spit (Costs 2 Actions) . The venom maw hydra makes one spit attack . \n'b' Wallowing Rampage (Costs 3 Actions) . When the venom maw hydra is in water, it wallows, causing the water to hiss, froth, and splash within 20 feet. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The venom maw hydra lurks in sulfurous swamps and near areas of high geothermal activity, poisoning the hot springs and lakes where it dwells. \n'b' Voracious Appetite . The venom maw hydra takes advantage of the sanctuary its warm water home promises to nearby fauna, devouring any creature that comes for warmth or a drink and leaving desolation in its wake. \n'b' Deadly From Afar . Quick reflexes and the ability to spit vile secretions at range let it strike from the safety of its watery home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Putrid Haunt \n'b' Family: Hydra \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 13 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning and piercing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the putrid haunt remains motionless and prone in swampy terrain, it is indistinguishable from a pile of muck and moss. \n'b' Swamp Walk . Difficult terrain composed of mud, shallow water, and water plants doesn\xe2\x80\x99t cost the putrid haunt extra movement. \n'b' Undead Nature . The putrid haunt doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) poison damage. \n'b' Expel Vermin (Recharge 6) . The putrid haunt vomits forth the leeches, stinging insects, and other swamp vermin infesting its innards in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) piercing damage and 7 (2d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This shambling corpse has twigs, branches, and other debris intertwined with its body. Its gaping maw crawls with scrabbling vermin. \n'b' Swamp Undead . Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds. \n'b' Mossy Islands . When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, stomping foes deep into the muck. There\xe2\x80\x99s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders, and they attack with a single-mindedness that\xe2\x80\x99s easily mistaken for purpose. \n'b' Harbor Vermin . Putrid haunt corpses create favorable conditions for leeches, insects, and other swamp vermin. They are often hosts or hiding places for large gatherings of such creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pyrohydra, Greater \n'b' Family: Hydra \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 218 (19d12 + 95) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 21 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10 Damage Immunities fire Senses darkvision 60 ft., passive Perception 20 Languages \xe2\x80\x93 Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Hold Breath . The greater pyrohydra can hold its breath for 1 hour. \n'b' Multiple Heads . The greater pyrohydra has nine heads. While it has more than one head, the greater pyrohydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the greater pyrohydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the greater pyrohydra dies. At the end of its turn, it grows two heads (up to a maximum of eighteen heads) for each of its heads that died since its last turn, unless it has taken acid or cold damage since its last turn. The greater pyrohydra regains 10 hit points for each head regrown in this way. If the pyrohydra has more than nine heads, it loses one of its heads when it takes a long rest . \n'b' Reactive Heads . For each head the elder pyrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the greater pyrohydra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The greater pyrohydra makes one Bite attack with each head. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 5 (2d4) cold damage. \n'b' Fire Breath (recharge 5-6). The greater pyrohydra uses all its heads to exhale flame which fills a 25-foot radius sphere centered on a point it chooses within 50 feet of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save or half as much on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pyrohydra, Twelve-headed \n'b' Family: Hydra \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 230 (20d12 + 100) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +10 Senses darkvision 60 ft., passive Perception 20 Damage Immunities fire Languages \xe2\x80\x93 Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Hold Breath . The pyrohydra can hold its breath for 1 hour. \n'b' Multiple Heads . The pyrohydra has twelve heads. While it has more than one head, the pyrohydra has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the pyrohydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the pyrohydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The pyrohydra regains 10 hit points for each head regrown in this way. \n'b' Reactive Heads . For each head the pyrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Wakeful . While the pyrohydra sleeps, at least one of its heads is awake. \n'b' Actions \n'b' Multiattack . The pyrohydra makes as many bite attacks as it has heads. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage and 7 (2d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The pyrohydra exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Each head has its own recharge counter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Shark (Reef) \n'b' Family: Aquatic & Fish \n'b' Medium beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Pack Tactics : The shark has advantage on an attack roll against a creature if at least one of the shark\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Water Breathing : The shark can breathe only underwater. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hyperion: The Higher One \n'b' Gargantuan giant (titan), neutral \n'b' Armor Class 16 (natural armor) Hit Points 437 (25d20 + 175) Speed 45 ft., fly 40 ft.\n'b' STATS STR: 26 (+8) DEX: 12 (+1) CON: 25 (+7) INT: 18 (+4) WIS: 20 (+5) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +14, Wis +12, Cha +14 Skills Athletics +15, History +11, Intimidation +14, Nature +11, Persuasion +14 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities blinded , charmed , exhaustion , frightened Senses truesight 90 ft., passive Perception 15 Languages Celestial, Common, Giant Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Hyperion fails a saving throw, he can choose to succeed instead. \n'b' Spellcasting . Hyperion is a level 20 spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Hyperion has the following Sorcerer spells prepared:\n'b'\n'b' Cantrips (at will) : gust, ray of frost , firebolt, light \n'b' 1st level (4 slots) : absorb elements, fog cloud \n'b' 2nd level (3 slots) : enhance ability , warding wind \n'b' 3rd level (3 slots) : dispel magic , lightning bolt \n'b' 4th level (3 slots) : ice storm , confusion \n'b' 5th level (3 slots) : telekinesis , control winds \n'b' 6th level (2 slots) : sunbeam , chain lightning \n'b' 7th level (2 slots) : reverse gravity , prismatic spray \n'b' 8th level (1 slots) : sunburst , earthquake \n'b' 9th level (1 slots) : meteor swarm \n'b'\n'b' Master of the Sky . Hyperion forces creatures within 120 feet out of his domain. Creatures\xe2\x80\x99 natural or magical flying abilities are nullified within this area. \n'b' Magic Weapons . Hyperion\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Hyperion makes makes two Heaven\xe2\x80\x99s Fist attacks and one Double Handed Slam attack. \n'b' Heaven\xe2\x80\x99s Fist . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b' Double Handed Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 35 (5d10 + 8) bludgeoning damage \n'b' Legendary Actions \n'b' Hyperion 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. Hyperion regains spent legendary actions at the start of his turn. \n'b' Move . Hyperion moves up to half his movement speed. \n'b' Attack . Hyperion makes one Heaven\xe2\x80\x99s Fist attack. \n'b' Minor Casting . Hyperion casts a cantrip or a spell of 2nd level or lower. \n'b' Major Casting (Costs 2 Actions) . Hyperion casts a spell of 5th level or lower. \n'b' About \n'b' Hyperion is the god titan of heavenly light, son of the heavens and the earth, and father of the moon and the sun. He is one of the four titans who rebelled against Uranus and held him down. He is an almighty titan with tremendous power.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ibar \n'b' Medium beast , chaotic neutral \n'b' Armor Class 15 (natural) Hit Points 58 (13d8) Speed 60 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 11 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nauseous Cloud . Once per day, as an action, the Ibar can release a cloud of poisonous vapor. All creatures within 10 feet of the ibar must make a Constitution save (DC 14) or suffer the poisoned condition. Ibar\xe2\x80\x99s are immune to this poison. Any affected target may repeat the save at the end of their turn, removing the poisoned condition on a successful save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Ibar attacks once with its bite and twice with its claws each turn. If its bite attack knocks a target prone , the Ibar gains the advantages of attacking a prone target with its claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) slashing damage. In addition, the target must make a Strength save (DC 13) or be knocked prone . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b'\n'b' ABOUT \n'b' The ibar are ancient creatures valued for their exceptional quills. Skilled craftsmen have used the quills in the manufacture of many items, from scroll cases to whips and blowguns. The quill itself is almost indestructible and is pliant when heated. Generally, the quill sells for 5 gp in the open market. \n'b' Ibar are beastly creatures cast in the general shape of a leopard. The ibar\xe2\x80\x99s body is long as are its legs and neck. Gaunt flesh clings to the ibar\xe2\x80\x99s flanks, revealing thick bones and casting the beast in a ghastly yellow color. Its shoulder bones extend and protrude beyond the skin and well beyond the creature\xe2\x80\x99s back; they broaden too, affording the ibar\xe2\x80\x99s flanks protection. A mane of long quills encircle the ibar\xe2\x80\x99s neck, extending down to cover its chest and along the spine where they merge with its thin tail. The ibar\xe2\x80\x99s head is short and beaked, its eyes broad and set deep beneath boney cavities upon its skull. \n'b' Wild Hunters . The ibar are able hunters, found in almost every clime and type of terrain. They run individually or in packs, however, their natures are wild and they are unable to work in concert with each other, as often as not they attack one another in the course of a melee. They are highly territorial, holing up in deep dens, or taking up residence in old ruins, dungeons, and the like. Packs that become too large split much as do wolf packs. \n'b' Aggressive . The ibar attack by rushing an opponent and attempting to trip them. If the trip fails, the ibar immediately expels a cloud of gas to disorient their prey while they are attacking.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ibexian \n'b' Large fiend , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 17 (+3) INT: 6 (\xe2\x80\x932) WIS: 14 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +6 Skills Athletics +8, Perception +5 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages understands Abyssal but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Blood . When the ibexian takes damage, each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) fire damage. The fire ignites flammable objects within 5 feet of the ibexian that aren\xe2\x80\x99t being worn or carried. \n'b' Fiery Charge . If the ibexian 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) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and forced prone . \n'b' Pack Tactics . An ibexian has advantage on attack rolls if at least one of the ibexian\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 ibexian makes one Ram attack and one Hooves attack , or it makes two Spit Fire attacks. \n'b' Ram . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Spit Fire . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 16 (4d6 + 2) fire damage. \n'b' Pyroclasm (1/Day) . The ibexian moves up to 30 feet in a straight line toward a creature and can move through the space of any Medium or smaller creature, stopping when it moves within 5 feet of the target. Each friendly ibexian within 50 feet of the ibexian can use its reaction to also move up to its speed in a straight line toward the target, stopping when it moves within 5 feet of the target. This movement doesn\xe2\x80\x99t provoke opportunity attacks. The target and each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. For each ibexian in the Pyroclasm after the first, the fire damage increases by 3 (1d6), to a maximum of (28) 8d6. \n'b'\n'b' ABOUT \n'b' A massive ram with glowing red eyes and flaming hooves scorches the air as it leaps. \n'b' Demonic generals employ ibexians as fiendish shock troops when subtlety and stealth are immaterial. Often found in pairs or groups, ibexians hurl themselves at their foes and each other with equal gusto, leaving fiery calamity in their wakes. \n'b' Coordinated Chaos . Periodically, one or more ibexians hurl themselves at the same foe. The fireball they create on impact is greater in intensity for each ibexian that participates. Large groups of ibexians can vaporize clusters of foes this way. \n'b' Friendly Competition . Even when ibexians cooperate, they compete. Their favorite pastime is leaping at each other and butting horns, testing their comrades. If there is a foe in between them when they crash into each other, even better. \n'b' Deadly When Injured . Enemies of demonic hordes must be careful when ibexians appear. Ibexian blood is as fiery as the flames covering their hooves, and ibexians become deadlier as they shed blood, spraying fire on those nearby. For this reason, foes often avoid wide-spread attacks against ibexians, for fear of accidentally spreading fire. Particularly crafty demon generals deploy groups of deliberately wounded ibexians, surprising their enemies with the fiery spray that follows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Bogie \n'b' Small fey , chaotic neutral \n'b' Armor Class 12 Hit Points 10 (3d6) Speed 25 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 7 (-2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Sleight of Hand +4, Stealth +4 Damage Vulnerabilities fire Damage Immunities cold, poison Condition Immunities charmed , petrified , poisoned , unconscious Senses darkvision 30 ft., passive Perception 8 Languages Primordial Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Nimble Escape . The bogie can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Pack Tactics . The bogie has advantage on attack rolls against a creature if at least one of the bogie\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' Icicle Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage plus 2 (1d4) cold damage. \n'b' Spiteful Hail . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 2 (1d4) cold damage, and the target\xe2\x80\x99s speed is reduced by 10 until the end of its next turn. \n'b'\n'b' Reactions \n'b'\n'b' Frosty Aid (1/Day) . Whenever an allied ice bogie within 30 feet is reduced to 0 hp , this ice bogie can choose to reduce its hp by 3 (1d6), and the ally regains hp equal to the amount of hp this ice bogie lost. \n'b'\n'b' About \n'b' A gaggle of mischievous, rime-covered humanoids, one of which is standing on the shoulders of another, paint hoarfrost patterns on a window. \n'b' Wherever the temperature drops below freezing, mobs of ice bogies may appear to unleash their wintry mischief. Enigmatic creatures of ice: the hows and whys of their random arrivals remain a mystery. A group might plague a remote village for an entire winter or pester a yeti for a single afternoon. Whenever frost forms in suspicious places or patterns, ice bogies are likely to blame. \n'b' Japes and Vandalism . Whether pilfering innocuous items, laying slicks of frost across doorways, or freezing a goat\xe2\x80\x99s eyelids shut while it sleeps, the creatures find delight in pranks and making nuisances of themselves. Capricious and gleeful, they are equal opportunists-seeing little difference between humanoids, beasts, or monstrosities. They find pleasure lurking on the edges of civilization, gathering to play their tricks on unsuspecting pioneers before melting back into the frigid wilds without a trace. \n'b' Vicious Reprisals . While ice bogies are known to occasionally help lost travelers or return stolen prizes the next day, they have a dangerous side. When provoked, they swarm their opponents in a series of darting attacks from all sides and are known to pelt their enemies with shards of ice plucked from their own bodies in a flurry of hail.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Breaker \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 157 (15d12 + 60) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 19 (+4) INT: 7 (-2) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities cold Condition Immunities charmed , prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The ice breaker can hold its breath for 1 hour. \n'b' Keen Hearing . The ice breaker has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Siege Monster . The ice breaker does double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 29 (4d10 + 7) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the ice breaker can\xe2\x80\x99t bite another target. \n'b' Swallow . The ice breaker makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained , it has total cover against attacks and other effects outside the ice breaker, and it takes 9 (2d8) acid damage at the start of each of the ice breaker\xe2\x80\x99s turns. The ice breaker can have only one target swallowed at a time. If the ice breaker takes 20 damage or more on a single turn from the swallowed creature, the ice breaker must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ice breaker. If the ice breaker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' A sole fisherman has ventured out onto the sea ice. As he unpacks his gear, he feels the heavy ice move underneath him. Without warning, a massive creature smashes through the thick ice and rears up above the stunned man. This is the ice breaker, a terrifying monster that lives in the frozen waters of the Arctic. \n'b' On Thin Ice . Ice breakers love to lurk under the ice, hunting for prey. They can see in the dark waters and sense their prey by listening or feeling the ice move. These fierce killers frequently live near the coast where animals are more likely to wander onto the ice. \n'b' Hard-Headed . Their large heads are solid and can easily smash through solid ice. Many of their prey are surprised as the monster can attack without warning. An ice breaker isn\xe2\x80\x99t very bright, but it is aware of its surroundings. \n'b' Local Fare . These monstrosities feed on anything they can find. They prefer to hunt seals, polar bears, nordaks, ozlogs, and other beasts. However, they will also dive deep down and feed on plants on the sea floor.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amaru \n'b' Large monstrosity , neutral \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 199 (19d10 + 95) \n'b' Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 21 (+5) INT: 13 (+1) WIS: 19 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Int +6, Wis +9, Cha +7 \n'b' Skills Insight +9, Perception +9 \n'b' Damage Resistances lightning, thunder \n'b' Senses passive Perception 19 \n'b' Languages Auran, Draconic \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (2/Day) . If the amaru fails a saving throw, it can choose to succeed instead. \n'b' Stormwing . While flying an amaru\xe2\x80\x99s movement is unaffected by wind and weather conditions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amaru makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Call Lightning (Recharge 5-6) . The amaru magically calls down a bolt of lightning from above to a point within 120 feet it can see. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the increases to 49 (9d10) lightning damage. \n'b' Plane Shift (1/Day) . The amaru and up to one willing rider travel to the Ethereal Plane, the Elemental Plane of Air or Earth, or back to the material plane. The amaru magically teleports to a general location it chooses, or to a teleportation circle sigil known to it. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The amaru 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack . The amaru makes a claw attack . \n'b' Detect . The amaru makes a Wisdom ( Perception ) check. \n'b' Wing Attack (2 Actions) . The amaru beats its wings. Each creature within 10 feet of the amaru must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The amaru can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Amarus are primal creatures who have flown the skies since ancient times. An amaru has a long, serpentine body, condor-like wings, four legs ending in dangerous talons, and a puma-like face. They can converse with humanoids, but rarely do so unless the petitioner can pique their curiosity or sympathy. An amaru may turn is wrath on the impudent or profane, or it may choose to guide and protect innocent beings. At other times, they seem as capricious and destructive as nature itself in its fury. It is difficult to bribe an amaru, as there are few things they truly need or covet. However, they are not above temptation if the prize is truly great. \n'b' Territorial . Amarus, much like dragons, create lairs in high places. Their territories are often near but not overlapping with those of their own kind. An amaru is unlikely to challenge a dragon unless enraged, but will without hesitation drive away most other intruders that threaten its domain. Amarus rarely amass coins, but may collect gems, pieces of art, or magic items. They live alone, entertaining only the most powerful and intriguing guests, if any. \n'b' Earth and Sky . Amarus are masters of the elemental forces of earth and air, able to fly through storms and even call down lightning. Their range extends even to the Ethereal and the elemental planes, where they sometimes lair.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Maiden \n'b' Medium fey , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 19 (+4) WIS: 13 (+1) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +9 Skills Deception +9, Persuasion +9, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Damage Vulnerabilities fire Senses darkvision 60 ft., passive Perception 11 Languages Common, Giant, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Presence . Cold air surrounds the ice maiden . Small non-magical flames are extinguished in her presence, and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect. \n'b' Cold Eyes . Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness. \n'b' Ice Walk . Ice maidens move across icy and snowy surfaces without penalty. \n'b' Snow Invisibility . In snowy environments, the ice maiden can turn invisible as a bonus action. \n'b' Magic Resistance . The ice maiden has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The ice maiden\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:\n'b'\n'b'\n'b' At will : chill touch , detect magic , light , mage hand , prestidigitation , resistance \n'b' 5/day : fear , fog cloud , misty step \n'b' 3/day : alter self , protection from energy , sleet storm \n'b' 1/day : ice storm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice maiden makes two Ice Dagger attacks. \n'b' Ice Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. \n'b' Flurry-Form (1/day) . The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning. If brought to 0 hit points , she reverts to her natural form with whatever hit points she had prior to changing. \n'b' Icy Entangle . Ice and snow hinder the ice maiden\xe2\x80\x99s opponent\xe2\x80\x99s movement, as the entangle spell (DC 17). The effect lasts for one minute and does not require concentration. \n'b' Kiss of the Frozen Heart . An ice maiden may kiss a willing individual, freezing the target\xe2\x80\x99s heart. The target falls under the sway of a dominate spell, his or her alignment shifts to lawful evil, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration , or the kiss of someone who loves the target. \n'b' Snowblind Burst . In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Creatures in the area must succeed on a DC 17 Charisma saving throw or be blinded for one hour. Targets that are immune to cold damage are also immune to this effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Maiden \n'b' Medium fey, Lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 19 (+4) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Cha +8 Skills Deception +8, Persuasion +8, Stealth +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Senses darkvision 60 ft., passive Perception 11 Languages Common, Giant, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Chilling Presence . A creature that starts its turn within 15 feet of the ice maiden must succeed on a DC 16 Constitution saving throw or take 3 (1d6) cold damage. Unprotected, nonmagical flames within 15 feet of the maiden are extinguished, and water freezes if it remains within 15 feet of the maiden for at least 1 minute. \n'b' Ice Walk . The ice maiden can move across icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost her extra movement. \n'b' Magic Resistance . The ice maiden has advantage on saving throws against spells and other magical effects. \n'b' Snow Sight . The ice maiden can see through areas obscured by snow or fog without penalty. