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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Crab (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Amphibious : The crab can breathe air and water. \n'b' Actions \n'b' Claw : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. \n'b' About \n'b' This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Fire Beetle (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.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) 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 0 (10 XP) \n'b' Special Traits \n'b' Illumination : The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 \xe2\x80\x93 1) slashing damage. \n'b' About \n'b' A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle\xe2\x80\x99s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Rat \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Rat (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Pack Tactics : The rat has advantage on an attack roll against a creature if at least one of the rat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' About \n'b' This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Scorpion \n'b' Family: Insects Rodents & Vermin \n'b'\n'b' Subpages \n'b'\n'b' Tiny beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 10 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 8 (-1) INT: 1 (-5) WIS: 8 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 10 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b'\n'b' Actions \n'b'\n'b'\n'b' Sting : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Description \n'b'\n'b'\n'b' Though its pincers seem too small to harm anything larger than an insect, this scorpion\xe2\x80\x99s stinger still appears dangerous.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Scorpion (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Actions \n'b' Multiattack : The scorpion makes three attacks: two with its claws and one with its sting. \n'b' Claw : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. \n'b' Sting : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Spider \n'b' Family: Insects Rodents & Vermin \n'b'\n'b' Subpages \n'b'\n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 14 (+2) CON: 8 (-1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b'\n'b' Special Traits \n'b'\n'b'\n'b' Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker : The spider ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b'\n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. \n'b'\n'b' Description \n'b'\n'b'\n'b' A spider the size of a man crawls silently from the depths of its funnel-shaped web.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Conshee \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 12 Hit Points 7 (3d4) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Stealth +4 Senses darkvision 120 ft., passive Perception 11 Languages Common, Sylvan Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The conshee\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : detect evil and good , light \n'b' 1/day each : faerie fire , silent image \n'b'\n'b' Actions \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' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' About \n'b' This creature appears to be a tiny, hairless, gray-skinned humanoid with leathery wings, small horns, and bulbous crimson eyes. \n'b' Conshee make their homes in large, open subterranean caverns far from the surface world. They spend most of their days mining, collecting minerals, or simply enjoying the natural beauty of their surroundings. Conshee don\xe2\x80\x99t take intrusions lightly and are moved to anger quickly when their homes are threatened. The conshee have an intense dislike for mites and generally attack them on sight. Captured mites are killed almost immediately; very rarely are they ever taken prisoner. Mites seem to dislike the conshee equally as much, though captured conshee are often kept as slaves or sold back to their conshee clan or family. \n'b' Conshee prefer ambush tactics to straight-forward combat, attacking at range with their short bows and spell-like abilities. Some conshee also use daggers, saps, and other such weapons, allowing them to attack quickly and often times unnoticed. Conshee also employ a wide array of traps, snares, and pitfalls to injure, confuse, or capture would-be opponents. The corridors and passages leading to a conshee lair are often rife with all manner of such traps and pitfalls. Conshee often employ natural poisons as well, taken from the various plants, leaves, and underground flowers near their lairs. \n'b' An adult conshee stands about 2 feet tall. It is a small lithe creature with grayish skin, a hairless body, and two leathery bat-like wings growing from its back. Its hands end in claws, though they are not strong enough to use in combat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Spider (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker : The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. 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' Web (Recharge 5-6) : Ranged Weapon Attack : +5 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' About \n'b' To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Wasp (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 13 (3d8) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b' Sting : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 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 horse-sized wasp is covered in yellow and black vertical stripes-its stinger is the size of a sword and drips with venom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm, Quippers \n'b' Family: Aquatic & Fish \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 13 Hit Points 28 (8d8 \xe2\x80\x93 8) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 9 (-1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone, restrained , stunned Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Blood Frenzy : The swarm has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points. \n'b' Swarm : The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Water Breathing : The swarm can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Bites : Melee Weapon Attack : +5 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 hit points or fewer. \n'b'\n'b' About \n'b' Suddenly, the still surface of the water explodes into spray of chattering fangs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Animal, Wolf Spider (Giant) \n'b' Family: Insects Rodents & Vermin \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 11 (2d8 + 2) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker : The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. 