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice maiden makes two Ice Blade or Ice Bolt attacks. \n'b' Ice Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage plus 14 (4d6) cold damage. \n'b' Ice Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 19 (4d6 + 5) cold damage. \n'b' Kiss of the Frozen Heart . The ice maiden kisses a willing Humanoid, freezing the target\xe2\x80\x99s heart. The target has immunity to cold damage, but it is charmed by the ice maiden until the maiden ends the effect (no action required) or until the target is kissed by a creature that loves it. The charmed target obeys the maiden\xe2\x80\x99s verbal commands. If the target suffers any harm from the maiden or her allies, or if it receives a suicidal command, it can make a DC 16 Wisdom saving throw, ending the effect on itself on a success. The maiden can have no more than three Humanoids charmed at a time. \n'b' Icy Embrace (Recharge 5\xe2\x80\x936) . The ice maiden blasts wintry weather on a point she can see within 60 feet of her. Each creature within 15 feet of that point must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) cold damage and is restrained by ice until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . The area then becomes icy, difficult terrain for 1 minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Snow Step . The ice maiden teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. The origin and destination spaces must contain snow or ice. \n'b'\n'b' ABOUT \n'b' This alluring beauty has flesh and hair as white as snow and eyes as blue as glacial ice. \n'b' Born of the Ice . Ice maidens are the daughters of powerful creatures of the cold, such as the Snow Queen, frost giants, and thursir. A few result from pleas by pregnant women lost in the snows, desperate to save their children. Fraughashar often raise these infants as ice maidens. \n'b' Solitary Lives . Most ice maidens live solitary existences save for a servant or two under their thrall. They\xe2\x80\x99re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden\xe2\x80\x99s heart, she melts into nothingness. \n'b' Killing Dilemma . An ice maiden\xe2\x80\x99s hunger for affection and contact leads her to harm those she approaches, which only drives her harder to seek warmth and love. An ice maiden can become a dryad or even a humanoid if she keeps a lover\xe2\x80\x99s heart warm for a full year.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Mauler \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 13 Hit Points 45 (6d8 + 18) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Stealth +3 Senses darkvision 60 ft., passive Perception 10 Damage Resistances cold Languages Orc Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The ice mauler can breathe air and water. \n'b' Ice Burst . As a bonus action, the ice mauler can burst up through the ice and create a 10-foot radius area of difficult terrain . Any creature within 10 feet of the ice mauler when it bursts through the ice must succeed on a DC 11 Dexterity saving throw or fall into the water and take 10 (3d6) cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice mauler makes two attacks: one with its bite and one with its icemaul. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. \n'b' Icemaul . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage. \n'b' Paralyzing Gaze . When a creature that can see the Ice Mauler\xe2\x80\x99s eyes starts its turn within 30 feet of the ice mauler, the ice mauler can force it to make a DC 11 Constitution saving throw if the ice mauler isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly paralyzed . Otherwise, a creature that fails the save is simply restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming paralyzed on a failure or ending the effect on a success. The paralyzation lasts until the creature is freed by the lesser restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the ice mauler until the start of its next turn, when it can avert its eyes again. If the creature looks at the ice mauler in the meantime, it must immediately make the save. \n'b'\n'b' ABOUT \n'b' Purveyors of the Frozen Depths . Ice maulers are believed to be the descendants of orcs who were magically altered to live in the frigid waters of the coasts of cold and arctic regions. Their top halves resemble their orcish ancestors, but their lower halves look like the rubbery bodies of eels. Their hands are clawed and webbed. This combination of physical traits makes them fast and powerful swimmers. On land, their eel-like lower-body slithers snake-like, allowing them to move around as well as a native land-dwelling creature. \n'b' Clans Beneath the Sea . Ice Maulers exist in relatively small clans that usually number between 30 and 50. Although each clan is different socially, they tend to take after their land-based ancestors, which means that though individuals and the occasional clan may be peaceful, most are not. In fact, most are brutal, not only to creatures they encounter, but to one another. The strongest lead and those who follow are expected to do as they are told or fight to take the top spot for themselves. Most force their offspring to compete with one another for food. They are expert tattooists and often have elaborate patterns on various parts of their bodies. \n'b' Death By Paralysis . When a hostile encounter ensues with ice maulers, they typically employ their paralyzing gaze against their opponents. Once paralyzed , their victims remain that way and are usually picked clean of their valuables and left where they stand. Eventually, if they are not rescued, they succumb to the cold environment in which they fall.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dinichthys \n'b' Family: Aquatic & Fish \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 253 (22d10+132) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 23 (+6) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses blindsight 120 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Swim-By Attack . A dinichthys is perfectly suited for attacking on the move. A dinichthys that uses its action to attack does not provoke opportunity attacks for the rest of its turn. \n'b' Vicious Bite . The dinichthys scores critical hits on natural rolls of 15 to 20. In addition, its critical hit damage is always maximised doing 35 piercing damage and inflicting an additional 7 (2d6) necrotic damage from bleeding. This bleeding can only be stopped with a DC 15 Wisdom ( Medicine ) check or through any magical healing . This damage is cumulative. For example, a creature who has been hit by two critical hits from a dinichthys vicious bite suffers 14 (4d6) necrotic damage per round. \n'b' Water Breathing . The dinichthys can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The dinichthys makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 22 (5d6 + 5) piercing damage. \n'b'\n'b' About \n'b' This horrific fish has a powerful grey body, with a head of hard white plates. Its wide mouth more resembles curved blades of bloodstained bone. \n'b' Primordial punisher . Among the deadlier animals of the sea, the mighty dinichthys holds its own against dragons and magical beasts. Its punishing bite allows it to both defend itself and feed from the sea\xe2\x80\x99s hardiest animals. Dinichthyses hunt at any depth greater than 20 feet, chasing prey for miles in any direction before resuming a natural migration toward decennial mating waters. \n'b' Neverfull . Dinichthyses are voracious, often biting a chunk of flesh out of a sizable creature so it can follow the bleeding quarry to any social unit it might flee to for protection. \n'b' Dinichthyses live for approximately 100 years. An adult is 30 feet long and weighs 22,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Rounder \n'b' Large beast , neutral evil \n'b' Armor Class 15 (natural) Hit Points 91 (14d10+14) Speed 30 ft. Swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities cold Condition Immunities blinded Senses tremorsense 30 ft., passive Perception 10 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The Rounder can perfectly blend in with ice and snow. The creature has advantage on all stealth checks while in ice or snow. \n'b' Keen Senses . Due to the rounder\xe2\x80\x99s highly sensitive antennae, the creature has advantage on all perception checks for anything within 30 feet of the creature. \n'b' Adapted to Ice . The Rounder never suffers penalties to movement for Ice or Snow. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Rounder makes two attacks each round, one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 12 (3d6+2) piercing damage. The bite criticals on a 19 or 20, and does triple damage instead of double damage on any critical hit. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Ice rounder, or flat head worms, are long, flat creatures that are found in most cold climes. They are generally white or light gray, covered in coarse fur, and are well adapted to hiding in the snowy tundra. Ideally built for travel in the deep snow, the ice rounder is a long creature, growing up to 15 feet in length. They have six thin, long double-jointed legs with webbed toes. They have a broad, flat head, capped by a wide mouth, filled with discordant rows of hundreds of small, thin, razor-sharp teeth. The teeth protrude from the mouth at all angles, even beneath the creature\xe2\x80\x99s thin lips. Their eyes are wide, with huge bluish pupils, but they are nearly blind. \n'b' Icy killer . They are stationary hunters, camouflaging themselves in surrounding snow and extending their two whip antennae out and under the snow. These appendages are 6-8 feet long and grow out from beneath the creature\xe2\x80\x99s chin. They resemble thin black whips and are very sensitive to ground movement or heat variations. The ice rounder can tell the size of passing prey as well as its weight and speed. Anything that crosses over its antennae is instantly attacked. \n'b' Ravenous . Ice rounders are highly predacious and hunt constantly. They are rarely found in the company of other ice rounders. Their webbed feet allow them to swim, which they do frequently in search of fresh hunting grounds. Their movement is the same in water as out.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Spider \n'b' Small or Large construct , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 6 (1d4+3), 11 (2d4+6), 20 (3d6+9), 26 (4d6+12), 38 (5d8+15), 51 (6d10+18) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 11 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Damage Vulnerabilities fire Skills Stealth +7 Senses blindsight 30 ft., darkvision \xc2\xa060 ft., passive Perception 10 Languages none Challenge 1/4 (50 XP) to 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The ice spider can climb difficult terrain , including ice and snow, and walk on walls and ceilings, without requiring any ability check. \n'b' Jump . The ice spider has a long jump and high jump of 10 feet with or without a running start. \n'b' Hibernation . In the absence of food, ice spiders can slow their metabolism and hibernate for months at a time. While hibernating they remain sensitive to the movement of nearby prey (1-4 on d6 chance of awakening if within 30 feet). \n'b' Winter Camouflage . Ice spiders have advantage on Dexterity ( Stealth ) checks made to hide in winter terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : based on size: 5 (1d4+2), 5 (1d4+2), 6 (1d6+2), 6 (1d6+2), 7 (1d8+2), 8 (1d10+2) piercing damage. \n'b' Sticky Mucus . Ranged Weapon Attack : +4 to hit, range 20 ft., one target. Hit : the target\xe2\x80\x99s speed is reduced by 5 feet for each hit. As an action a creature can make a DC 12 Strength check to remove one glob of sticky mucus, restoring 5 feet of speed. \n'b'\n'b' ABOUT \n'b' Ice spiders are spider-like creatures with eight-legs. Their long legs connect underneath a tall upright torso. \n'b' The creatures are largely white with dark patches that provide natural winter camouflage. If motionless, ice spiders can blend into their natural environment. \n'b' Ice spiders vary in size and often group together under the protection of a large female adult. Ice spiders do not spin webs but can climb any snow or icy surface (or ceiling) at will.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Urchin \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d10 + 12) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 11 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Senses passive Perception 10 Languages understands Aquan but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fear of Fire . An ice urchin is inherently fearful of fire. If presented forcefully with fire, or if it is dealt fire damage, the ice urchin must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. Once it has been frightened by a specific source of fire (such as a torch), the ice urchin can\xe2\x80\x99t be frightened by that same source again for 24 hours. \n'b' Ice Slide . The ice urchin\xe2\x80\x99s speed increases to 60 feet when it moves on snow or ice. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Melting Away . If the ice urchin takes fire damage, its AC is reduced by 2, and it has disadvantage on attack rolls until the end of its next turn. \n'b' Spiny Defense . A creature that touches the ice urchin or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing and 2 (1d4) cold damage. \n'b' Venomous Spine Regrowth . An ice urchin has twelve venomous spines. Used spines regrow when the ice urchin finishes a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Ice Spine . Melee Weapon Attack : +4, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage plus 2 (1d4) cold damage. \n'b' Venomous Spine . Ranged Weapon Attack : +3, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing plus 2 (1d4) cold damage and 7 (2d6) poison damage. \n'b'\n'b' ABOUT \n'b' This cattle-sized lump bristles with spines of blue ice. \n'b' Ice urchins are large, porcupine-like creatures native to the coldest reaches of the world. They are voracious omnivores, traveling far and wide and scavenging any food they can find. They sometimes come into conflict with humanoids, attacking livestock and raiding food stores. \n'b' Wary of Fire . Ice urchins are infused with elemental energy, giving them an affinity for ice and snow and a fear of fire. They avoid open flames, and they can be driven away with torches or displays of fire magic. If a ready meal is evident, a hungry ice urchin may still brave a campfire or torches. \n'b' Cryomancer Minions . Ice urchins have a semblance of intelligence, and they can be persuaded to serve in exchange for regular feeding. An ice urchin might work as a guardian, using its bulk to block a passage or entrance, or it may work as a courier, delivering packages swiftly over snowy terrain. \n'b' Dragon Snack . Dragons in cold regions prey upon ice urchins and may keep some in their lairs. If a dragon eats an ice urchin, the dragon absorbs its elemental energy. For the next hour after eating an ice urchin, the dragon\xe2\x80\x99s breath weapon deals cold damage instead of its normal type of damage. If the dragon\xe2\x80\x99s breath weapon already deals cold damage, its breath weapon deals one additional die of damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Walker \n'b' Small or Medium humanoid , any alignment \n'b' Armor Class 15 (studded leather) Hit Points 132 (24d8 + 24) Speed 30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +6 Skills Perception +5, Stealth +6, Survival +5 Senses passive Perception 15 Damage Immunities cold Languages any two languages Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Biting Cold . Once per turn, the ice walker deals an extra 5 (1d10) cold damage on one of their attacks. \n'b' Spellcasting . The ice walker is a 6th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks.) The ice walker has the following ranger spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : cure wounds , fog cloud , hunter\xe2\x80\x99s mark \n'b' 2nd level (3 slots) : lesser restoration , misty step \n'b'\n'b' Tundral Survival . The ice walker receives a +3 to all Wisdom ( Perception ) and Wisdom ( Survival ) checks related to arctic terrain. While traveling for an hour or more in arctic terrain, the ice walker gains the following benefits:\n'b'\n'b'\n'b' Difficult terrain doesn\xe2\x80\x99t slow their group\xe2\x80\x99s travel. \n'b' Their group can\xe2\x80\x99t become lost except by magical means. \n'b' Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), the ice walker remains alert to danger. \n'b' If traveling alone, the ice walker can move stealthily at a normal pace. \n'b' When foraging, the ice walker finds twice as much food as they normally would. \n'b' While tracking other creatures, the ice walker also learns their exact number, their sizes, and how long ago they passed through the area. \n'b'\n'b' Winter\xe2\x80\x99s Mantle . As an action, the ice walker can create a simple tool or weapon from ice, if enough ice is available for it to be made. These items cannot have moving parts and must only require one hand to use. The item lasts 1d6 hours unless it is melted or destroyed by fire. With 10 minutes of channeling and enough available ice, the ice walker can create a shelter that accommodates up to 8 creatures of medium size. The shelter provides immunity to the effects of extreme cold weather and resistance to cold damage for all within it. Any fire built in its central firepit will not melt the shelter walls. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ice walker makes three melee or two ranged attacks . \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150 ft., one target. Hit : 7 (1d8 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Colony of Mildew Zombies \n'b' Huge swarm of Medium undead , unaligned \n'b' Armor Class 10 Hit Points 68 (8d12 + 16) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities acid, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Nature . The mildew zombie takes 5 poison damage when it comes in contact with liquid water. While submerged in water, it takes 10 poison damage at the start of its turn. This effect ignores the mildew zombie\xe2\x80\x99s poison damage immunity. \n'b' Destroy Metal . Any nonmagical weapon made of metal that hits the colony corrodes. After dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls . If its penalty drops to ?5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the mildew zombie is destroyed after dealing damage. \n'b' Deteriorate Blood . A creature that starts its turn within 5 feet of the colony takes 2 necrotic damage. Constructs and Undead are immune to this effect. \n'b' Fungal Infection . A Humanoid slain by a melee attack from the colony revives as a mildew zombie within 1d4 hours. \n'b' Swarm . The colony can occupy another creature\xe2\x80\x99s space and vice versa, and the colony can move through any opening large enough for a Medium mildew zombie. The colony can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colony makes two Spike attacks. \n'b' Spike . Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the colony\xe2\x80\x99s space. Hit : 12 (2d6 + 5) piercing damage, or 8 (1d6 + 5) piercing damage if the colony has half of its hit points or fewer. \n'b'\n'b' REACTIONS \n'b'\n'b' Confusing Spores (Recharge 4-6) . After being hit by a melee attack , the colony releases a cloud of spores if it can see the attacker. The creature must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Warden \n'b' Medium ooze , neutral \n'b' Armor Class 14 Hit Points 136 (16d8 + 64) Speed 30 ft., burrow 30 ft. (ice only) \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7, Survival +2 Damage Vulnerabilities fire; bludgeoning Damage Immunities cold Condition Immunities blinded , deafened , exhaustion , prone (ooze-form only) Senses blindsight 60 ft., passive Perception 8 Languages see below Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Bolstered by Cold . Whenever the ice warden is targeted by attacks that deal cold damage, or is in icy terrain, it gains +1 to attack and damage rolls , saving throws, and ability checks. The ice warden has advantage on Dexterity ( Stealth ) and Wisdom ( Survival ) checks when in snowy or icy terrain. \n'b' Chilled Body . A creature that touches the ice warden or hits it with a melee attack while within 5 feet of it takes 9 (2d8) cold damage. Metal weapons strike or touch the ice warden are affected as if by a heat metal spell, but suffer cold damage instead of fire. \n'b' Frigid Stability . The ice warden has advantage on saving throws and skill checks against being pushed or knocked prone when on ice. In addition, it has advantage on Strength ( Athletics ) checks when grappling or being grappled while on ice. The ice warden never loses its footing when on ice, and can move across ice at its regular speed, even if it is considered difficult terrain . \n'b' Host Imprint . The ice warden uses material from its own body to create glittering replica of any creature it has held in ice stasis. The simulacrum gains the memories, languages, hit points and ability scores of the target creature, except Charisma . They also retain the ice warden\xe2\x80\x99s Intelligence and Wisdom scores if they are higher. The copy gains all the target\xe2\x80\x99s racial and class abilities and can use most of the ice warden\xe2\x80\x99s abilities. The simulacrum can\xe2\x80\x99t use ice stasis, nor are they able to cast divine spells above 2nd level. Spells or abilities of the host that are fire-based instead deal cold damage and manifest as ice or snow effects. The imprint takes on the good/neutral/evil aspect of the host\xe2\x80\x99s alignment, but remains neutral relative to law and chaos. The imprint even duplicates all the host\xe2\x80\x99s equipment, including up to very rare magic items, though they are made of ice. These items crumble into normal ice if the ice warden or the simulacrum perish. An ice warden can have only one host imprint at a time. As long as the ice warden and simulacrum remain on the same plane, the imprint remains viable. If the two are separated by planar boundaries, or the warden dies, the simulacrum crumbles into a pile of normal ice. The destruction of a host imprint automatically renders the ice warden unconscious for 1d10 days. \n'b' Ice Stasis . The ice warden places an unconscious creature in stasis. The procedure takes one minute and the ice warden must start over if interrupted. When complete, the target must succeed on a DC 17 Constitution saving throw to negate the effect. Otherwise, it stops aging and enters a state of dreamless sleep , encased in a thick layer of ice. The creature can be freed by wish or similar magic, or if the ice warden is slain. An ice warden can\xe2\x80\x99t use ice stasis on a creature more than one size category larger than itself. \n'b' Stolid Mind . The ice warden has advantage on saving throws against being charmed or frightened . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ice warden makes one slam attack , and automatically deals its slam damage to any creature it has grappled at the start of its turn. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature. Hit : 7 (1d6 + 4) bludgeoning damage and 9 (2d8) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the ice warden can\xe2\x80\x99t grapple another target. \n'b'\n'b' About \n'b' Source of many myths and legends of \xe2\x80\x9chaunted\xe2\x80\x9d villages, lost cities beneath the snow, and wanderers being taken by the ice itself, ice wardens lair in the most distant and most frigid wastelands of Scarn. These strange oozes communicate with one another through shimmering chimes and musical resonances. \n'b' In its natural state, an ice warden appears as a flowing glob of dark blue water. Its host imprint, however, takes on the exact features of whatever creature it is replicating, though it appears as though carved from ice. The host imprint\xe2\x80\x99s eyes glow like the morning sun reflected off a field of snow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Willow \n'b' Large plant , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 142 (15d10 + 60) \n'b' Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (\xe2\x80\x931) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 14 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire \n'b' Damage Resistances lightning, slashing \n'b' Damage Immunities cold Condition Immunities blinded , deafened , frightened \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Sylvan \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the ice willow remains motionless, it is indistinguishable from an ice-covered willow tree. \n'b' Ice Melt . If the ice willow takes fire damage, its icicles partially melt. Until the end of the ice willow\xe2\x80\x99s next turn, creatures have advantage on saving throws against the willow\xe2\x80\x99s Icicle Drop and Icicle Spray. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ice willow makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning plus 7 (2d6) cold damage. \n'b' Icicle Drop (Recharge 4\xe2\x80\x936) . The ice willow shakes several spear-like icicles loose. Each creature within 10 feet of the willow must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b' Icicle Spray (Recharge 6) . The ice willow flings icicles in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Melting Icicles . When the ice willow takes fire damage, it can immediately use Icicle Drop, if available. \n'b'\n'b' ABOUT \n'b' A light tinkling sound comes from icicles hanging from this willow tree\xe2\x80\x99s bough. The tree shivers, as if cold from the ice coating it, and some of the icicles fall and stick point-first into the ground around it. \n'b' Druids live in harsh climates as well as friendly ones. Unlike druids living in lands of plentiful vegetation for creating magical protectors, arctic druids have to get inventive when to their own polar wardens and often choose willow trees. The druids bolstered the willows\xe2\x80\x99 droopy boughs to withstand the weight of ice and trained the trees to use the icicles as weapons. \n'b' Arctic Protector . Though ice willows have fewer forests to protect than temperate guardians, they still see themselves as custodians of the land. They protect polar animals from overhunting but won\xe2\x80\x99t intervene in the natural course of predators and prey. Despite their weakness to fire, they focus their wrath on creatures that wantonly use fire. If they find creatures manipulating the weather, they intervene. \n'b' Icy Spears of Doom . Not only does an ice willow accumulate icicles from snow and sleet, but it can also gather moisture directly from the air. The tree can shake loose icicles dangling from its bough to drop on foes in close quarters, and it can unleash a barrage of icicles at will. The willow has strict control over the icicles attached to it, preventing it from accidentally impaling animals sheltering under the tree. \n'b' Good Omens . Most polar inhabitants hold ice willows in high regard. The willows beckon lost travelers to take refuge beneath their boughs, providing protection from wind and precipitation. When travelers rest near the tree, the willow leave enough space for its charges to avoid direct contact with the ice covering it. An ice willow sheltering travelers warns those who light fires by shaking bits of ice loose to extinguish the flames.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Worm \n'b' Large corrupted abomination , any evil \n'b' Armor Class 18 (natural armor) Hit Points 80 (10d10+20) Speed 40\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8 Skills Perception +4 Condition Immunities corruption Senses darkvision, Sense Movement Language none \n'b' Fear Rating 8 \n'b' Challenge 6 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Crushing Attack . Melee Weapon Attack : +10 to hit. Hit : 2d10+4. \n'b' Tentacles . d6 Melee Weapon Attacks : +7 to hit, d8+3 damage. Tentacles will attempt to grab and drag into open mouth, Dex saving throw vs. Strength . \n'b'\n'b' ABOUT \n'b' From eyewitness stories ice worms can grow up to 100 feet long and some suggest that the corrupted variety can grow even larger still. It is believed that corrupted ice worms are blind and use vibrations to determine their path and the direction of their prey, the corrupted versions seem to have enhanced senses, and this is why many have surfaced to eat. \n'b' The worms that travel through the tunnels of the below seem to be less aggressive and can be easily avoided as long as there is somewhere to move to in order to get out of their way, otherwise anyone in their path will be crushed and possibly ingested. The below is laced with smooth tunnels borrowed out by worms that become their travel routes. This has been known to cause worry in some of the cities below as a worm could borrow straight through the walls of a city without even noticing, destroying everything in its path, this hasn\xe2\x80\x99t happened yet but that is not to say it won\xe2\x80\x99t.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Zuggle \n'b' Small elemental , chaotic neutral \n'b' Armor Class 12 Hit Points 27 (5d6 + 10) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities cold, poison Condition Immunities paralyzed , poisoned Senses darkvision 30 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Element Sense . The zuggle can magically detect elemental creatures and air, earth, fire, or water created by magic within 120 feet. It knows the creature or element\xe2\x80\x99s general direction but not its exact location. \n'b' Elemental Absorption . Whenever the zuggle is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. If this heals the zuggle in excess of its maximum hit points , it gains the excess amount as temporary hit points . If this would give the zuggle more than 15 temporary hit points , the zuggle explodes. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Horn . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Zuggle Orb . Ranged Weapon Attack : +4 to hit, range 30 ft., one target. Hit : 7 (2d4 + 2) cold damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Ball . The zuggle curls into a defensive ball, adding 3 to its AC against one attack that would hit it. To do so, the zuggle must see the attacker. While curled, the zuggle can\xe2\x80\x99t take actions and its speed is reduced to 0. The zuggle can uncurl as a bonus action. \n'b'\n'b' ABOUT \n'b' Zuggles naturally produce fist-sized globules of element-infused protein, which they store in specialized pouches that run the length of their spine near their fin. A zuggle can launch these globules at predators for self-defense, but alchemists and others prize these zuggle orbs for their unique magical properties and take care to extract them without scaring or hurting the zuggle. \n'b' These unassuming critters are a common sight on the elemental planes, where they crawl about in search of sustenance. Though their cute appearance is disarming and they are typically prey to the more powerful denizens of their home planes, zuggles still pose a threat to unwary or unprepared plane hoppers. \n'b' Dozens of varieties of zuggle exist-from common rock and fire zuggles to more exotic types like sirocco, mud, and brine zuggles. Nearly all zuggles share the same basic form, which resembles a large caterpillar or wood weevil made of elemental matter. Each zuggle has a central fin along its backside that expands to detect and absorb ambient elemental auras. Other than its fin, the body of a zuggle can vary greatly depending on what type of elemental aura it has recently absorbed. A zuggle on the Plane of Water might have fins and gills, whereas a zuggle on the Plane of Earth might have a rocky carapace and claws. Elsewhere in the multiverse, zuggles can be found trying to feed off of any elemental auras that they can get. In places suffused with all kinds of elemental magic, a zuggle might have a truly bizarre anatomy and might have any number of unique abilities. While they aren\xe2\x80\x99t friendly by any means, zuggles are curious in a way that is often mistaken for an endearing disposition. It is not uncommon for a zuggle to follow around a spellcaster and sup up any spilled elemental byproducts from cast spells. A starving zuggle might display erratic behavior or aggression when it finally comes upon a source of elemental power. There have even been a few instances of a starving zuggle exploding after feasting too quickly on a potent elemental source.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iceworm \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 \n'b' Hit Points 38 (7d6 + 14) \n'b' Speed 20 ft., burrow 30 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 8 (\xe2\x80\x931) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 \n'b' Damage Vulnerabilities fire \n'b' Damage Immunities cold Condition Immunities prone \n'b' Senses blindsight 90 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The iceworm can breathe air and water. \n'b' Cold Physiology . The iceworm can\xe2\x80\x99t abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the ice worm must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can\xe2\x80\x99t be removed until it finishes a long rest in an area with a temperature below 40 degrees. \n'b' Heat Sensitivity . The iceworm has disadvantage on attack rolls when within 5 feet of a strong source of heat that isn\xe2\x80\x99t a warm?blooded creature\xe2\x80\x99s natural warmth, such as a torch or campfire. In addition, the iceworm can pinpoint the location of warm-blooded creatures within 90 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Slippery . The iceworm has advantage on saving throws and ability checks made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Icy Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage. \n'b' Icy Spit . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one creature. Hit : 10 (2d6 + 3) cold damage, and the target is coated in freezing, viscous slime. While coated in the freezing slime, a creature\xe2\x80\x99s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on each of its turns. A creature, including the target, can take its action to clean off the slime, ending the effect. \n'b'\n'b' ABOUT \n'b' A writhing worm erupts from the glacial ice and turns its blind gaze toward adventurers huddled around a meager campfire. \n'b' This strange, tube-like worm sports several rows of teeth in its round mouth and is just at home burrowing through the permafrost as it is deep within frozen arctic waters. \n'b' Drawn to Warmth . The iceworm can sense the warmth of living creatures, but it is sensitive to strong sources of heat, which cause it acute discomfort. An iceworm that senses abundant prey near strong sources of heat (such as a group of travelers around a campfire) will patiently encircle the encampment, waiting for the fire\xe2\x80\x99s warmth to cool to embers. Once the fire has died down, the iceworm strikes, often killing sleeping prey by burrowing up from the ground. \n'b' Freezing Saliva . Once an iceworm has killed its prey, it waits for the body to cool, using its cold saliva to speed up the process. It then burrows into the soft insides to feast on the frozen corpse over the course of days or weeks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Fish, Bladefish \n'b' Family: Aquatic & Fish \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 104 (11d8 + 55) Speed 0 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 21 (+5) INT: 1 (-5) WIS: 12 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 10 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Pack Tactics . The bladefish has advantage on attack rolls against a creature if at least one of the bladefish\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Razor Fin . A bladefish has quick reflexes and powerful muscles along its length. If it strikes the same target with its blade and tail slap attacks it does an additional 10 necrotic damage as the target bleeds from the gashes made by the bladefish. \n'b' Swim-By Attack . A bladefish is perfectly suited for attacking on the move. It does not provoke attacks of opportunity so long as it has attacked in the same turn it has provoked. \n'b' Water Breathing . The bladefish can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bladefish makes one blade and one tail slap attack so long as it has moved at least 5-feet before making the first attack roll. \n'b' Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. This attack scores a critical hit on a natural 19 or 20. \n'b' Tail Slap . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage. This attack scores a critical hit on a natural 19 or 20. \n'b'\n'b' About \n'b' A school of human-sized grey fish moves as one. Their long flat bills and rigid fins are bordered in razor-thin silver scales. \n'b' Scintillating Wave . Fast and strong, bladefish swim through the warm currents of deep ocean waters in instinctive circuits that cover thousands of miles. These cycles take them through their entire life cycle, including live birth, adolescence, hunting, and mating, though beautiful to behold, bladefish are deadly carnivores and deliver brutal blows very rapidly as they charge in, swim past, and charge in again. Their skulls narrow to a flat, horizontal blade and their tail fins sport a similar vertical protrusion. Both bear shining scales along these sharp edges as decoration. A long, sharp mouth blade is ideal for hunting and defense, while the brightest sheen along its blades attracts the most desirable mates. \n'b' Storm of Blades . The greatest weapon bladefish have is in their numbers. Vast storms of them swim their lifelong circuits near the water\xe2\x80\x99s surface and as deep as 200 feet. When one senses an intruder, it determines whether the threat is manageable or overwhelming and reacts by charging or fleeing, respectively. \n'b' The entire community of bladefish joins in that reaction, swimming away as one or attacking in a rapid frenzy of sharp bills. Weaker bladefish are left behind or join the fight late and risk losing their meal to more aggressive members. \n'b' An adult bladefish is 7 feet long and weighs 600 pounds. \n'b' Larger, rarer species can reach 40 feet in length and live for over a hundred years.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ichneumon \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor; 18 with Mud Armor) Hit Points 123 (13d10 + 52) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 18 (+4) INT: 6 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +8, Wisdom +6 Skills Acrobatics +8, Athletics +10, Stealth +8, Survival +6 Damage Resistances acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Draconic Predator . The ichneumon is immune to a dragon\xe2\x80\x99s Frightful Presence and has advantage on saving throws against the breath weapons of dragons. \n'b' Evasion . If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Hearing and Smell . The ichneumon has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Mud Armor . If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ichneumon makes three attacks: two with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the ichneumon can\xe2\x80\x99t use its bite on another target. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b'\n'b' About \n'b' With powerful jaws and teeth capable of shearing scales from meat with ease, the creature resembles a weasel the size of a brown bear . \n'b' Outsized Temerity . These creatures live in burrows and caves whose previous inhabitants were likely devoured by the new residents. Wily hunters, ichneumons prey upon all kinds of creatures, but they go to great lengths and far out of their way to feast on dragon eggs, or the dragons themselves if they can. \n'b' Resourceful Rodent . Ichneumons have a keen animal intelligence, and they make an innovative use of their environment. A musky oil with insulating properties coats the fur of an ichneumon, granting it a measure of protection. When an ichneumon has the luxury of time to prepare before hunting, it finds the nearest source of mud and applies layer after layer to itself. The mud bonds with the creature\xe2\x80\x99s oily coat and forms a hard, thick outer armor, enhancing its natural protections. \n'b' Hunted and Hated . The ichneumon\xe2\x80\x99s very existence is a source of humiliation and outrage for dragonkind. The mention of a dragon\xe2\x80\x99s name who was killed by an ichneumon is considered distasteful among dragons once they have hunted for the killer and settled the matter. Different standards of decency apply for other beings, however, and any non-dragon foolish enough to mention an ichneumon within hearing of a dragon might never be heard from again.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Idolic Deity \n'b' Small construct , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 105 (14d6 + 56) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Deception +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Apostasy Aura . The idolic deity\xe2\x80\x99s presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a DC 16 Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect. \n'b' Construct Nature . The idolic deity doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the idolic deity remains motionless, it is indistinguishable from a normal statue. \n'b' Incorporeal Movement . The idolic deity 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 idolic deity can use its Seduce the Righteous. It then makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage. \n'b' Seduce the Righteous . The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity\xe2\x80\x99s choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the idolic deity takes the Hide action. \n'b'\n'b' ABOUT \n'b' This small demonic idol emits a palpable malice. \n'b' Relics of Dark Gods . Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remain of the favored children of a deceiving dark god\xe2\x80\x94mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labor slowly through corruption of the soul rather than outright war. \n'b' Imprisoned Corruption . The first idolic deities were created when corrupted ancient tribes and their priests began worshiping idols as gods, forsaking their masters\xe2\x80\x99 purposes to revel in their pride and vanity. Their deities struck them down for their treachery and imprisoned their corrupted souls in the idols they worshiped.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ignith Dog \n'b' Small beast , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 9 (2d6+2) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning Senses passive Perception 10 Challenge \xc2\xbc (50 XP) \n'b' ACTIONS \n'b'\n'b' Electric Bite (Recharge 5-6) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) piercing damage plus 9 (2d8) lightning damage. The ignith dog will only use the bite if they have an electric charge. Otherwise, they will use their tail. \n'b' Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) Bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The ignith dog looks like a dog in general shape, however, it possesses six legs and a much longer, flat tail. Scales cover the creature\xe2\x80\x99s torso and the lower part of the legs; hair, long and course, runs the length of the creature\xe2\x80\x99s back and down its tail. A short neck sprouts a wide snout filled with misshapen fangs; it has no nose but two eyes that burn white or blue with a glassy stare. \n'b' Ungodly killers . Ignith dogs are magical creatures created when gods wage war upon one another. They are ravenous beasts with an insatiable desire to kill living things, mirroring the rage of their creation. They hunt in packs usually, though sometimes alone or in pairs. They do not den up and have no treasure. \n'b' Magical Eyes . Their eyes are solid glass, containing a powerful charge of electricity. Removing them is easily done. The small marble puts off a few feet of dim white light. They have other uses, often in experiments, but in battle, they are prized by slingers because when they hit, they explode and discharge their power for 1d6 extra points of lightning damage. The eyes are considered magic weapons when used in this manner.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Colour Out of Space \n'b' Huge ooze (mythos), chaotic neutral \n'b' Armor Class 7 Hit Points 76 (8d12 +24) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 5 (-3) CON: 15 (+3) INT: 15 (+3) WIS: 15 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire; bludgeoning, and piercing from nonmagical attacks Damage Immunities acid, cold, lightning, slashing Damage Vulnerabilities force Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16 Languages Deep Speech (cannot speak) Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Amorphous . The colour out of space can move through a space as narrow as 1-inch wide without squeezing. \n'b' Incorporeal Movement . The colour 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 a Gargantuan creature but not an object. \n'b' Legendary Resistance (3/Day) . If the colour fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Disintegrating Touch . Melee Weapon Attack : +8 to hit, reach 15 ft.; one target. Hit : 75 (10d6 + 40) force damage. It otherwise acts as the disintegrate spell. \n'b' Feed (Recharge 5-6) . A colour can attempt to feed on any living creature or a region of plant life. Each creature in line of sight must succeed on a DC 18 Charisma saving throw, taking 1d4 points of Charisma damage on a failed save or half as much on a success. A creature killed by this effect crumbles into a mass of desiccated tissue. \n'b' Legendary Actions \n'b' The colour out of space can take 2 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\xc3\xaf\xc2\xbf\xc2\xbds turn. The colour out of space regains spent legendary actions at the start of its turn. \n'b' Destructor . The colour out of space makes a disintegrating touch attack. \n'b' Color Vampire . The colour out of space uses its feed attack option. If this option is not available it instead may roll to recharge it, if successful it may use its reaction to use it. \n'b' Drain . The colour out of space can feed on a single target creature it can see. The target takes 1 level of exhaustion if it fails a DC 18 Charisma saving throw. On a success, the creature takes no damage but has disadvantage on its next Charisma saving throw. A creature who is killed by this ability instead gains the color-blighted template and will seek to protect the colour out of space. \n'b' Regional Effects \n'b' The region containing a colour out of space\xe2\x80\x99s lair is warped by the colour\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b' The colour\xe2\x80\x99s aura of lassitude reaches up to 6 miles from its lair though its effects are much weaker. All living creatures have a general, yet persistent, feeling of weariness and lethargy come over them. If the colour out of space dies, this effect fades over the course of 1d6 days. \n'b' Within 1 mile of the colour out of space\xe2\x80\x99s lair everything is gray and nights are much darker than normal. All living creatures have disadvantage on Constitution and Charisma saving throws while within this area. Beasts and other creatures in the area gain the color blighted template (see below) and aggressively attack intruders. If the colour out of space dies, this effect fades over the course of 1d10 days and blighted creatures return to normal over the same period. \n'b' An aura of lassitude is palatable in the area immediately around the colour out of space\xe2\x80\x99s lair. A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 18 Charisma save or become overwhelmed with listlessness and ennui. While under this effect, the creature has disadvantage on all Charisma saving throws and doesn\xe2\x80\x99t willingly travel farther than a mile from the area where it failed its saving throw against that colour\xe2\x80\x99s aura of lassitude. A dispel magic spell (or similar effect vs. DC 18) ends the effect, as does removing the victim from the aura\xe2\x80\x99s area of effect. Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 18 Wisdom save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour\xe2\x80\x99s aura of lassitude for 24 hours. A creature that is under the effects of an aura of lassitude from a colour out of space can\xe2\x80\x99t be further affected by this ability from other colours. If the colour out of space dies, this effect ends immediately. \n'b' About \n'b' The deepest, strangest parts of space hold truly alien beings \xe2\x80\x93 and of those, few are more notorious than the colour out of space. The lack of a physical body does little to impede this deadly alien life form\xe2\x80\x99s ability to cause incredible devastation to other life it encounters. A colour out of space\xe2\x80\x99s life cycle requires periodic visits to the deepest reaches of space for the creature to gestate and grow in the vicinity of powerful gravitational fields (such as those created by planets), and this custom only increases the monster\xe2\x80\x99s opportunities to bring ruin to countless worlds. \n'b' The colour out of space is just that\xc3\xaf\xc2\xbf\xc2\xbda mobile radiance. Its glow is unlike any seen in nature. The few who encounter one of these creatures and survive sometimes describe the radiance or portrayed it in art as a sinister, green-gray illumination, but these depictions are flawed reproductions. To witness the colour out of space is to know there are things no humanoid mind can fully comprehend, describe, or explain, but its eeriness brings with it a stifling sense of latent malignancy. \n'b' Colour Blight . Very little is known about the life cycle of a colour that dwells in the depths of space, for it is only when it comes to a planet to grow and reproduce that other life forms encounter it. A colour\xe2\x80\x99s arrival upon a world is typically via a small meteorite strike\xc3\xaf\xc2\xbf\xc2\xbdthe colour itself infuses a meteoroid, and shortly after the falling star\xe2\x80\x99s arrival, the rock crumbles away to expose the semisolid mass of a larval colour that seeps into the surrounding landscape. Although a colour is incorporeal, and thus able to move through solid objects, it can also exist as a free-floating, eerie radiance. Natural sunlight doesn\xe2\x80\x99t particularly harm colours out of space, but they prefer to dwell in darkened areas like deep caves or abandoned wells where their own radiance is the only light. \n'b' Lassitude . Over the course of several weeks, months, or even years, the colour feeds upon the surrounding plant and animal life\xc3\xaf\xc2\xbf\xc2\xbdthe act of being fed upon is weirdly addictive to its victims, who develop a self-destructive lassitude that prevents them from fleeing the region. When a colour has absorbed enough life to grow to full maturity, it gathers its strength and erupts from its den, coruscating into the sky as it launches the majority of itself back into space. Sometimes, enough remains of the parent colour to survive on its own, and in these cases the life cycle repeats again and again. Areas blighted by a colour out of space are singularly recognizable, not only for the eerie pallor of local plant life and large swaths of blasted, barren landscape, but also by the presence of those the colour has fed on. These unfortunate, deformed individuals, known as colour-blighted creatures, never live for long, but while they do, their madness often drives them to violent behavior, be they people or beasts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iguana, Giant \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., climb 30 ft., swim 20 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Dex +4 Skills Athletics +8, Perception +5, Stealth +4 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The giant iguana makes two attacks: one with its bite and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Body Shield . Giant iguanas cluster in familial groups for mutual defense. When an adjacent giant iguana is attacked, a giant iguana can use its own body as a reaction to shield and protect its ally, causing that attack to suffer disadvantage. \n'b' Intimidating Display . When a giant iguana is threatened, as a reaction action it can hiss ferociously, extending its neck dewlap, stiffening its dorsal spines, and puffing up its body in a vicious display. The creature that threatened it, or one creature of its choice within 30 feet (if multiple creatures threatened it), must make a DC 15 Wisdom save or be frightened for 1d6 rounds. \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'Ijiraq \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 19 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., truesight 30 ft., passive Perception 15 Languages Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Magic Weapons . The ijiraq\xe2\x80\x99s weapon attacks are magical. \n'b' Memory Loss . After encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature\xe2\x80\x99s mind, including the presence of the ijiraq. \n'b' Actions \n'b' Multiattack . In its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack . \n'b' Gore (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage and 9 (2d8) poison damage. \n'b' Claw (Hybrid Form or True Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage. \n'b' Invisibility (True Form Only) . The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not. \n'b' Change Shape . The ijiraq magically polymorphs into any beast that has a challenge rating no higher than its own, into its caribou- human hybrid form, or back into its true from. 