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' Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Beetle, Giant Snow \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +2 Damage Resistances cold Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Snowball Concealment . The giant snow beetle has advantage on Dexterity ( Stealth ) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly. \n'b' Snowball Roll . The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size . \n'b' Actions \n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Rotten Snowball Shove (Recharge 6) . The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. \n'b' Snowball Shove . The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone . On a success, a target takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. \n'b' Forest Beetles . Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. \n'b' Arctic Beetles . Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don\xe2\x80\x99t contain their young, often splattering attackers with frozen, rotten meat. \n'b' Underworld Beetles . Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle\xe2\x80\x99s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle\xe2\x80\x99s gut to make the glow. Both lantern and sniffer beetles are docile, and they\xe2\x80\x99re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. \n'b' Companions and Familiars . Forest rangers often train bombardier beetles as companions, valuing the beetle\xe2\x80\x99s spray for its ability to deter beasts without setting fire to the forest. \n'b' Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Beetle, Giant Stag \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 85 (10d10 + 30) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft, passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Trample . If the giant stag beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the giant stag beetle can make one slam attack against it as a bonus action. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Beetle, Goliath \n'b' Family: Insects Rodents & Vermin \n'b' Huge beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 18 (+4) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft, passive Perception 11 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Trample . If the goliath beetle moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone, the beetle can make one Slam attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The beetle makes one bite attack and one gore attack. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Gore . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 26 (3d12 + 7) piercing damage. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Beetle, Lantern \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 30 ft., climb 10 ft., fly 10 ft.\n'b' STATS STR: 6 (-2) DEX: 12 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Illumination . The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When it dies, its body continues to glow for another 6 hours. \n'b' Actions \n'b' Horn . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' About \n'b' Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. \n'b' Forest Beetles . Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. \n'b' Arctic Beetles . Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don\xe2\x80\x99t contain their young, often splattering attackers with frozen, rotten meat. \n'b' Underworld Beetles . Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle\xe2\x80\x99s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle\xe2\x80\x99s gut to make the glow. Both lantern and sniffer beetles are docile, and they\xe2\x80\x99re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. \n'b' Companions and Familiars . Forest rangers often train bombardier beetles as companions, valuing the beetle\xe2\x80\x99s spray for its ability to deter beasts without setting fire to the forest. \n'b' Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Beetle, Rhino \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 3 (1d4+1) \n'b' Speed 20 ft. Fly 20 ft.\n'b' STATS STR: 4 (-3) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bombardier Beetle, Giant \n'b' Family: Insects Rodents & Vermin \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Damage Resistances fire Senses blindsight 30 ft., passive Perception 10 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 target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Spray . Ranged Weapon Attack : +4 to hit, range 15/30 ft., one target. Hit : 7 (2d4 + 2) fire damage. \n'b' About \n'b' Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. \n'b' Forest Beetles . Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. \n'b' Arctic Beetles . Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don\xe2\x80\x99t contain their young, often splattering attackers with frozen, rotten meat. \n'b' Underworld Beetles . Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle\xe2\x80\x99s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle\xe2\x80\x99s gut to make the glow. Both lantern and sniffer beetles are docile, and they\xe2\x80\x99re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. \n'b' Companions and Familiars . Forest rangers often train bombardier beetles as companions, valuing the beetle\xe2\x80\x99s spray for its ability to deter beasts without setting fire to the forest. \n'b' Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Conspirator \n'b' Medium humanoid , any alignment \n'b' Armor Class 14 (leather armor) Hit Points 11 (2d8+2) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +4, Perception +3, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 13 Languages Greek, Latin (or any two) Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics The conspirator has advantage on attack rolls against a creature if at least one of the conspirator\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Surprise Attack If the conspirator surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 5 (2d4) damage from the attack . \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'\n'b' ABOUT \n'b' Politics in the world of antiquity can be a dangerous game, with none understanding this truth better than the conspirators working to remove any and all opposition on their road to power. Though plotters and schemers can be found in every major city in the known world, the conspirators of Rome have elevated their craft to an artform, influencing policy and the fate of empires on the point of a knife.