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 ijiraq\xe2\x80\x99s choice). While in its true form or its hybrid form, its statistics are the same. When in a beast form, the ijiraq retains its alignment, hp , Hit Dice, ability to speak, proficiencies, and Intelligence , Wisdom , and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. \n'b' About \n'b' A bipedal caribou adorned with spiked horns stalks the edge of the forest. Its melodious voice calls to hunters, telling them of clean springs, a fine honeycomb, and easy prey just a little further ahead. \n'b' While their true forms are invisible to most, ijiraq are often seen wandering the wilds in the form of beasts or terrible caribouhuman hybrids. If seen in their true forms, they resemble short humans with horrifying features. \n'b' Hunters of Man . Ijiraq are known to abduct humans to use for sport. Many will carry skulls of their kills as trophies, and they have a fondness for the taste of human meat. At times, they do pretend to be guides to some hidden shrine or a flock of fat geese, to lure a hunter away from others. However, they view it as poor form to attack humans that come to speak with them and will treat such people with respect during a moot. \n'b' Loathing of the Sea . The ijiraq detest open waters, the creatures that live within them, and goods that come from them. \n'b' Many villages have found safety from ijiraq by relocating close to the water\xe2\x80\x99s edge.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ikuchi \n'b' Gargantuan elemental , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 116 (8d20 + 32) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Aquan Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Ikuchi Oil . The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain . Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil. \n'b' Water Breathing . The ikuchi can breathe only underwater. \n'b' Actions \n'b' Multiattack . The ikuchi makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 20 ft., one Huge or smaller creature. Hit : 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn\xe2\x80\x99t already constricting two other creatures. Until this grapple ends, the target is restrained . \n'b' Crush (Recharge 4-6) . Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks. \n'b' Giant Elementals . One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents. \n'b' Sinker of Boats . More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Illhveli, Kembingur \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 210 (12d20 + 84) Speed 5 ft., swim 60 ft.\n'b' STATS STR: 27 (+8) DEX: 12 (+1) CON: 24 (+7) INT: 7 (-2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +11 Skills Athletics +12, Perception +10 Damage Resistances cold Condition Immunities prone Senses darkvision 60 ft., passive Perception 20 Languages understands Common but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Blood Frenzy . The kembingur has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Blood Scent . The kembingur can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the kembingur has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find or track a creature that doesn\xe2\x80\x99t have all its hp . \n'b' Hold Breath . The kembingur can hold its breath for 1 hour. \n'b' Siege Monster . The kembingur deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The kembingur makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 29 (6d6 + 8) piercing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 26 (4d8 + 8) bludgeoning damage. \n'b' Churn Water (Recharge 4-6) . The kembingur thrashes violently. Each creature within 20 feet of the kembingur must make a DC 17 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. The water within 60 feet of the kembingur becomes difficult terrain for 1 minute. Each creature that starts its turn on the deck of a ship in this area must succeed on a DC 17 Dexterity saving throw or fall overboard. \n'b' About \n'b' A bright-red crest runs along the back of this monstrous whale. \n'b' Demon of the Deep . Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciously hunts down ships to sink them and gorge itself on the crew, and many seagoing humanoids believe it to be some sort of demon or evil spirit. \n'b' Blood on the High Seas . The kembingur\xe2\x80\x99s ability to smell blood is legendary, and the beast has been known to track bleeding targets for days without rest. A kembingur typically thrashes around in the water to founder smaller vessels it cannot easily overturn, then it focuses on mauling anyone who falls into the water. Eternally cruel, the kembingur enjoys taking small nips out of a creature to prolong its death, letting the victim slowly bleed out.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Illhveli, Nauthveli \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 280 (16d20 + 112) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 10 (+0) CON: 25 (+7) INT: 6 (-2) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +12, Wis +7 Skills Athletics +15, Perception +7 Damage Resistances cold Condition Immunities frightened , prone Senses darkvision 60 ft., passive Perception 17 Languages understands Common but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Hold Breath . The nauthveli can hold its breath for 1 hour. \n'b' Siege Monster . The nauthveli deals double damage to objects and structures. \n'b' Terror of the High Seas . The nauthveli is surrounded by a supernatural aura of dread. Each creature that starts its turn within 60 feet of the nauthveli must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature immersed in water has disadvantage on this saving throw. A frightened creature can repeat this 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 nauthveli\xe2\x80\x99s Terror of the High Seas for the next 24 hours. \n'b' Actions \n'b' Multiattack . The nauthveli makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 31 (6d6 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the nauthveli can\xe2\x80\x99t bite another target. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 28 (4d8 + 10) bludgeoning damage. \n'b' Swallow . The nauthveli makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the nauthveli, and it takes 28 (8d6) acid damage at the start of each of the nauthveli\xe2\x80\x99s turns. If the nauthveli takes 40 damage or more on a single turn from a creature inside it, the nauthveli must succeed on a DC 22 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 nauthveli. If the nauthveli dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Thunderous Bellow (Recharge 5-6) . The nauthveli bellows in a 60-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 54 (12d8) thunder damage and is pushed up to 15 feet away from the nauthveli and knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or knocked prone . \n'b' About \n'b' Vast and terrible to behold, a nauthveli is an enormous whale with a dappled black-and-white hide and a head resembling an enormous fanged cow, its eyes blazing with malevolence. \n'b' Evil of the Seas . One of the largest of the illhveli, the nauthveli is a creature of pure hatred and malice. Known for their bellowing bull-like cries, the nauthveli haunt deep, cold waters, contesting the depths with other monsters such as dragon turtles and kembingur. The only creatures a nauthveli fears are krakens and ancient sea dragons. All other creatures are its prey. \n'b' Ship Hunters . Nauthveli love to attack ships laden with livestock, particularly cattle. They go to extreme lengths to acquire cattle, even temporarily beaching themselves to consume cattle that wander too close to the ocean. Its desire to consume cattle includes cow-like creatures, and stories abound of nauthveli attacking ships crewed by minotaurs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imago, Tiny \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 1 (1d4 ? 1); Wound Threshold N/A Speed 20 ft.\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 8 (-1) INT: 5 (-3) WIS: 6 (-2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0, Stealth * +5 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities deafened , exhaustion , paralyzed , petrified Senses blindsight 60 ft., passive Perception 10 Languages understands the languages of its creator but can only speak inside of an image Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The tiny imago is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the tiny imago must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Enter/Exit Image . By spending an amount of movement equal to half its speed, the tiny imago can enter an image within 5 feet of it or exit an image it is in, appearing in a space within 5 feet of the image. \n'b' False Appearance . While the tiny imago remains motionless, it is indistinguishable from an ordinary image. \n'b' Image Haven . As long as it is within an image, the tiny imago cannot take damage. If the image\xe2\x80\x99s support is destroyed, the tiny imago is destroyed with it. \n'b' Magic Weapons . The tiny imago\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Inky Slash . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 slashing damage. \n'b'\n'b' ABOUT \n'b' Imagos are creatures that usually remain at rest in paintings and frescoes, only springing into action when certain conditions are met. Their aspect is entirely dependent on the artist who depicted them, from crude stick figures to elegant humanoids and all the way to surrealistic beasts; as long as something can be drawn, it can exist as an imago. Imagos can fold, but not stretch, and the set of movements and actions they can perform is based on their form. But no matter how they look or act, they remain flat and two-dimensional. A defeated imago returns to its original picture, its appearance modified in accordance with how it was defeated. \n'b' Imagos are very popular and come in many varieties. \n'b' Sanctuary Guardians \n'b' Imagos are often used as guardians in the Netherworld. For example, a tunnel can be painted with warrior-like figures that will beset intruders. The criteria that determine intruders must be simple: \xe2\x80\x9cAll forms of life,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not say the password,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not bear this tattoo,\xe2\x80\x9d etc. \n'b' Range of Action \n'b' Due to its nature, an imago is bound to its support (wall, canvas, etc.) and cannot venture far from it. However, especially powerful imagos (which are often self-aware) can actually move from one image to another. When an imago\xe2\x80\x99s support or backdrop changes, its appearance is altered to fit the picture\xe2\x80\x99s overall style. Thus, should a stick figure imago from a crude charcoal doodle move to an elven master painting, it will turn into a realistic, exquisitely drawn humanoid. An imago\xe2\x80\x99s appearance ( size , colors, features, equipment, etc.) always fits the latest picture it was in. \n'b' Caught in a Picture \n'b' A creature that has been incapacitated and restrained by imagos can be taken into their picture. \n'b' While imagos can easily leave their picture-whether of their own will or as a result of a magic ritual-an imprisoned creature will not find it so simple. Each picture has its own rules, which the creature will have to discover in order to leave it. The inside of the picture is left at the leader\xe2\x80\x99s choice et depends on the work\xe2\x80\x99s creator. It can be an actual domain linked to the Astral Plane in the most extremes cases. \n'b' An Imago Familiar \n'b' If the leader uses this option, a wizard or warlock can have a tiny imago as a familiar. When the arcanist who wishes to conjure such a creature casts the find familiar spell, they must draw their future familiar on a piece of paper, which the imago will jump out of. \n'b' The Picture\xe2\x80\x99s Substance \n'b' If the leader uses this optional rule, the peculiar nature of imagos will make for dramatic and picturesque situations outside of the strict context of a fight. Arcanists who create imagos usually let their creativity run free, so the resulting constructs might be full of surprises. \n'b' Superficial metamorphosis . Casting a polymorph spell on an imago alters its aspect and apparent size, but it remains an imago-a two-dimensional drawing that can enter and exit pictures. \n'b' Sneaky picture . An imago can exit its home picture and return to it. At the leader\xe2\x80\x99s option, an imago can also take shelter within any flat surface that can be painted or scribbled upon (paper, wall, smooth wood, etc.), and which is large enough to contain it. Tiny imagos gathered in a swarm can even split and hide in various supports. Thus, in the midst of attacking a party of adventurers, a tiny imago from a swarm might sneak into one of the pages of a notebook at the bottom of a bard\xe2\x80\x99s pocket. \n'b' Ink stain . When an imago inflicts a Wound to a creature, the creature must succeed on a DC 11 Charisma saving throw or turn into an imago. At the leader\xe2\x80\x99s option, this can also occur when an imago grapples a creature, in which case the saving throw is made at the end of each of the creature\xe2\x80\x99s turns as long as it remains grappled . The creature can choose to automatically fail this saving throw. Until it finishes a short or long rest, the transformed creature gains the following traits: Antimagic Susceptibility, Enter/Exit Image, False Appearance, Image Haven, Magic Weapons. \n'b' Image\xe2\x80\x99s prisoner . A creature cannot revert from being an imago as long as it remains within an image. To escape the image, the creature must be free to move within it, and so it must not be imprisoned or tied up by other imagos. If 24 hours pass without the creature returning to its original form, it permanently becomes an imago. Restoring the creature will then require powerful magical means, at least the greater restoration spell and up to the wish spell at the leader\xe2\x80\x99s discretion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imago, Wrestler \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics * +6, Perception +0, Stealth * +6 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities deafened , exhaustion , paralyzed , petrified Senses blindsight 60 ft., passive Perception 10 Languages understands the languages of its creator but can only speak inside of an image Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The wrestler imago is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the wrestler imago must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Enter/Exit Image . By spending an amount of movement equal to half its speed, the wrestler imago can enter an image within 5 feet of it or exit an image it is in, appearing in a space within 5 feet of the image. \n'b' False Appearance . While the wrestler imago remains motionless, it is indistinguishable from an ordinary image. \n'b' Image Haven . As long as it is within an image, the wrestler imago cannot take damage. If the image\xe2\x80\x99s support is destroyed, the wrestler imago is destroyed with it. \n'b' Magic Weapons . The wrestler imago\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wrestler imago makes two inky fist attacks and one grapple. \n'b' Inky Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Grapple . Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or smaller creature. Hit : the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the wrestler imago can\xe2\x80\x99t grapple another target. \n'b'\n'b' ABOUT \n'b' This fresco depicts an athletic, musclebound wrestler in movement. The painting is properly masterful and seems almost alive\xe2\x80\xa6 For that matter, it actually starts moving and attacks the intruder, springing forward like a quick, aggressive sheet of paper, suspended between the wall and the air. \n'b' Imagos are creatures that usually remain at rest in paintings and frescoes, only springing into action when certain conditions are met. Their aspect is entirely dependent on the artist who depicted them, from crude stick figures to elegant humanoids and all the way to surrealistic beasts; as long as something can be drawn, it can exist as an imago. Imagos can fold, but not stretch, and the set of movements and actions they can perform is based on their form. But no matter how they look or act, they remain flat and two-dimensional. A defeated imago returns to its original picture, its appearance modified in accordance with how it was defeated. \n'b' Imagos are very popular and come in many varieties. \n'b' Sanctuary Guardians \n'b' Imagos are often used as guardians in the Netherworld. For example, a tunnel can be painted with warrior-like figures that will beset intruders. The criteria that determine intruders must be simple: \xe2\x80\x9cAll forms of life,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not say the password,\xe2\x80\x9d \xe2\x80\x9cAny creature that does not bear this tattoo,\xe2\x80\x9d etc. \n'b' Range of Action \n'b' Due to its nature, an imago is bound to its support (wall, canvas, etc.) and cannot venture far from it. However, especially powerful imagos (which are often self-aware) can actually move from one image to another. When an imago\xe2\x80\x99s support or backdrop changes, its appearance is altered to fit the picture\xe2\x80\x99s overall style. Thus, should a stick figure imago from a crude charcoal doodle move to an elven master painting, it will turn into a realistic, exquisitely drawn humanoid. An imago\xe2\x80\x99s appearance ( size , colors, features, equipment, etc.) always fits the latest picture it was in. \n'b' Caught in a Picture \n'b' A creature that has been incapacitated and restrained by imagos can be taken into their picture. \n'b' While imagos can easily leave their picture-whether of their own will or as a result of a magic ritual-an imprisoned creature will not find it so simple. Each picture has its own rules, which the creature will have to discover in order to leave it. The inside of the picture is left at the leader\xe2\x80\x99s choice et depends on the work\xe2\x80\x99s creator. It can be an actual domain linked to the Astral Plane in the most extremes cases. \n'b' An Imago Familiar \n'b' If the leader uses this option, a wizard or warlock can have a tiny imago as a familiar. When the arcanist who wishes to conjure such a creature casts the find familiar spell, they must draw their future familiar on a piece of paper, which the imago will jump out of. \n'b' The Picture\xe2\x80\x99s Substance \n'b' If the leader uses this optional rule, the peculiar nature of imagos will make for dramatic and picturesque situations outside of the strict context of a fight. Arcanists who create imagos usually let their creativity run free, so the resulting constructs might be full of surprises. \n'b' Superficial metamorphosis . Casting a polymorph spell on an imago alters its aspect and apparent size, but it remains an imago-a two-dimensional drawing that can enter and exit pictures. \n'b' Sneaky picture . An imago can exit its home picture and return to it. At the leader\xe2\x80\x99s option, an imago can also take shelter within any flat surface that can be painted or scribbled upon (paper, wall, smooth wood, etc.), and which is large enough to contain it. Tiny imagos gathered in a swarm can even split and hide in various supports. Thus, in the midst of attacking a party of adventurers, a tiny imago from a swarm might sneak into one of the pages of a notebook at the bottom of a bard\xe2\x80\x99s pocket. \n'b' Ink stain . When an imago inflicts a Wound to a creature, the creature must succeed on a DC 11 Charisma saving throw or turn into an imago. At the leader\xe2\x80\x99s option, this can also occur when an imago grapples a creature, in which case the saving throw is made at the end of each of the creature\xe2\x80\x99s turns as long as it remains grappled . The creature can choose to automatically fail this saving throw. Until it finishes a short or long rest, the transformed creature gains the following traits: Antimagic Susceptibility, Enter/Exit Image, False Appearance, Image Haven, Magic Weapons. \n'b' Image\xe2\x80\x99s prisoner . A creature cannot revert from being an imago as long as it remains within an image. To escape the image, the creature must be free to move within it, and so it must not be imprisoned or tied up by other imagos. If 24 hours pass without the creature returning to its original form, it permanently becomes an imago. Restoring the creature will then require powerful magical means, at least the greater restoration spell and up to the wish spell at the leader\xe2\x80\x99s discretion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Hippocampus \n'b' Family: Aquatic & Fish \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 11 (natural armor) \n'b' Hit Points 15 (2d10+4) \n'b' Speed 5 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 9 (-1) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Senses darkvision 60 ft.; passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . A hippocampus can hold its breath up to 15 minutes before it begins suffocation. \n'b' Water Breathing . The hippocampus can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' This creature has the foreparts of a horse and the hindquarters of a fish. Its forelegs end in splayed fins rather than hooves. A hippocampus\xe2\x80\x99s scales vary in color from ivory to deep green to cerulean blue with shades of silver. Aquatic races such as merfolk and locathahs often train hippocampi as steeds or as draft animals used to pull cunningly designed underwater carriages. In the wild, hippocampi prefer to dwell in relatively shallow waters where their favorite food (seaweed and kelp) is more plentiful and larger predators are less common. These creatures often travel in large schools, analogous to freeroaming herds of wild horses on the surface world. \n'b' Trainable . The hippocampus is relatively easily trained\xe2\x80\x94the amount of work and cost it requires is equivalent to what it takes to train a horse. Mounted combat on a hippocampus is similar to fighting while riding a horse, although the hippocampus is a clumsy creature on land and cannot move at all out of the water if it has a rider weighing it down.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal Hunter \n'b' Large undead , lawful evil \n'b' Armor Class 22 (plate armor, shield) \n'b' Hit Points 180 (19d10 + 76) \n'b' Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 18 (+4) INT: 13 (+1) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +9, Cha +10 \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities exhaustion , frightened , poisoned \n'b' Senses darkvision 120 ft., passive Perception 13 \n'b' Languages Abyssal, Common, Infernal \n'b' Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Steadfast . The immortal hunter has advantage on saving throws. \n'b' Mounted Expert . The immortal hunter can force any effect that would target only its mount to target it instead. The immortal hunter can also make saving throws in place of its mount. \n'b' Spellcasting . The immortal hunter is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b' 3/day : staggering smite \n'b' 1/day : banishment , death ward \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The immortal hunter makes one attack with its Chain Snare and two attacks with its Magebane Glaive. \n'b' Chain Snare . Ranged Weapon Attack : +12 to hit, range 30 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage and the target is knocked prone . The target must succeed on a DC 18 Strength saving throw or be pulled up to 30 ft. to the closest unoccupied space within 5 ft. of the immortal hunter. On a success, the target is still knocked prone , but not pulled. \n'b' Magebane Glaive . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (4d10 + 8) slashing damage and the target is affected by dispel magic as though it were cast as a 9th-level spell. The immortal hunter can attack an ongoing magical effect within its reach, including one currently affecting itself or a friendly creature. To do so, it must make an attack roll against 10 + the level of the spell. On a hit, the spell is targeted by a 9th-level dispel magic effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal Ichor \n'b' Medium ooze , neutral evil \n'b' Armor Class 16 Hit Points 168 (16d10 + 80) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 21 (+5) INT: 22 (+6) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +13, Cha +11 Skills Arcana +13, Deception +11, History +13, Intimidation +11, Perception +8, Religion +13 Condition Immunities blinded , charmed , deafened , exhaustion , prone Senses blindsight 60 ft. (blind beyond this distance), passive Perception 18 Languages Abyssal, Aklo, Infernal, Undercommon (can\xe2\x80\x99t speak any language); telepathy 100 ft. Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The immortal ichor\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person (as 5th-level spell), charm monster (as charm person but targets any creature type, 6th level), detect thoughts , hold person \n'b' 3/day each : confusion , dimension door , dominate person , fear , hallucinatory terrain , hold monster , hypnotic pattern , telekinesis \n'b' 1/day each : dream , insect plague (as conjure animals but swarms only) \n'b'\n'b' Amorphous . The immortal ichor can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrupt Ally . Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature\xe2\x80\x99s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster , except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as an undead of the appropriate CR under the immortal ichor\xe2\x80\x99s control. If the ichor is killed, these undead are immediately destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The immortal ichor makes two pseudopod attacks and Casts a Spell. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Combusted \n'b' Medium undead , neutral evil \n'b' Armor Class 11 Hit Points 84 (13d8+26) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages Kirkut (cannot speak) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Howl of Agony . The combusted constantly wails, creating an aura out to 10 feet. Creatures that enter this area for the first time in a turn or start their turn in this area must make a DC 14 Wisdom saving throw or be frightened until the end of their next round. A creature that saves against this effect is immune to this combusted\xe2\x80\x99s howl for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The combusted makes two attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) bludgeoning damage and 4 (1d8) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. If a creature is reduced to 0 hit points in this way, it is immediately slain, and rises as a combusted within 1d4 hours. \n'b' Fire Blast . Ranged Spell Attack : +4 to hit, range 30 ft., one target. Hit : 10 (3d6) fire damage. \n'b'\n'b' ABOUT \n'b' These creatures of spontaneous combustion are wreathed in an aura of fire. Some are skeletal, while the flesh of others is mostly intact. Many of these cursed walking dead are too old to identify their original race or culture, as their clothing and gear are typically scorched and crumbled even if their flesh endures. Unfortunately by some quirk of fate, at a distance a combusted\xe2\x80\x99s howl of agony sounds eerily like the ever-blowing winds of the steppe, so they can rise from the dust where they lie among the plains they inhabit without giving their position away prior to that. When they sight intruders into their hunting lands they attack and pursue until destroyed seeking others to join them in their eternal searing inferno of death. \n'b' Radioactive Combusted . Discolored burns mar the undead flesh of these abominations, the marks of intense radiation exposure from alien energies from fallen starmetals. Their Fire Blast ability conveys the effects of the metallurgic amber radiation from the impact site, dealing 1d6 points each of fire, poison, and radiant damage, rather than all fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal Master \n'b' Medium humanoid , neutral \n'b' Armor Class 24 (natural armor) Hit Points 306 (36d8 + 144) Speed 60 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +11, Con +10, Wis +9, Cha +10 Skills Athletics +16, Deception +16, Insight +15, Intimidation +16, Medicine +15, Nature +13, Perception +15, Persuasion +16, Stealth +17, Survival +15 Damage Immunities cold, fire, lightning, poison, thunder Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , intoxicated, paralyzed , petrified Senses blindsight 60 ft., passive Perception 25 Languages Understands and speaks all languages Challenge 20 (25000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flawless Climb . An immortal master can move up, down, and across vertical surfaces and upside-down along ceilings while leaving its hands free. \n'b' Flawless Leap . As a move action, the immortal master can effortlessly leap a 30-foot distance, passing over any obstacles of foes that are under 20 feet tall. This move does not trigger attacks of opportunity. The master can land facing in any direction it chooses. \n'b' Immortality . Immortal masters cannot die of natural causes. They do not need to eat or drink. If an immortal master is killed, it immediately reincarnates, its abilities manifesting in the most accomplished practitioner of its given martial arts style that has achieved monk level 20. If no such individual exists, the master does not reincarnate until a practitioner of its style reaches level 20. \n'b' Style Vulnerability . An immortal master takes normal damage from attacks by practitioners of its own martial arts style. \n'b' Masters of the Five Schools . Each master stands at the pinnacle of one of the five martial arts styles. Each of these styles grants the master a different ability, as described below. Other styles exist, and it is believed that many of these have their own immortal masters as well. \n'b' Tiger : If the immortal tiger master hits a foe with one or more of its Immortal Blows in a round, it may impose one of the following conditions:\n'b'\n'b'\n'b' The foe must succeed on a DC 19 Dexterity saving throw or be knocked prone . \n'b' It must take an additional 9 (2d8) points of slashing damage for each hit. \n'b' It loses 1d6 hit points at the start of each of its turns from bleeding until a creature uses an action to make a DC 10 Wisdom ( Healing ) check to bandage it or healing magic is applied. This bleeding damage can\xe2\x80\x99t be imposed on a target that is already bleeding. \n'b'\n'b' Snake : The immortal snake master\xe2\x80\x99s Immortal Blows inflict poison damage in addition to the other types, and any creature struck by it must make a DC 19 Constitution saving throw or be poisoned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Crane : The immortal crane master maintains its martial arts stance at all times, gaining a +2 bonus to Armor Class, armed and unarmed attacks, and a +4 bonus to saving throws and damage. \n'b' Wolf : If the immortal wolf master hits a foe with one or more of its Immortal Blow attacks in a round, it can impose one of the following conditions:\n'b'\n'b'\n'b' The foe must succeed on a DC 19 Dexterity saving throw or be knocked prone . \n'b' It must take an additional 9 (2d8) points of piercing damage for each hit. \n'b' It must succeed on a DC 19 Wisdom saving throw or be frightened for one 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 this effect for the next 24 hours. \n'b'\n'b' Dragon : The immortal dragon master\xe2\x80\x99s Immortal Blow attacks cause 21 (3d10 + 5) force damage plus 16 (3d10) cold, fire, thunder or lightning, its flawless leap distance is 60 feet at a height of 30 feet, and saving throws against its Immortal Aura are at DC 21. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The immortal master can use its Immortal Aura and make three Immortal Blow attacks. \n'b' Immortal Blow . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) force damage plus 11 (2d10) cold, fire, thunder or lightning damage. \n'b' Immortal Aura . Each creature of the immortal master\xe2\x80\x99s choice that is within 60 feet of the immortal master and aware of it must succeed on a DC 19 Wisdom saving throw or become stunned for one minute. A stunned 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 immortal master\xe2\x80\x99s aura for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The immortal master can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The immortal master regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The immortal master makes an Immortal Blow attack . \n'b' Intimidate . The immortal master can make a Charisma ( Intimidation ) check. \n'b' Leap . The immortal master can make a Flawless Leap. \n'b' Shockwave (costs 2 actions) . The immortal master strikes the ground with its fist, requiring each creature within 20 feet to succeed on a DC 19 Dexterity saving throw or take 11 (2d6 + 5) bludgeoning damage and be knocked prone . \n'b'\n'b' ABOUT \n'b' Immortal masters are the paragons of their specialized fighting styles, which mirror the natural movements and fighting styles of five animals: the tiger, crane, serpent, wolf, and dragon. Real expertise in these styles takes a lifetime, but true mastery takes even longer. Legend holds that the continued practice of a style to the exclusion of all other worldly activities can extend one\xe2\x80\x99s lifetime and enhance all aspects of spiritual, mental and physical health. Those who reach the pinnacle of development are known as immortal masters, and only one can exist for each of the five styles. These individuals are believed to be perfect, deathless entities who have moved beyond most human needs, including the need to eat and drink. In addition to transcending human needs and emotions, immortal masters have so fully embraced the ways of their chosen style that their movements, mannerisms and appearance emulate their tradition\xe2\x80\x99s animals: the wolf master is rough and wild-looking; the crane master is slender and elegant; the tiger master is powerfully built and fierce; the snake master is graceful and sinuous; and the dragon master is aloof, with a preternatural confidence and barely restrained elemental energy. Immortal masters find it very difficult to relate to others, even members of their own martial arts traditions. They generally live apart from the rest of the world, training only a handful of specially selected students, meeting with outsiders for consultation and guidance only rarely and shunning most aspects of ordinary existence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Forest Fairy \n'b' Medium fey (immortal), neutral good \n'b' Armor Class 16 (natural armor) Hit Points 22 (5d8+5) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 10 (+0) INT: 15 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances radiant Skills Acrobatics +1, Arcana +4, History +4, Nature +4, Perception +4, Performance +6, Stealth +5, Survival +4 Damage Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The fairy\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , minor illusion \n'b' 1/day : creation , invisibility , polymorph \n'b'\n'b' Magic Resistance . The fairy has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Golden Wand . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) radiant damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Spell Reflection . If the fairy makes a successful saving throw against a spell or breath weapon, or if a spell attack misses it, the fairy can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the fairy. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack , the attack roll is rerolled against the chosen creature. \n'b'\n'b' ABOUT \n'b' This beautiful fairy has perfect skin, flowing hair, clothing that glows with the colors of nature, and a pair of large butterfly-like wings. \n'b' Forest fairies are assigned a human to watch over, a symbiotic relationship that has lasted for millennia. Their own laws forbid them to become too familiar with their human charges. Earth fairies are capable of appearing in any form they choose, and to intimidate mortals they are known to change their gender if it suits the task. They cannot properly transform however without mortal assistance, something they are loath to do.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Knook \n'b' Small fey (immortal), lawful neutral \n'b' Armor Class 12 Hit Points 16 (3d6+6) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +4, Nature +4, Perception +4, Stealth +4 Senses darkvision 120 ft., passive Perception 12 Languages Common, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Giant Fighter . Knooks have advantage on attacks against giants. \n'b' Innate Spellcasting . The knook\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : animal friendship, beast bond \n'b' 3/day each : animal messenger , locate animals or plants (beasts only) \n'b' 1/day : shape wood, word of recall \n'b'\n'b' Speak with Beasts . The knook can communicate with beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Beast Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) piercing damage plus 4 (1d8) psychic damage. \n'b'\n'b' ABOUT \n'b' This fairy being\xe2\x80\x99s anxieties make it look old and worn and crooked, and its natures is a bit rough from associating with wild creatures continually.\xc2\xa0It is the duty of knooks to watch over the beasts of the world, both gentle and wild. The knooks have a hard time of it, since many of the beasts are ungovernable and rebel against restraint. But they know how to manage them, after all, and you will find that certain laws of the knooks are obeyed by even the most ferocious animals. \n'b' Animal Arbiters . The relationship between knooks and beasts is critical in maintaining peace in Faerie and particularly in Oz. By their very nature, ozbeasts have little regard for the sentient humanoids with whom they share space. Skirmishes are inevitable, with Ruggedo\xe2\x80\x99s attempt to turn the beasts against Oz being just one example. And thus the knooks are key to brokering relations between them. \n'b' No Easy Task . Despite the fact that ozbeasts can speak, they\xe2\x80\x99re still beasts, and knooks have a challenging time managing them. The beasts hunt their own kind, which causes more problems as the prey species often demand protection from being hunted. Conversely, the predators fear starvation if they are not sated. It\xe2\x80\x99s no surprise then that knooks looked aged beyond their years.\xc2\xa0The knooks are led by princes. Each prince has an enclaves all over the world and can be summoned by those who know how to call them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Mist Fairy \n'b' Medium fey (immortal), neutral good \n'b' Armor Class 13 Hit Points 37 (5d8 + 15) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Damage Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Damage Transfer . While it is grappling a creature, the mist fairy takes only half the damage dealt to it, and the creature grappled by the mist fairy takes the other half. \n'b' Mist Ferry . The mist fairy is considered to be a Large creature for the purposes of determining its carrying capacity. \n'b' Misty Form . The mist fairy can occupy another creature\xe2\x80\x99s space and vice versa. In addition, if air can pass through a space, the mist fairy can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist fairy can\xe2\x80\x99t manipulate objects in any way that requires fingers or manual dexterity. \n'b'\n'b' ACTIONS \n'b'\n'b' Smother . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium 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, and the mist fairy can\xe2\x80\x99t smother another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 10 (2d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Out from the billows rise beautiful forms, clothed in fleecy, trailing garments of gray that can scarcely be distinguished from the mist. Their hair is mist-color, too; only their gleaming arms and sweet, pallid faces prove they are living, intelligent creatures. \n'b' Unlike the sky fairies, mist fairies are more primal creatures who dance in the twilight mists. Those who know how to call them can summon the fairies for safe passage.\xc2\xa0The mist fairies are capable of carrying their summoners across vast distances, but those who anger them can find themselves dropped to their doom or even smothered in the air.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Ryl \n'b' Tiny fey (immortal), chaotic good \n'b' Armor Class 14 Hit Points 2 (1d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 3 (-4) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +4, Perception +3, Stealth +6 Senses passive Perception 13 Languages Common, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature. \n'b' Innate Spellcasting . The ryl\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : goodberry \n'b' 3/day each : create food and water , entangle , locate animals or plants (plants only) \n'b'\n'b' Speak with Plants . The ryl can communicate with plants as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Bramblebush Thorn . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 1 slashing damage and the creature must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature\xe2\x80\x99s system, killing the creature in a number of rounds equal to 1d12+the creature\xe2\x80\x99s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts a thistle that grows to full size in a day. \n'b' Invisibility . The ryl magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the ryl wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' This small child has faerie wings protruding from its back. It has pointed ears and long curling antennae that protrude from its forehead. Ryls are a colorful people and come in a wide variety of hues that matches the colors of the flowers they guard.\xc2\xa0Ryls search the wide world for the food required by the roots of the flowering plants, and place dyes in the soil to color the flowers. \n'b' Popular Fairies . The Ryls are merry and light-hearted and are very popular with the other immortals.\xc2\xa0More powerful ryls are known for their mischief amongst mortals. They are fond of animating everyday objects and delight in the havoc they cause. Ryls are governed by a king.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Sea Fairy (Common) \n'b' Medium fey (immortal), chaotic good \n'b' Armor Class 12 Hit Points 22 (4d8 + 4) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Damage Immunities poisoned Skills Nature +2, Perception +2, Performance +6, Persuasion +6 Senses darkvision 60 ft., passive Perception 12 Languages Common, Aquan, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The sea fairy can breathe air and water. \n'b' Emissary of the Sea . The sea fairy can communicate with all amphibious and water-breathing beasts. \n'b' Fey Ancestry . The sea fairy has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the sea fairy to sleep. \n'b' Protection of the Sea . Amphibious or water-breathing creatures must make a DC 10 Wisdom saving throw to attack or cast a harmful spell at the sea fairy. A failure means the creature must choose a new target or lose the attack or spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Trident . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' This female mermaid has eyes of the same deep blue as the water and red lips whose dainty smile disclose two rows of pearly teeth. Their cheeks are plump and rosy, the brows gracefully penciled, while the chin is rounded and has a pretty dimple in it. They wear exquisite gowns made of a sheeny silk, cut low in the neck with wide flowing sleeves. \n'b' The gowns have trains that float far behind the sea fairies as they swim, but so fleecy and transparent that the sparkle of their scales can be seen. They wear strings of splendid pearls twined around their throats, with more sewn upon their gowns for trimmings. They do not dress their hair at all, but let it float about them in clouds. \n'b' Sea fairies appear as male and female half-humanoid, half-fish people. The sea fairies are ancient, predating fishes and mankind. They do not become ill or suffer pain in the water. \n'b' Queen Aquareine rules the sea fairies from a platform of mother of pearl, on a couch thickly studded with diamonds, rubies, emeralds, and pearls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Immortal, Sea Fairy (Emissary) \n'b' Medium fey (immortal), chaotic good \n'b' Armor Class 12 Hit Points 82 (15d8 + 15) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, poison Damage Immunities poisoned Skills Arcana +4, Nature +4, Perception +8, Performance +8, Persuasion +8 Senses darkvision 60 ft., passive Perception 18 Languages Common, Aquan, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Emissary of the Sea . The sea fairy can communicate with all amphibious and water-breathing beasts. \n'b' Fey Ancestry . The sea fairy noble has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put the sea fairy to sleep. \n'b' Mask of the Wild . The sea fairy noble can attempt to hide even when she is only lightly obscured by foliage and other natural phenomena. \n'b' Protection of the Sea . Amphibious or water-breathing creatures must make a DC 16 Wisdom saving throw to attack or cast a harmful spell at the sea fairy. A failure means the creature must choose a new target or lose the attack or spell. \n'b' Spellcasting . The sea fairy noble is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , mending , resistance \n'b' 1st level (4 slots) : cure wounds , entangle , faerie fire , speak with animals \n'b' 2nd level (3 slots) : animal messenger , beast sense, hold person \n'b' 3rd level (3 slots) : boil water*, chill water*, golden sword* \n'b' 4th level (3 slots) : control water , create merspawn*, locate creature , stoneskin \n'b' 5th level (3 slots) : commune with nature , mass cure wounds , wall of stone \n'b' 6th level (1 slot) : heal , heroes\xe2\x80\x99 feast, sunbeam \n'b' 7th level (1 slot) : melt aberration*, sea fairy circle*, water scrying * \n'b' 8th level (1 slot) : protective slumber \n'b'\n'b' ACTIONS \n'b'\n'b' Golden Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage plus 10 (3d6) radiant damage if the target is evil. \n'b'\n'b' ABOUT \n'b' This female mermaid has eyes of the same deep blue as the water and red lips whose dainty smile disclose two rows of pearly teeth. Their cheeks are plump and rosy, the brows gracefully penciled, while the chin is rounded and has a pretty dimple in it. They wear exquisite gowns made of a sheeny silk, cut low in the neck with wide flowing sleeves. \n'b' The gowns have trains that float far behind the sea fairies as they swim, but so fleecy and transparent that the sparkle of their scales can be seen. They wear strings of splendid pearls twined around their throats, with more sewn upon their gowns for trimmings. They do not dress their hair at all, but let it float about them in clouds. \n'b' Sea fairies appear as male and female half-humanoid, half-fish people. The sea fairies are ancient, predating fishes and mankind. They do not become ill or suffer pain in the water. \n'b' Queen Aquareine rules the sea fairies from a platform of mother of pearl, on a couch thickly studded with diamonds, rubies, emeralds, and pearls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Sea Serpent \n'b' Family: Aquatic & Fish \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 217 (15d20 + 60) \n'b' Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 14 (+2) CON: 19 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +8 \n'b' Skills Perception +4, Stealth +6 \n'b' Damage Resistances fire \n'b' Damage Immunities cold \n'b' Senses darkvision 120 ft., passive Perception 14 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Elusive . When not in combat, a sea serpent cannot be detected by divination magic or seen through scrying . \n'b' Legendary Resistance (1/Day) . If the sea serpent fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The sea serpent deals double damage to objects and structures. \n'b' Water Breathing . The sea serpent can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sea serpent makes two attacks: once with its bite and once with its constrict. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 25 (4d8 + 7) piercing damage. \n'b' Constrict . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 21 (4d6 + 7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained , and the sea serpent can\xe2\x80\x99t constrict another target. \n'b' Elusive Dive . The sea serpent takes the Dash action, and until the beginning of its next turn, it gains a +10 bonus on Dexterity ( Stealth ) checks and cannot be tracked by nonmagical means. \n'b'\n'b' Legendary Actions \n'b' A sea serpent 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. A sea serpent regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect (Costs 1 Action) . The sea serpent makes a Wisdom ( Perception ) check. \n'b' Surge (Costs 1 Action) . The sea serpent swims its base movement rate, without provoking opportunity attacks. \n'b' Tail Slap (Costs 2 Actions) . The sea serpent makes a melee attack : +11 to hit, reach 20 ft., one target. Hit : 21 (4d6 + 7) bludgeoning damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is knocked prone . \n'b'\n'b' About \n'b' Tales of immense sea serpents have colored the accounts of seagoing folk since the first ship sailed beyond sight of land. Yet proof of these immense and elusive creatures is remarkably difficult to come by, for not only is the ocean vast and the true sea serpent rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Due to the sea serpent\xe2\x80\x99s hermitic nature, many sailors take to ascribing the sighting of such a beast to an omen, although whether the sighting portends peril or providence depends as much upon the ship\xe2\x80\x99s morale as it does anything else-the sea serpent itself has little interest in prophecy, and only its hunger determines how dangerous its proximity to a curious ship can be. Deadly danger surely awaits, however, when its spine-frilled neck arches up from the water like a snake ready to strike.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imp, Wild \n'b' Small fey (imp), chaotic neutral \n'b' Armor Class 12 Hit Points 11 (2d6 + 4) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Standing Leap . The imp\xe2\x80\x99s long jump is up to 25 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' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). \n'b' Kettle Defense . The imp withdraws into its kettle. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its kettle, the imp is prone , its speed is 0 and can\xe2\x80\x99t increase, it has disadvantage on Dexterity saving throws, it can\xe2\x80\x99t take reactions , and the only action it can take is a bonus action to emerge. \n'b'\n'b' ABOUT \n'b' This small creature pops out of its circular, pot-like dwelling to appear before you. He has hair that stands straight up and is scarlet in color, with naught but skins, bracelets, and necklaces for jewelry. \n'b' Wild imps love to laugh and play at night, tossing around anyone who crosses them and singing merry songs as they do so. They live in communities of up to 100 members.\xc2\xa0They are not above flinging around foes or sitting on them, but have little appetite for deadly combat. \n'b' Upside-Down Kettles . Wild imps live in strange dwellings that look like kettles turned upside-down. There is no furniture inside but soft cushions strewn about the floor which make for very comfortable beds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Compsognathus \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 10 (3d4 + 3) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Grasslands Camouflage . The compsognathus has advantage on Dexterity ( Stealth ) checks made to hide in tall grass. \n'b' Pack Tactics . The compsognathus has advantage on attack rolls against a creature if at least one of the compsognathus\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer. \n'b' About \n'b' Compsognathus is one of the smallest carnivorous dinosaurs. Its stature leads many to underestimate the deadly nature of a pack of these beasts. \n'b' Kobold Pets . Compsognathus are often kept by kobolds as pets. Kobolds are particularly fond of building traps that feed swarms of the dinosaurs by placing them at the bottom of a hidden pit or rigging a cage full of the creatures to drop on the heads of unsuspecting adventurers. \n'b' Little Dinosaurs, Big Appetites . Though compsognathus are small, they live in large packs.\xc2\xa0Compsognathus are not afraid of larger prey when they hunt together as a swarm and will seek out a meal worthy of the pack. \n'b' Silently Surrounds . Compsognathus are naturally stealthy thanks to their size and ability to blend in with natural terrain. They hunt in tall grass or areas of dense foliage, spreading out to surround their prey before attacking. \n'b' Compsognathus Familiars \n'b' The compsognathus can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the compsognathus senses as long as they are within 1 mile of each other. While the compsognathus is within 10 feet of its companion, the companion shares the compsognathus\xe2\x80\x99 Grassland Camouflage trait. At any time and for any reason, the compsognathus can end its service as a familiar, ending the telepathic bond .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imp, Wild, Swarm \n'b' Large swarm of small fey (imp), chaotic neutral \n'b' Armor Class 12 Hit Points 60 (8d10 + 16) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +1 Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Standing Leap . The imp\xe2\x80\x99s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 11 (2d8 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if the swarm has half of its hit points or fewer. If the target is Medium or smaller, the wild imps can choose to deal no damage and force it prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Pin . If a creature within 5 feet of the wild imps stand up, the swarm can use its reaction to make a fists attack . \n'b'\n'b' ABOUT \n'b' This small creature pops out of its circular, pot-like dwelling to appear before you. He has hair that stands straight up and is scarlet in color, with naught but skins, bracelets, and necklaces for jewelry. \n'b' Wild imps love to laugh and play at night, tossing around anyone who crosses them and singing merry songs as they do so. They live in communities of up to 100 members.\xc2\xa0They are not above flinging around foes or sitting on them, but have little appetite for deadly combat. \n'b' Upside-Down Kettles . Wild imps live in strange dwellings that look like kettles turned upside-down. There is no furniture inside but soft cushions strewn about the floor which make for very comfortable beds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imperator \n'b' Huge monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 216 (16d12 + 112) Speed 30 ft., swim 90 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 24 (+7) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Int +2, Cha +6 Skills Perception +5 Damage Immunities cold Senses passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Essential Oiliness . The imperator has advantage on saving throws and ability checks made to escape a grapple or end the restrained condition. \n'b' Hold Breath . The imperator can hold its breath for 1 hour. \n'b' Penguin Telepathy . The imperator can magically command any penguin within 120 feet of it, using a limited telepathy. \n'b' Siege Monster . The imperator deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The imperator makes one Beak attack and two Wing Slap attacks. \n'b' Beak . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 24 (3d12 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the imperator. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the imperator, and it takes 21 (6d6) acid damage at the start of each of the imperator\xe2\x80\x99s turns. If the imperator takes 30 damage or more on a single turn from a creature inside it, the imperator must succeed on a DC 17 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 imperator. If the imperator dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b' Wing Slap . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b' Pelagic Bile (Recharge 6) . The imperator regurgitates its stomach contents in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 17 (5d6) acid damage and 17 (5d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Swallowed creatures are then regurgitated, falling prone in a space within 10 feet of the imperator. \n'b' Toboggan Charge (Recharge 5\xe2\x80\x936) . The imperator moves up to 30 feet in a straight line over ice or snow and can move through the space of any Large or smaller creature. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 17 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Muster the Legions (1/Day) . When the imperator is reduced to half its hp or lower, it magically calls 1d4 swarms of penguins. The penguins arrive on initiative count 20 of the next round, acting as allies of the vampire and obeying its telepathic commands. The penguins remain for 1 hour, until the imperator dies, or until the imperator dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' The massive penguin with black, gold, and white feathers tilts back its head and swallows a slain walrus. The imperator ressembles a standard emperor penguin, though built on a massive scale. It is not only bigger, but also much more intelligent and much more aggressive than its smaller kin. Thankfully, imperators are quite rare. Inhabiting desolate, ice-bound coastal regions, these massive, migratory birds travel hundreds of miles between feeding grounds and attack small boats, whales, and even the livestock of coastal villages while traveling. \n'b' Psychic Rapport . Imperators possess an intellect that surpasses the average animal. While their intelligence doesn\xe2\x80\x99t rival most humanoids, they have both a deep cunning and a measure of psychic ability. Imperators can communicate with local penguin populations and even control the penguins\xe2\x80\x99 behavior. In some instances, they forge local populations into a single vast colony, which they use as a personal army to attack and drive off predators and other interlopers. In times of extreme need, they devour smaller penguins as an emergency food source. \n'b' Disastrous Omen . Some coastal humanoids treat an imperator as a minor god or nature spirit, considering its appearance an omen and offering sacrifices in hopes of good fortune. However, most humanoids dread any sign of them, because their ravenous appetites can spell disaster for other creatures. A single imperator can devastate local populations of seals, walrus, and fish in a few weeks before moving on. \n'b' Imperators with colonies of penguins following them can leave famine in their wake, because the sea is cleared of most fish stocks. \n'b' Heroic Prey . Where imperators reside, there is often no greater measure of a hunter or hero than to slay such a beast. Given the havoc they can wreak on food supplies, anyone who can claim to have slain an imperator is looked on most favorably by those who have suffered their visitations before. \n'b' Loyal Legions . Colonies of emperor penguins sometimes fall under the sway of the imperator. Penguins that remain under the influence of an imperator for more than one season change, both physically and in temperament. They become larger, smarter, and more aggressive. From a distance, they look like normal, if overlarge, penguins, and their rookeries are strangely orderly, with nests equally spaced in neat rows. However, they attack in force and with surprising ferocity against trespassers, and doubly so when led by their imperator leader. When compelled by an imperator, a swarm of penguins fights without fear and to the death. \n'b' Apex Predators of Ice and Sea . A swarm of penguins, like its imperator leader, will not abide any competitors for its sources of food. The swarm attacks any perceived threats, even creatures for which penguins are normally prey, such as seals, sharks, and even whales. On land, the swarm approaches in military-like ranks, emitting low growls. When the penguins close on opponents, they fall on their bellies and slide forward in an onrushing wave of squawking, crushing bodies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Imy-Ut Ushabti \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (chain shirt) Hit Points 97 (15d8 + 30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning Condition Immunities exhaustion , frightened Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b' Regeneration . The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point. \n'b' Rent wrappings . A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect. \n'b' Actions \n'b' Ceremonial Greatsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Vomit Swarm (1/Day) . The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects\xe2\x80\x99 standard bite attack : Bites: Melee Weapon Attack : +3 to hit, reach 0 ft., one creature. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings. \n'b' About \n'b' Willing Sacrifices . The undying servants of the god-kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant\xe2\x80\x99s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut\xe2\x80\x99s duty. \n'b' Scarab Mummies . From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it. \n'b' Warding Triads . Traditionally, imy-ut ushabti appear only in triads-the warden, charged with ensuring the death sleep of their godqueen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord\xe2\x80\x99s return to the world of the living.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inaed \n'b' Tiny fey , neutral \n'b' Armor Class 14 (natural armor) Hit Points 10 (3d4 + 3) Speed fly 60 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Perception +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons. Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 15 Languages understands Common but cannot speak Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Book Haunt . An inaed inhabiting a book or other object is entirely impervious to nonmagical melee attacks . The book absorbs the damage instead. If the book is destroyed, the inaed appears in an unoccupied space within 5 feet and immediately attempts to enter the nearest book. Entering a book takes 1d4 rounds. During this time, the creature is visible but still incorporeal. Books that have been freed of any inaed and books that have been sanctified by a cleric are immune to infestation. \n'b' Incorporeal Movement . The inaed 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 that is not a book. \n'b' Innate Spellcasting . The inaed\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The inaed can innately cast the following spells 2/day each, requiring no material components:\n'b'\n'b' major image , sleep , suggestion . \n'b'\n'b' Magic Resistance . The inaed has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Invisibility . The inaed magically becomes invisible until it casts a spell or begins entering a book.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Incandescent One \n'b' Medium celestial , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft., fly 60 ft. (hover), swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 11 (+0) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7, Cha +8 Skills Insight +7, Perception +7 Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , grappled , poisoned , prone , restrained Senses truesight 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 9 (2,300 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aqueous Form . The incandescent one can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. \n'b' Amphibious . The incandescent one can breathe air and water. \n'b' Flyby . The incandescent one doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Immortal Nature . The incandescent one doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Luminous . The incandescent one sheds dim light in a 5-foot radius. \n'b' Magic Resistance . The incandescent one has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The incandescent one\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The incandescent one makes two Slam attacks or three Astral Bolt attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) cold damage. \n'b' Astral Bolt . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 18 (4d6 + 4) radiant damage, and the next attack roll made against the target before the end of the incandescent one\xe2\x80\x99s next turn has advantage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Celestial Inspiration . The incandescent one inspires one creature it can see within 60 feet of it. Whenever the target makes an attack roll or a saving throw before the start of the incandescent one\xe2\x80\x99s next turn, the target can roll a d4 and add the number rolled to the attack roll or saving throw. \n'b'\n'b' ABOUT \n'b' A lucent humanoid form, made of the ocean itself, rises from the water. A scintillating heart of opalescent meteorite pulses and rotates within a translucent chest. Two brilliant eyes flare open on its glassy face and survey the area with a curious, detached aplomb. \n'b' Resembling a humanoid made of luminescent water, incandescent ones are celestial beings made of earthly ocean bound to a fallen star or other cosmic debris. The rock in the creature\xe2\x80\x99s chest is no mere meteorite, but rather a mote of terrain from a heavenly plane that has torn through time and space. While the incandescent one\xe2\x80\x99s shape approximates a human, the shimmering form of this celestial never stills, the surface of its aqueous form sheathed in soft ripples of watery \xe2\x80\x9cskin.\xe2\x80\x9d \n'b' Galactic Castaways . The precise event that strands an incandescent one on the Material Plane is a mystery, and most often an incandescent one resigns itself to an existence far removed from its plane of origin. To the naked eye, incandescent ones appear quite similar to each other, but keen observers may note intricate details suggesting that no two incandescent ones are fully identical. \n'b' Maritime Guardians . Incandescent ones dwell along coastlines and in the upper ranges of the ocean. Noble of intent and watchful of heart, these seafaring celestials are the bane of pirates and others that prey on the innocent. They rarely interact with the deep-dwelling pelagic devas, but they occasionally work with pescavituses to aid shipwrecked humanoids or those lost at sea. Once befriended, an incandescent one remains a lifelong ally. Their wrath, however, is relentless. When an incandescent one is stirred to anger, its penetrating eyes burn with an otherworldly radiance that inspires those around it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Incarnate Gloom \n'b' Gargantuan undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 184 (16d20 + 16) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 19 (+4) CON: 13 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7 Skills Intimidation +10, Stealth +9 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses truesight 120 ft., passive Perception 12 Languages Common, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Calm Vulnerability . The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn\xe2\x80\x99t further affected by that casting of the spell. \n'b' Deepening Gloom . A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can\xe2\x80\x99t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp . \n'b' Incorporeal Movement . The incarnate gloom 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' Multiattack . The incarnate gloom makes three attacks with its despairing touch. \n'b' Despairing Touch . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 19 (4d6 + 5) psychic damage. \n'b' Engulf in Shadow . The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures\xe2\x80\x99 spaces. Whenever the gloom enters a creature\xe2\x80\x99s space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to sidestep to just outside the gloom\xe2\x80\x99s space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw. On a failed save, the gloom enters the creature\xe2\x80\x99s space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion , and is engulfed in shadow. The engulfed creature is blinded and restrained , it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom\xe2\x80\x99s turns. When the gloom moves, the engulfed creature doesn\xe2\x80\x99t move with it. An engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom. \n'b' About \n'b' This inky black cloud exudes a terrible chill and seems to tear at the soul, inducing a feeling of despondency and loneliness. \n'b' Despair Given Form . Incarnate glooms result when a group of at least a dozen people suffer from hopelessness and die without receiving any relief from the feeling. This collective negative emotion coalesces into a nebulous form that seeks out more despair. \n'b' Whispers in the Darkness . An incarnate gloom takes perverse pleasure in picking off members of a large group one at a time. It surrounds a chosen victim and telepathically imparts a sense of isolation on its quarry. \n'b' Will-o\xe2\x80\x99-Wisp Symbiosis . Incarnate glooms work with will-o\xe2\x80\x99-wisps to attract prey to the glooms\xe2\x80\x99 dark masses. Though incarnate glooms snuff out light in their vicinity, they allow the light produced by the smaller undead to shine, providing a false sense of security to potential victims. \n'b' Undead Nature . The incarnate gloom doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shark, Megalodon \n'b' Family: Aquatic & Fish \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 232 (15d20+75) \n'b' Speed 0 ft., swim 50 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 21 (+5) INT: 1 (-5) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 \n'b' Skills Perception +5 \n'b' Senses blindsight 60 ft.; passive Perception 15 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy . The shark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Water Breathing . The shark can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 30 (4d10 + 8) piercing damage, and a Large or smaller target must succeed on a DC 18 Strength saving throw or be swallowed whole. If its bite attack is a critical hit, it can swallow a Huge creature in the same way. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the megalodon. It takes 11 (2d10) bludgeoning damage and 11 (2d10) piercing damage at the start of each of the megalodon\xe2\x80\x99s turns. A megalodon can have one Huge creature, up to three Large creatures, or up to 10 Medium creatures swallowed at a time. If the megalodon takes 45 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the shark. If the megalodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b'\n'b' About \n'b' The true nightmare of the sea is the megalodon, a shark that represents the pinnacle of this species\xe2\x80\x99 evolution. Horrifying in its immense size and ruinous appetite, the megalodon is certainly the beast behind many legends of enormous fish who swallow ships whole. A megalodon is 60 feet long and weighs 100,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Conch Tree \n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 94 (9d10 + 45) Speed 0 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 1 (-5) WIS: 16 (+3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses blindsight 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the conch tree remains motionless, it is indistinguishable from a normal seaweed bed. \n'b' Water Breathing . The conch tree can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The conch tree makes two harpoon tentacle attacks. \n'b' Harpoon Tentacle . Melee or Ranged Weapon Attack : +10 to hit, range 60 ft., one target. Hit : 28 (4d10 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be reeled into the seaweed mass that makes up the conch tree and be swallowed whole. This triggers the collapse ability of the conch tree. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the tree, and it takes 7 (2d6) bludgeoning and 3 (1d6) acid damage at the start of each of the conch tree\xe2\x80\x99s turns. If the conch tree takes 10 (3d6) damage or more on a single turn from a creature inside it, the conch tree must succeed on a DC 17 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 tree. If the tree 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' REACTIONS \n'b'\n'b' Collapse . Once a conch tree swallows a creature whole, it can collapse into a smaller hard shell to protect itself while it digests its prey. The tree curls around its prey, reinforcing its own outer flesh and changing colors to represent mud or stone. It gains a damage threshold of 10 and a +20 bonus on Dexterity ( Stealth ) checks while on the ocean floor. \n'b'\n'b' ABOUT \n'b' Several stalks of thick seaweed rise from the ocean floor, with large round stones decorating the silt nearby. \n'b' Cadaverous Reproduction . Conch trees reproduce by implanting a single seed in a partially digested corpse. The corpse is then expelled so the seed can absorb nutrients from it before sprouting and taking root. Conch trees never stop growing, but an average adult specimen is 20 feet tall. \n'b' Sea Treants . Conch trees are frequently cultivated as living barriers, unsporting hedges against unwanted incursions. After centuries of breeding and experimentation, they developed an instinct for discerning regular travelers among their groves from visiting prey. In the wild, entire schools of fish can vanish instantly over a conch grove.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Incinis \n'b' This unusual elemental seems to be made from magma and fire. Its skin is pitch black with glowing cracks forming and closing as it moves. Its face is featureless, except for a great flaming maw that sputters and smokes as it speaks. \n'b' Large elemental , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 171 (18d10+72) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Common, Ignan Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Magma Form . The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental . If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding. \n'b' Actions \n'b' Multiattack . The incinis makes two magma fist attacks. \n'b' Magma Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage. \n'b' Wave of Magma (Recharge 5-6) . The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone . \n'b' About \n'b' Curious . Incinis are naturally curious creatures, and though they savor the taste of the living, they are likely to greet newcomers before attacking. An incinis is not naive or easily fooled, and it resorts to violence the instant it senses treachery or lies. \n'b' Volcanic Spirits . The incinis are often found on or near pools of magma, and seem to be capable to shaping and directing the flows of lava from active volcanoes. \n'b' Elemental Nature . The incinis doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Incutilis \n'b'\n'b' Tiny aberration , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 110 (17d4+68) Speed 5 ft., climb 5 ft., swim 60 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 18 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Aklo, Aquan Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The incutilis can breathe air and water. \n'b'\n'b' Actions \n'b'\n'b' Tentacle . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 24 (4d10 + 2) bludgeoning damage. If the target was a creature, it must make a DC 13 Constitution saving throw or be paralyzed for 1 round. \n'b' Ghoulmaster . As an action that provokes opportunity attacks, the incutilis can drive its lesser tendrils into any helpless Small or Medium creature adjacent to it and pump the victim full of poison and chemicals. If the incutilis takes any damage during this process, it is interrupted and stunned until the start of its next turn. The victim must make a DC 13 Constitution saving throw or is killed instantly and becomes a ghoul-like creature under the incutilis\xe2\x80\x99s control, using the stats for a ghoul. This ghoul isn\xe2\x80\x99t treated as being undead and is immune to spells and effects that affect only undead. The incutilis is attached to this ghoul-typically by the head-occupying the same square and moving along with it. The incutilis can make attacks with its tentacles independently of the ghoul\xe2\x80\x99s own attacks. It can also retract its tendrils as a bonus action but doing so causes the ghoul to collapse and revert to a normal corpse. The incutilis must retract its tendrils before it can move away from a ghoul it\xe2\x80\x99s attached to. Any attack that deals damage to the ghoul also deals 1 point of damage to the incutilis, regardless of how much damage is dealt to the ghoul. A character can attempt to attack just the incutilis in this state but has disadvantage on the attack roll. Killing the incutilis destroys the ghoul. \n'b'\n'b' About \n'b' Scholars know life began in the sea, and some- either paranoid or visionary-claim that the sea has manipulated the course of humanoid life through ages beyond reckoning, citing the incutilis as evidence of this. A strange sort of sea creature that appears to be little more than an over-sized cephalopod, an incutilis hides a significant intelligence behind its unassuming appearance. Though most incutilises live their entire lives amid the deepest trenches of the darkest seas, some venture to the border between water and land, revealing terrible control over land-dwelling flesh and an alien disregard for sentient life. Limited in their ability to cross this border and travel on land by their aquatic physiologies, these aberrations overcome this hurdle with a lethal solution, slaying land dwellers and commandeering their flesh to bear the incutilis on shore. To what ends these beings seek to explore the surface remains a mystery-perhaps they do so out of hunger, perhaps out of curiosity, or perhaps because they were sent. A typical incutilis weighs approximately 25 pounds, 30 with its shell, and measures 4 feet from the tips of its longest tentacles to the top of its shell. \n'b' Intrusive Controllers . Although incutilises can live as bottom feeders, their favorite foods seem to be higher life forms- sharks, whales, and sentient ocean dwellers-and they appear to make little distinction between the living and the dead, sentient or non-sentient, though usually they avoid dangerous predators and large groups of other sentient beings and preferring instead to operate from the shadows. \n'b' Incutilises\xe2\x80\x99 most remarkable physical process is their ability to invasively take over dead flesh. So long as a body is relatively intact, the aberration can extend the smaller, more delicate tendrils it typically keeps retracted into its shell. These tendrils are covered with myriad tiny barbs and smaller fibrous filaments it can wind into even the finest internal apertures of a living body with shocking speed and ease. Once the tendrils are in place, the strange chemical laboratory that makes up an incutilis\xe2\x80\x99s internal organs allows it to secrete strange chemicals and toxins directly into the body\xe2\x80\x99s muscles, causing deliberate contractions, releases, and convulsions that give freshly dead bodies the semblance of life, while those longer dead appear undead. This process requires the incutilis to be latched onto its victim, directing its every motion. If it retracts its tendrils, its host body collapses back into a pile of dead flesh.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Indos Worm \n'b'\n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 33 (6d10) Speed 20 ft., burrow 10 ft., swim 10 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blind, prone Skills Perception +2, Stealth +4 Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of a combat, the indos worm has advantage on attack rolls against any creature it surprised. \n'b' Amphibious . The indos worm can breathe air and water. \n'b' Flammable Blood . If the indos worm drops to half its hit points or fewer, it gains vulnerability to fire damage. \n'b' Swamp Camouflage . The worm has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b' Actions \n'b' Multiattack . The worm makes two attacks: one with its grinding jaws and one to constrict. \n'b' Grinding Jaws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b' Constrict . Melee Weapon Attack : +3 to hit, reach 10 ft., one creature. Hit : 11 (3d6 + 1) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11) and pulled 5 ft. toward the indos worm. Until this grapple ends, the target is restrained , the worm tries to drown it, and the worm can\xe2\x80\x99t constrict another target. \n'b' About \n'b' This massive worm is so large that a ten-year old boy could hardly encircle it with his arms. A single tooth is attached to the upper jaw, another to the lower, and both are square and about eighteen inches long. \n'b' Indos worms have teeth strong enough that they can crush with the greatest ease anything that they get between them, be it stone, be it animal, tame or wild. Each one is covered with a hide two fingers thick. During the daytime they live at the bottom of the river, wallowing in mud and slime; for that reason they are not to be seen. \n'b' Night Feeders . Indos worms are nocturnal, only crawling onto land at nightfall, attacking all they encounter. They crush and then drag down their prey into a body of water and eat it there, devouring every member of the victim excepting its paunch. They sometimes get hungry during the day and will ambush animals drinking from the water by dragging them down. \n'b' Weapons of War . Indos worms do have some value as weapons of war-a thick oil can be extracted from their bodies. Ten vials of alchemist\xe2\x80\x99s fire can be extracted per worm.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Arbiter \n'b' Family: Inevitable \n'b' Small construct (inevitable), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 22 (5d6 + 5) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious Senses truesight 120 ft., passive Perception 14 Languages all but rarely speaks Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The arbiter\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 11). The arbiter can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At Will : detect chaos (as detect evil and good but only detects creatures of chaotic alignment) \n'b' 3/Day each : command, mending, protection from chaos (as protection from evil and good but only affects chaotic-aligned creatures) \n'b' 1/Week : commune \n'b'\n'b' Axiomatic Mind . The arbiter can\xe2\x80\x99t be compelled to act in a manner contrary to its nature or its instructions. \n'b' Disintegration . If the arbiter dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. \n'b' Immutable Form . The arbiter is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arbiter makes four sword arm attacks. \n'b' Sword Arm . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Electrical Burst (1/Day) . The arbiter releases electrical energy in a 10-foot sphere centred on itself. Each creature in that area takes 10 (3d6) lightning damage and must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Immediately following such a burst, the arbiter becomes stunned for 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Impariut \n'b' Family: Inevitable \n'b' Medium construct (inevitable), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d8+60) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 18 (+4) INT: 15 (+2) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +8 Skills Arcana +6, Athletics +8, Deception +9, History +6, Intimidate +9, Insight +8, Perception +8, Persuasion +9, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 18 Languages All Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The impariut\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : dispel magic \n'b' 3/day : dimension door , hold monster , invisibility (self only), magic missile (as a 3rd-level spell) \n'b' 1/day : plane shift , true seeing \n'b'\n'b' Axiomatic Awareness . The impariut knows if it hears a lie. \n'b' King Slayer . The impariut has advantage on melee attack rolls against any creature with a title denoting leadership or nobility. If the impariut hits such a creature with an attack , the target takes an extra 10 (3d6) damage from the attack . \n'b' Magic Resistance . The impariut has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The impariut regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The impariut makes three attacks: two with its longsword and one with its dethrone. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b' Dethrone . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away or knocked prone (impariut\xe2\x80\x99s choice). \n'b' Change Shape . The impariut magically polymorphs into a Small of Medium humanoid, or back into its true form. Its statistics, other than its size , are the same in each 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 impariut\xe2\x80\x99s choice). \n'b' Royal Gift . The impariut touches one willing humanoid within reach. For the next year, the target has advantage on saving throws against being poisoned and can add half of its proficiency bonus (rounded down) to Intelligence ( History ) and Wisdom ( Insight ) checks. The impariut can revoke the gift at any time as a bonus action. While the gift persists, the impariut knows the direction of, distance to, and general condition of the recipient. If the recipient of the gift dies, the impariut knows. \n'b'\n'b' ABOUT \n'b' Monarchs, dictators, governors, and mayors may rule under the pretense of sustaining lawful civilization, yet those who abuse their power or harm their people undermine the foundation of government. These bad actors represent a threat to cosmic order and a means by which the chaos of uprisings and revolution can take hold. The mortal agents of lawful deities are responsible for encouraging responsible governance; where they fail, an impariut must intervene. \n'b' Each impariut is a stern counselor sent to reform a powerful leader, guiding that figure toward sustainable policies that maintain order. \n'b' Unlike many inevitables that care only that the universal order is upheld, impariuts exhibit slightly more patience and flexibility, knowing that an iron-fisted response is as likely to trigger riots as a negligent regime. As a result, impariuts are capable diplomats and teachers, equally proficient with incentives as with unflinching punishments. \n'b' An impariut stands precisely 7 feet tall and weighs exactly 350 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Kastamut \n'b' Family: Inevitable \n'b' Medium construct (inevitable), lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 80 (12d8+24) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Wis +5, Cha +7 Skills History +3, Insight +5, Intimidation +7, Perception +5 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 15 Languages all Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Discern Heritage . As a bonus action, a kastamut can determine the cultural heritage of a single creature it can see. The kastamut learns the target\xe2\x80\x99s racial background, clan affiliation, and any other pertinent information that can help it determine the customs and traditions most appropriate to that creature\xe2\x80\x99s bloodline and upbringing. A target can resist this effect with a DC 15 Wisdom saving throw; on a success, it is unaffected. A creature that succeeds at the save cannot be affected by that kastamut\xe2\x80\x99s discern heritage ability for 24 hours. Immutable Form. An inevitable is immune to any spell or effect that would alter its form. Innate Spellcasting. The kastamut\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The kastamut can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : bane , command , zone of truth \n'b'\n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b' Magical Attacks . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kastamut makes two warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage, or 9 (1d10+4) bludgeoning damage if used in two hands. \n'b' Compulsive Orthodoxy (1/Day) . The kastamut places a magical command on a creature that it can see within 60 ft., forcing it to conform unerringly to specific cultural traditions or customs chosen by the kastamut. If the creature can understand the kastamut, it must succeed on a DC 15 Wisdom saving throw or become charmed by the kastamut for 1 year. While the creature is charmed , it takes 7 (2d6) psychic damage each time it acts in a manner not conforming to the specific traditions, but no more than once each day. A creature that can\xe2\x80\x99t understand the kastamut is unaffected. The mastamut can end the effect early by using an action to dismiss it. A remove curse , greater restoration , or wish spell also ends it. \n'b' Plane Shift (1/Day) . The kastamut travels to a different plane of existence. It can specify its target destination in basic terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and it appears in or near that destination. Alternatively, if it knows the sigil sequence of a teleportation circle on another plane of existence, it can appear in the circle. \n'b'\n'b' ABOUT \n'b' Kastamuts represent the powerfully conservative forces of tradition and custom at the core of most well-defined civilizations. They oppose sudden, radical changes in the course of a culture\xe2\x80\x99s traditions, and work to prevent the destruction of established belief systems, rites, and social customs. While some kastamuts carry out this task by protecting a society\xe2\x80\x99s heritage sites, most work directly against agents of change\xe2\x80\x94internal or external\xe2\x80\x94that threaten a civilization. \n'b' Like kolyaruts, kastamuts are humanoid in shape. However, kastamuts are shorter and stockier, giving the appearance of a dwarf \xe2\x80\x94or an artistic impression of a dwarf \xe2\x80\x94crafted in flowing curves and planes from dark bronze or gold-tinged steel. Unlike kolyaruts, kastamuts make no effort to disguise their identities when dealing with mortals. Depending on how long a kastamut has been in service, dents or cracks may mar its metallic shell, evidence of past battles against rebels and renegades. A typical kastamut stands about 5 feet tall and weighs approximately 250 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Kolyarut \n'b' Family: Inevitable \n'b' Medium construct (inevitable), lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 166 (19d8+76) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +8, Cha +6 Skills Insight +8, Intimidation +6, Perception +8 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., truesight 60 ft., passive Perception 18 Languages all Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Lies . An inevitable has advantage on Wisdom ( Insight ) checks to detect lies and omissions. \n'b' Immutable Form . An inevitable is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The kolyarut\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The kolyarut can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self , hunter\xe2\x80\x99s mark, invisibility \n'b' 3/day : command , hold person , locate creature \n'b' 1/day : geas \n'b'\n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b' Magical Attacks . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kolyarut makes two weapon attacks. \n'b' Longsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage when used in two hands. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6+4) bludgeoning damage. \n'b' Siphon Life (3/day) . Melee Spell Attack : +8 to hit, reach 5 ft., one target. Hit : 42 (12d6) necrotic damage, and the kolyarut regains a number of hit points equal to the damage dealt. \n'b'\n'b' ABOUT \n'b' Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained. \n'b' Infiltrators . Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition.\xc2\xa0Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers. \n'b' Chatty Courtiers . Perhaps because their missions can be the murkiest and most open to interpretation, kolyaruts are by far the most talkative of the inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use both to assist them in gathering information on their targets and in issuing challenges (or executing dignified sentences) on the battlefield. Though naturally as solitary as their kindred, kolyaruts are occasionally content to let members of other races tag along and assist them in achieving shared goals, though they have little problem abandoning or even exploiting these \xe2\x80\x9ccomrades\xe2\x80\x9d if it brings them closer to fulfilling their mission.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Lhaksharut \n'b' Family: Inevitable \n'b' Large construct (inevitable), lawful neutral \n'b' Armor Class 20 (law and order) Hit Points 210 (20d10 + 100) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 20 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages all but rarely speaks Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The inevitable\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 16). The inevitable can innately cast the following spell, requiring no material components.\n'b'\n'b'\n'b' At will : plane shift (self only) \n'b'\n'b' Immutable Form . The inevitable is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b' Legendary Resistance (3/day) . If the inevitable fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The inevitable uses Energy Bolt twice if available and makes two melee attacks . \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Spear . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) piercing damage. \n'b' Energy Bolt (Recharges 5-6) . The inevitable shoots an energy beam of acid, cold, fire, lightning, or thunder \xe2\x80\x93 its choice \xe2\x80\x93 up to 100 feet away. The targeted creature must make a DC 19 Dexterity saving throw, taking 45 (10d8) energy damage on a failed save, or half as much damage on a successful one. This attack may be used once per round and then can be used a second time if the recharge roll is equal to 5 or 6. \n'b'\n'b' ABOUT \n'b' A typical lhaksharut is a six-armed construct that appears to be made of a mix of metals and stone. \n'b' Where a human would have legs, it instead possesses a complex orb of spinning rings similar in shape to an orrery\xe2\x80\x94it is this whirling machine that grants the lhaksharut the ability to fly. Though a lhaksharut has huge, metal wings, they serve as little more than stabilizers when it\xe2\x80\x99s in flight. Four of the construct\xe2\x80\x99s arms end in functional hands that it normally uses to carry a mix of weapons. The lhaksharut\xe2\x80\x99s lower two arms hold large, flaming metal spheres in their hands\xe2\x80\x94it uses these spheres to generate elemental bolts of energy that it can hurl great distances to damage foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Marut \n'b' Family: Inevitable \n'b' Large construct (inevitable), lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d10+90) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7 Skills Arcana +6, Athletics +11, Insight +7, Intimidate +10, Perception +7, Persuasion +10, Religion +6, Survival +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 17 Languages All Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The marut\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : command (as a 4th-level spell), dimension door , dispel magic (as a 6th-level spell), fear , locate creature \n'b' 1/day : chain lightning , circle of death , wall of force \n'b' 1/week : earthquake , geas , plane shift \n'b'\n'b' Combat Casting . The marut has advantage on Constitution saving throws made to maintain its concentration on a spell when it takes damage. \n'b' Magic Resistance . The marut has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The marut regains 15 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The marut makes two attacks with its fists. \n'b' Fist . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) lightning or 10 (3d6) thunder damage (marut\xe2\x80\x99s choice). If the marut chooses lightning damage, the target must succeed on a DC 19 Constitution saving throw or be blinded until the end of the marut\xe2\x80\x99s next turn. If the marut chooses thunder damage, the target must succeed on a DC 19 Constitution saving throw or be deafened until the end of the marut\xe2\x80\x99s next turn. \n'b' Awesome Blow . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 33 (6d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must make a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b'\n'b' ABOUT \n'b' Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they\xe2\x80\x99ve come to take. Rarely seeming to hurry, a marut\xe2\x80\x99s onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion. Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Rokyamut \n'b' Family: Inevitable \n'b' Gargantuan construct (inevitable), lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 356 (23d20+115) Speed 50 ft., fly 40 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 21 (+5) INT: 18 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +8, Wis +8, Cha +9 Skills Insight +8, Intimidation +9, Perception +8 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 18 Languages all Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . An inevitable is immune to any spell or effect that would alter its form. \n'b' Innate Spellcasting . The rokyamut\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 17). The rokyamut can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic \n'b' 3/day : hold monster \n'b'\n'b' Magic Resistance . The inevitable has advantage on saving throws against spells and other magical effects. \n'b' Magical Attacks . The inevitable\xe2\x80\x99s weapon attacks are magical. \n'b' Symbological Weaponry . A rokyamut can conjure a two-dimensional mathematical symbol of rigid perfection into one or more of its hands without using an action. If they leave its grasp, these blade-like weapons disappear at the beginning of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The rokyamut makes four fist or razor attacks. \n'b' Fist . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d6+6) bludgeoning damage. \n'b' Symbological Attack . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 16 (2d6+6) radiant damage. \n'b' Arrow of Logic (3/day) . One creature within 90 feet it can see takes 60 radiant damage, or 90 radiant damage if the target is an aberration. \n'b' Irreducible Equation (1/day) . Creatures in a 30 foot cube emanating from it take 30 radiant damage. A creature that takes damage must make a DC 16 Wisdom saving throw or be stunned until the royamut\xe2\x80\x99s next turn. \n'b' Logical Gate (1/day) . The rokyamut conjures a portal linking an unoccupied space it can see within 60 ft. to a precise location on a different plane of existence. The portal is a circular opening, which it can make 5 to 20 feet in diameter. It can orient the portal in any direction it chooses. The portal lasts as long as it concentrates, like a spell, to a maximum of 1 minute. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this ability from opening in their presence or anywhere within their domains. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Prudent Positioning (3/day) . The rokyamut uses the Disengage action as a bonus action. \n'b'\n'b' ABOUT \n'b' Rokyamuts are rigid defenders of mathematical laws and geometric truths, seeking out those who would bend space or subvert the rules of reality. Their targets are primarily aberrant aliens, plane-twisting outsiders, and cosmic calamities, but they oppose any creatures that view the immutable laws of physics as suggestions rather than rules. Rokyamuts are juggernauts of stability found in the warped places of the multiverse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Conjoined Queen \n'b' Large monstrosity , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 168 (16d10 + 80) Speed 40 ft., climb 30 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 21 (+5) INT: 13 (+1) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6 Skills Perception +6 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16 Languages Common Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The conjoined queen has advantage on saving throws against spells and other magical effects. \n'b' Pheromones . A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed 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. While charmed , the creature drops anything it is holding and is stunned. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen\xe2\x80\x99s Pheromones for the next 24 hours. \n'b' Tunneler . The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake. \n'b' Spellcasting . The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\n'b'\n'b' Cantrips (at will) : acid splash , mage hand , prestidigitation , ray of frost \n'b' 1st Level (4 slots) : burning hands , magic missile , shield , thunderwave \n'b' 2nd Level (3 slots) : detect thoughts , misty step , web \n'b' 3rd Level (3 slots) : clairvoyance , counterspell , haste \n'b' 4th Level (3 slots) : banishment , confusion \n'b' 5th Level (1 slot) : insect plague \n'b'\n'b' Actions \n'b' Multiattack . The conjoined queen makes two slam attacks and one sting attack . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage. \n'b' Queen\xe2\x80\x99s Wrathful Clattering (1/Day) . The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn. \n'b' About \n'b' The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike. \n'b' Born in Chaos . The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged. \n'b' Rulers of the Many-Legged . A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy\xe2\x80\x99s castle. There she commands her insectoid host and sits atop a pile of incubating eggs. \n'b' Hungry for Power . The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Shrimp, Giant Mantis \n'b' Family: Aquatic & Fish \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 276 (24d12+120) Speed 30 ft., swim 40 ft. ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 20 (+5) INT: 4 (-3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistance(s) thunder; Senses blindsight 60 ft., darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Shattering Strike . A reefhammer deals double damage to objects, and gains advantage on attacks rolls against armored targets. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . A reefhammer makes 3 pincer attacks. \n'b' Pincer . Melee Weapon Attack : +13 to hit, 15 ft. reach. Hit : 25 (4d8 + 7) bludgeoning damage. All creatures within 20 ft. of a pincer attack take 10 (3d6) thunder damage and must make a DC 18 Constitution saving throw or be stunned for one round. They must then make another DC 18 Constitution saving throw or be blinded for 1 round. A successful save renders a creature immune to the corresponding condition from this attack until the beginning of Reefhammer\xe2\x80\x99s next turn. \n'b'\n'b' Legendary Actions \n'b' The greatest of giant mantis shrimps are called \xe2\x80\x9cReefhammers\xe2\x80\x9d and are considered legendary creatures. A reefhammer can take 2 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. A reefhammer regains spent legendary actions at the start of its turn. \n'b'\n'b' Reflexive Snap (Costs 1 action) . Reefhammer makes a pincer attack against one foe within reach. \n'b'\n'b' About \n'b' Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. These apex predators prowl tide pools and coastal shallows, competing for territory with karkinoi and shark eater crabs. A typical giant mantis shrimp grows to 4 feet high and 6 feet long and weighs around 200 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inevitable, Zelekhut \n'b' Family: Inevitable \n'b' Large construct (inevitable), lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 110 (13d10+39) Speed 50 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +6 Skills Acrobatics +5, Athletics +8, Insight +6, Perception +6, Survival +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 16 Languages All Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The zelekhut\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : clairvoyance , hold person , locate creature , tongues \n'b' 3/day : hold monster \n'b' 1/week : geas \n'b'\n'b' Magic Resistance . The zelekhut has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The zelekhut regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The zelekhut makes two attacks with its chains. \n'b' Chains . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Zelekhuts are bounty hunters and executioners all rolled into one. They seek out those beings who continually evade justice-either through active flight, or through power and station and bring law and justice to the multiverse\xe2\x80\x99s most notorious fugitives and criminals. \n'b' Ironically, while zelekhuts are implacable and unrelenting in their duty, they have little interest in passing judgment of their own, a fact that often confuses other races. Rather, a zelekhut is content to enforce the laws of any given society, and while it might hunt a condemned serial killer or notorious thief across half a dozen planes, it will not shift a single hoof to capture a corrupt ruler whose offenses are 10 times worse, so long as the atrocities are within her technical rights as ruler. \n'b' All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut\xe2\x80\x99s job to moralize, merely to track down those who seek to flee their punishment.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Infectious Ravener \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Int +3, Wis +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The ravener has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Scent of Hunger . Any humanoid creature that starts its turn within 15 feet of the ravener must succeed on a DC 15 Wisdom saving throw, or be charmed by the ravener for 1 minute. While charmed , the creature is overcome by a hunger for the flesh of the living that clouds all of its other mental capacities. The charmed creature must use all of its movement to move toward the nearest paralyzed or unconscious humanoid , or humanoid corpse, along the shortest available safe path, and use its action to attempt to eat the humanoid . For each turn the charmed creature spends eating, the targeted humanoid takes 1d6 piercing damage. If the charmed creature is not aware of any humanoid corpse or paralyzed or unconscious humanoid within 120 feet, it must instead attack the nearest humanoid , other than itself, with the intent to kill and eat the target. At the end of each of its turns, a charmed creature can repeat the saving throw, ending the effect on itself on a success. If a creature succeeds on the saving throw, or the effect ends for it, the creature is immune to the ravener\xc2\x92s Scent of Hunger for 24 hours. \n'b' Turning Rage . If the ravener succeeds on a saving throw against an effect that turns undead, it falls into a frenzy until the end of its next turn. While frenzied, the ravener has advantage on attack rolls and saving throws against being charmed or frightened and effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ravener makes two attacks: one with its bite, and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead , it must succeed on a DC 13 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' Rather than simply being nauseating, the pheromones of the infectious ravener drive those around it into a frenzy, briefly granting them a ghoul-like hunger for flesh.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Infernal Centaur \n'b' Medium fiend , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Perception +4 Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Gnomish, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Cruelty . If the infernal centaur scores a critical hit with a melee attack , it can make a second attack against the same target as a bonus action. It has advantage on this attack roll. \n'b' Hell Hound Affinity . Hell hounds view infernal centaurs as leaders of their packs. A hell hound refuses to attack an infernal centaur unless the centaur attacks it first. If magically coerced, the hell hound has disadvantage on attack rolls against the centaur. The centaur has advantage on Charisma ( Persuasion ) checks against hell hounds. \n'b' Pack Tactics . The centaur has advantage on attack rolls against a creature if at least one of the centaur\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 infernal centaur makes two dagger attacks. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Fiery Breath (Recharge 5-6) . The infernal centaur exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This composite creature combines a ruddy-skinned gnome\xe2\x80\x99s upper body and a hell hound\xe2\x80\x99s reddish black body. Stitches and glowing runes where the gnome and hell hound are fused demonstrate the creature\xe2\x80\x99s unnaturalness. \n'b' Infernal centaurs are a response by various cults to the physical might possessed by the centaurs of the nearby plains. Rather than a melding of human and horse, though, these centaurs combine hell-bound gnomes with hell hounds. The composite creature combines gnome cunning with the speed and fiery breath belonging to hell hounds. The ritual that creates an infernal centaur infuses the creature with a peculiar brutality. \n'b' Unnatural . Infernal centaurs are not naturally occurring. \n'b' However, as the ritual to create these centaurs improves and spreads among cults, more gnomes who desire hellish power submit to the ritual, increasing the number of these centaurs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Infernal Swarm \n'b' Huge swarm of Small fiends (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 150 (20d12 + 20) Speed 25 ft., fly 40 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances bludgeoning, cold, piercing, psychic, slashing Damage Immunities fire, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 120 ft., passive Perception 11 Languages understands Infernal but can\xe2\x80\x99t speak, telepathy 60 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the infernal swarm\xe2\x80\x99s darkvision \n'b' Magic Resistance . The infernal swarm has advantage on saving throws against spells and other magical effects. \n'b' Shaped Swarm . As a bonus action, the swarm can shape itself into a Huge fiend or back into a shapeless mass. Its statistics are the same in each form, and it can\xe2\x80\x99t regain hp or gain temporary hp . If a creature is more than 10 feet away from the infernal swarm, it must take an action to visually inspect the fiend form and succeed on a DC 25 Intelligence ( Investigation ) check to discern the Huge fiend is actually a swarm of Small insects. A creature within 10 feet of the swarm immediately discerns the truth. While in fiend form, it can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more humanoid form to accomplish. If the infernal swarm takes thunder damage while in its fiend form, it immediately changes to its shapeless form. While in shapeless form, it can occupy another creature\xe2\x80\x99s space and vice versa and can move through any opening large enough for a Small fiend, but it can\xe2\x80\x99t grapple or be grappled . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . In fiend form, the infernal swarm makes three attacks: two with its scimitar and one with its slam, or three with its scimitar. In shapeless form, it makes three attacks with its bites. \n'b' Bites (Shapeless Form Only) . Melee Weapon Attack : +9 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half its hp or fewer. \n'b' Poisonous Barb . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the target 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' Scimitar (Fiend Form Only) . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Slam (Fiend Form Only) . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the infernal swarm can\xe2\x80\x99t slam another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 14 (4d6) piercing damage. \n'b'\n'b' About \n'b' A towering winged devil looms above, a wicked scimitar in its grasp. Its form shifts subtly, hinting at a deeper secret. \n'b' Infernal Insects . Infernal swarms are found throughout the Hells. Considered a delicacy, these insects can form a hive mind, which they use to shape their swarm into a massive winged devil whenever they are threatened. The individual insects are bat-winged and have bulging eyes, long spindly legs, and a carapace covered in poisonous barbs. \n'b' Hellish Poison . Infernal swarms feed on carrion, injecting the carcasses with a poison that liquifies tissue. This same poison coats their barbs, which painfully dissuades predators. \n'b' Sensitive to Sound . Loud noises disorient the insects and interrupt their coordination, temporarily scattering the individuals. However, it is rare to encounter these silent killers hunting on their own, and if one is spotted, there are certain to be many more to follow.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Initiate of The Elder Elementals \n'b' Small humanoid (kobold), any evil alignment \n'b' Armor Class 12 (15 with mage armor ) Hit Points 33 (6d6 + 12) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 15 (+2) INT: 16 (+3) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Int +5 Skills Intimidation +3, Religion +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Primordial Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Blessing of the Elder Elementals . The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage. \n'b' Pack Tactics . The initiate has advantage on attack rolls against a creature if at least one of the initiate\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Versatility of the Elder Elementals . As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements. \n'b' Spellcasting . The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , light , mage hand , ray of frost \n'b' 1st level (4 slots) : burning hands , mage armor , shield \n'b' 2nd level (3 slots) : gust of wind , misty step , scorching ray \n'b' 3rd level (2 slots) : lightning bolt , sleet storm \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Gift of the Elder Elementals . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate\xe2\x80\x99s spells that deal the chosen type of damage. \n'b'\n'b' About \n'b' The kobold stands at the stone altar, chanting words of elemental power. Winds swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand while frost rimes the other. \n'b' Elemental Servant . Serving as part of a secret cabal, the initiate taps into the elemental magic that taints it to serve the four great elemental lords of evil. It often worships in secret underground sites devoted to its dark gods. Service means access to power, and an initiate hopes to use that power to rise in station.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inkling \n'b' Tiny construct , unaligned \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 20 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Stealth +4 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The inkling can move through a space as narrow as 1 inch wide without squeezing. \n'b' Construct Nature . The inkling doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' A Thirst for Knowledge . If an inkling spends 24 hours with a spellbook or a spell scroll , it can learn the magic of one 2ndlevel or lower spell, erasing and absorbing all the ink and magic used to inscribe the spell. The inkling can then cast the spell once per day. \n'b' Magic Resistance . The inkling has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The inkling\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:\n'b'\n'b'\n'b' At will : fire bolt, mending , minor illusion , prestidigitation \n'b' 1/day each : color spray , detect magic , magic missile \n'b'\n'b' Actions \n'b'\n'b' Lash . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' Reactions \n'b'\n'b' Redirect Spell . If a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling\xe2\x80\x99s choice within 30 feet. \n'b'\n'b' About \n'b' A small, sentient pool of magical ink, shimmering in the light, flows along the bookshelf. \n'b' An inkling forms when dormant magic sparks to life in a long-unused spellbook. It can take on any form it wishes, although it rarely exceeds a height and width of six inches. It usually chooses the form of a puddle and flows in and around books. It can seep through even the tiniest cracks in its surroundings, making its search for hidden knowledge an easier task. \n'b' Wizards\xe2\x80\x99 Bane . Inklings possess a wizard\xe2\x80\x99s natural thirst for knowledge. Arcane casters must be careful, for inklings are disastrous to find in a wizard\xe2\x80\x99s library, craving knowledge and stealing the ink and the knowledge of spells for themselves. Inklings are primarily solitary entities. However, if enough spellbooks or scrolls are stored in one location, a horde of inklings can sometimes form. \n'b' Clever Pets . Some inklings have been caught by the wizards they tried to plague. Those not destroyed are kept by such wizards and can be trained to search out a rival\xe2\x80\x99s books and bring back knowledge. While not forced by any binding or magical curse, the inklings still follow those they consider their masters, as they crave the acquisition of the arcane their masters provide. As long as the \xe2\x80\x9cmaster\xe2\x80\x9d keeps the inkling well-supplied with scrolls and other magical writings, it remains a loyal companion. \n'b' Innate Casters . Inklings are naturally in tune with the arcane elements of the world and know the inner workings of spells. Not only can they cast some of the basic spells of wizards, they can also sometimes alter the nature of a spell already cast. This is quite helpful if they are ever discovered in a wizard\xe2\x80\x99s abode and need to make an escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inn-Wight \n'b' Small undead , any neutral\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 9 (-1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 Hit Points 21 (6d6) Speed 0 ft., fly 20 ft. Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 30 ft., passive Perception 9 Languages understands but does not speak any languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The inn-wight can move through other creatures and objects as if they were difficult terrain . If it ends its turn inside an object, or if it passes over an unbroken line of salt, it takes 5 (1d10) force damage. \n'b' Energy Drain . When an inn-wight makes contact with a sleeping humanoid, it must make a DC 15 Wisdom saving throw each hour, for up to 8 hours. On a failure the creature is drained of one Hit Die\xe2\x80\x99s worth of hit points , and its maximum hit points are reduced accordingly. On a success the creature wakes up and the inn-wight flees. A creature reduced to zero hit points makes death saving throws, as normal. Each long rest recovers one Hit Die\xe2\x80\x99s worth of hit points , or a greater restoration will restore all hit points . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The inn-wight can make 1d6 tantrum attacks. \n'b' Tantrum . Ranged Weapon Attack : +3 to hit, range 30 ft., one target. Hit : 3 (1d4+1) bludgeoning damage. Requires the presence of small, loose objects. \n'b'\n'b' Tactics \n'b' Inn-wights are not intentionally malicious; they are unaware of the effects of their suffering. But if angered or trapped, it will hurl the objects in a room at its attacker in a typically childish fit. \n'b' Description \n'b' These ghosts appear as shimmering, insubstantial forms of children, with sad, lonely faces and hollow spaces where their eyes should be. \n'b' Lonely Souls . Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort. Inns are considered welcoming, and these ghosts crawl into bed with someone who resembles a lost parent or who at least appears to offer some inkling of kindness or security. \n'b' The ghost\xe2\x80\x99s presence plagues a victim with nightmares full of loneliness and despair, draining the warmth -and life \xe2\x80\x93 from a person\xe2\x80\x99s body. If an inn-wight remains with a mortal until dawn, the victim awakens, shivering and weakened, with a sense of having aged years in one night. \n'b' Childish Superstition . Respectable inns in very old cities often follow the tradition of adding a \xe2\x80\x9csalt surcharge\xe2\x80\x9d to the cost of a room, enough to obtain a small bag of salt each night to spread in a protective circle around the bed to keep any wandering inn-wights at bay.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inphidian \n'b' Medium humanoid (inphidian), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +4, Wis +3 Skills Acrobatics +5, Insight +3, Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Inphidian Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . An inphidian makes two Snake-hand Bite attacks. \n'b' Snake-hand Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. \n'b' Spit Poison (recharge 5-6) . The inphidian spits poison at one target within 20 feet of it. A target creature must succeed on a DC 13 Constitution saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' An inphidian is a six-foot-tall humanoid serpent covered with scales. These scales are often blue-green but could be any color. Its head and features are snake-like in appearance, and it has no hair on its head or body. Its hands are the snapping heads of fanged vipers, but this doesn\xe2\x80\x99t seem to stop them from holding and using tools and weapons. The inphidians are part of an entire culture of reclusive snake creatures that some believe control an entire serpent city known as Uroborus, although no one has yet stumbled across this lost city. \n'b' Most sages subscribe to one of two theories about the rise of the serpent-men. The first states the creatures are the failed results of horrific experiments performed by the dark and nameless sorcerers of an ancient snake-cult. The second theory contends the inphidians were once a cult of snake-worshippers cursed by an ancient snake-god for some transgression against the ethos.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Insatiable Executioner \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (plate) Hit Points 187 (22d8 + 88) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 11 (+0) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +4 Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison, necrotic Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive perception 10 Languages the languages it knew in life Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Indomitable (2/Day) . The executioner can reroll a failed save. It must use the new roll. \n'b' Second Wind (1/Day) . As a bonus action, the executioner regains 20 hit points . \n'b' Sunlight Sensitivity . While in sunlight, the executioner has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Turn Resistance . The executioner has advantage on saving throws against any effect that turns undead . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The executioner makes four weapon attacks. It can use its Life Drain in place of one melee attack . \n'b' Life Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the executioner must use one hand to maintain the grapple, but can automatically hit the grappled creature with its Life Drain. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the executioner\xc2\x92s control, unless the humanoid is restored to life or its body is destroyed. There is no limit to the number of zombies the executioner can control. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' Legendary Actions \n'b' The executioner 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 executioner regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The executioner attacks with its greatsword or handaxe. \n'b' Breakthrough . The executioner moves up to its speed. It can move through the space of a single Large or smaller creature. If it does so, the creature must succeed on a DC 16 Strength saving throw, or be knocked prone and unable to make opportunity attacks against the executioner this turn. \n'b' Command Zombie . One zombie , under the control of the executioner, makes a melee attack against a creature of the executioner\xc2\x92s choice. \n'b' Life Syphon (Costs 2 Actions) . The executioner uses its Life Drain against a creature it is grappling. If the target fails its saving throw, the executioner regains a number of hit points equal to the damage dealt by the attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carri\xc3\xa8re \n'b' Medium undead , lawful Neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 38 (7d8 + 7) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 13 (+1) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5 \n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Understands all languages it knew in life but can only speak via Limited Telepathy (see below) \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . Any Beast or Humanoid that starts its turn within 10 feet of the carri\xc3\xa8re while it is visible must attempt a DC 12 Wisdom saving throw. On a failure, until the end of the creature\xe2\x80\x99s next turn, it is frightened and has disadvantage on Charisma checks. Creatures that have rolled a Charisma (Deception) check within the past minute have disadvantage on the saving throw. \n'b' Consume Life . If the carri\xc3\xa8re deals damage to a creature that is frightened or has rolled a Charisma (Deception) check within the past minute, after the damage is dealt, the carri\xc3\xa8re can force the target to roll a DC 11 Wisdom saving throw. On a failure, the creature drops to 0 hit points. \n'b' Incorporeal Movement . The carri\xc3\xa8re 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' Limited Telepathy . The carri\xc3\xa8re can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carri\xc3\xa8re makes two Ectoplasmic Touch attacks. \n'b' Ectoplasmic Touch . Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) psychic damage, and the target is covered in a slimy residue that reduces its speed by 10 feet until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Innate Invisibility . The carri\xc3\xa8re goes from being invisible to being visible, or vice versa. \n'b'\n'b' ABOUT \n'b' A carri\xc3\xa8re is a vengeful ghost that targets false mediums, phony priests, or those who falsely claim to commune with the dead. Frequently appearing at hoax s\xc3\xa9ances to attack the participants, the carri\xc3\xa8re turns the fantasies created by the false medium into terrifying and deadly realities. The carri\xc3\xa8re often appears either as the ghostly form of a person the medium is feigning to attempt to contact, someone the medium knew in life, or a famous person from history that the medium would know. Once the carri\xc3\xa8re appears it slaughters the medium first, then locks the doors and windows within the room to trap everyone else within. After they have been trapped, this dreadful apparition takes the form of the helpless s\xc3\xa9ance atiendees\xe2\x80\x99 fallen loved ones and drains the lifeforce from them, one by one. \n'b' In addition to its very presence turning someone\xe2\x80\x99s blood cold, the carri\xc3\xa8re has many ways to torment and kill its victims beyond simply taking the form of fallen loved ones. It sends the voices of deceased family into the minds of its victims using its telepathy, dritis through walls and covers its victims with thick ectoplasm, and worst of all, drinks the life of those who fear it. While not as powerful as other ghosts, the carri\xc3\xa8re makes up for its lack of power with its cruelty and malice.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Conniption Bug \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d6 + 20) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Trap . When the conniption bug dies, its mandibles remain locked in place, continuing to grapple beyond its death. Until the grapple ends, the creature takes 4 (1d8) piercing damage at the start of each of its turns as if the bug was still alive. Any creature can take an action to remove the mandibles with a successful DC 11 Strength ( Athletics ) or Wisdom ( Medicine ) check. \n'b' Limited Amphibiousness . The conniption bug can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. \n'b' Pack Tactics . The conniption bug has advantage on attack rolls against a creature if at least one of the bug\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Standing Leap . The conniption bug\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Vicious Wound . The conniption bug\xe2\x80\x99s melee attacks score a critical hit on a roll of 19 or 20. \n'b'\n'b' ACTIONS \n'b'\n'b' Barbed Mandibles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the conniption bug doesn\xe2\x80\x99t have another creature grappled . Until this grapple ends, the target takes 4 (1d8) piercing damage at the start of each of its turns, and the conniption bug can\xe2\x80\x99t make Barbed Mandible attacks against other targets. \n'b' Barbed Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Several giant insects with massive mandibles emerge from the water\xe2\x80\x99s edge. One rears back on its elongated abdomen and propels itself through the air. \n'b' Conniption bugs are devastating, predatory giant insects that inhabit bodies of fresh water and the surrounding lowlands. \n'b' Casual Menace . These bugs are ferocious, and they try to consume anything within reach. Worse, these predators tend to gather in packs, making travel through their territory particularly dangerous for lone explorers. Their mandibles are viciously barbed and designed to catch and hold prey. Some eccentrics like to keep conniption bugs as pets or disposal systems, and collectors and torturers often find creative uses for the barbed mandibles. \n'b' Ecological Warning . Conniption bugs are very sensitive to ecological change, including that of magic pollution. The unnatural effect that unrestrained magic can have on the land, whether due to cataclysm or to long-term magic, can cause conniption bugs to mutate rapidly, creating new specimens (see the Scourge Bug sidebar). \n'b' Variant \n'b' Those conniption bugs that mature in magically inundated regions develop a little differently. They are known as \xe2\x80\x9c scourge bugs \xe2\x80\x9d and have an affinity for elemental magic, which seeps from their saliva and coats their mandibles. A scourge bug has a challenge rating of 2 (450 XP), has resistance to acid, cold, fire, lightning, and poison damage, and has the following action option in place of Barbed Mandibles: \n'b'\n'b' Elemental Mandibles . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scourge bug doesn\xe2\x80\x99t have another creature grappled . Until this grapple ends, the target is restrained and takes 7 (2d6) acid, cold, fire, lightning, or poison damage (the scourge bug\xe2\x80\x99s choice) at the start of each of its turns, and the scourge bug can\xe2\x80\x99t make Elemental Mandible attacks against other targets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Centipede (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \n'b' About \n'b' This lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search of prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Squid, Giant \n'b' Family: Aquatic & Fish \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 13 (14d12+42) \n'b' Speed swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 \n'b' Senses darkvision 60 ft.; passive Perception 14 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Underwater Camouflage . The giant squid has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Water Breathing . The giant squid can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The giant squid makes two attacks: one with its bite and one with its arms. It may substitute a tentacle attack in place of a bite or arms, or both. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) piercing damage. \n'b' Arms . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 21 (4d6+7) bludgeoning damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 30 ft., one target. Hit : 13 (2d6+7) bludgeoning damage and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained . The giant squid has two tentacles, each of which can grapple one target. \n'b' Ink Cloud (Recharges after a Short or Long Rest) . A 20- footradius cloud of ink extends all around the giant squid 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 giant squid can use the Jet action as a bonus action. \n'b' Jet . Until the end of its turn, the giant squid\xe2\x80\x99s swim speed is 240 feet if it moves in a relatively straight path. \n'b'\n'b' About \n'b' Immense in size , this great squid\xe2\x80\x99s tentacles writhe and flash with almost nauseating speed. The beast\xe2\x80\x99s eyes are as big as shields. The giant squid is a legendary beast capable of feeding on humans with ease. Hunger has been known to drive these normally deep-dwelling creatures up to the ocean surface where anything they encounter is potential prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Crab \n'b' Family: Insects Rodents & Vermin \n'b' A crustacean burrows out of the sand, probing the ground with its pair of claws and drawing detritus into its mouth. \n'b' Subpages \n'b' Tiny beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 2 (1d4) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Amphibious : The crab can breathe air and water. \n'b' Actions \n'b'\n'b' Claw : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage.'} |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.