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bone Crab \n'b' Family: Insects Rodents & Vermin \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 33 (6d6 + 12) Speed 20 ft., swim 10 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The bone crab can breathe air and water. \n'b' Bone Camouflage . The bone crab has advantage on Dexterity ( Stealth ) checks made to hide among bones. \n'b' Limited Telepathy . The bone crab can magically communicate simple ideas, emotions, and images telepathically with other bone crabs in its pack within 100 feet of it. While within 30 feet of another bone crab, the bone crab can\xe2\x80\x99t be surprised and has advantage on initiative rolls. \n'b' Pack Tactics . The bone crab has advantage on attack rolls against a creature if at least one of the crab\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Standing Leap . The bone crab\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' White Ghost Shivers . A creature that eats the meat of the bone crab or that is bitten by a creature infected with the white ghost shivers disease must succeed on a DC 11 Constitution saving throw or become infected with the disease. An infected creature develops the first symptoms after 24 hours. Symptoms include a mild chill that escalates to a fever and frightful hallucinations that give the disease its name. At the end of each long rest, the infected creature must succeed on a DC 11 Constitution saving throw or suffer one level of exhaustion . The exhaustion lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws against the disease recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' The cracked skull scurries forward on bone-white legs, crab claws raised. \n'b' Skull Shells . Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab\xe2\x80\x99s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. \n'b' The crabs can pick corpses clean in a few hours, and their hunting grounds are littered with cracked and sun-bleached bones\xe2\x80\x94the perfect hiding place for these littoral predators. \n'b' Scavengers of Memory . Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear. \n'b' Pack Hunters . Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. Centuries of feeding on brains has left the crabs with a rudimentary intelligence and a psychic connection with fellow packmates. They use this to alert each other to danger, potential prey, or a threat to their territory. \n'b' Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area\xe2\x80\x99s regulars. \n'b' White Ghost Shivers . Because they eat carrion, bone crabs carry a dangerous disease known as white ghost shivers. This disease wracks victims with fever and delirium. Sailors and others who eat a bone crab\xe2\x80\x99s unwholesome, diseased flesh rarely survive it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carrion Beetle \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft., burrow 20 ft., climb 10 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 1 (-5) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The beetle makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft, one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Acid Spit (Recharge 5\xe2\x80\x936) . The carrion beetle spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 26 (4d12) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid. \n'b' Beasts of Burden and War . Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on comfortably, but it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow-orange. The largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle. \n'b' Devour Fungi and Carrion . Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild.\xc2\xa0Domesticated varieties travel in herds of 20\xe2\x80\x9340 to feed on fungal forests, scavenge battlefields, devour cave lichen, and scour sewage pits. When breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap myconids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). Purple worms are their major predators. The worms swallow entire caravans when they find the beetles within. \n'b' Domesticated by Ghouls . Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles.\xc2\xa0War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. In late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crab, Garroter \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d4 + 8) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The garroter crab can breathe air and water. \n'b' Strangling Divination . A Humanoid reduced to 0 hp while grappled by the garroter crab experiences a brief vision of the future. This effect works like the divination spell, except the reply is only as a mental vision and it can be about any specific goal, event, or activity to occur within 30 days. Once a creature has received a vision in this way, it can\xe2\x80\x99t do so again for 30 days. \n'b'\n'b' ACTIONS \n'b'\n'b' Whip-Claw . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can\xe2\x80\x99t speak or cast spells with verbal components, and the crab can\xe2\x80\x99t use its Whip Claw on another target. \n'b'\n'b' ABOUT \n'b' This blue-black freshwater crab scuttles through the mud by the stream, searching for prey. \n'b' Strangling Claws . Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip. This long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility. \n'b' Clacking Hordes . During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a loud clacking sound to attract mates. Familiar with the sound, locals avoid the rivers and streams near their homes during such times. \n'b' Tasty Predators . Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Considered a delicacy by many, fishing communities near colonies of garroter crabs often have a few skilled fishers capable of bringing in the dangerous crabs. \n'b' Unknowing Diviners . Garroter crabs are touched by minor divination power that typically triggers when the crabs attack humanoids, though some humanoids have found ways to prepare the crabs\xe2\x80\x99 remains to create the same effect. Because of this peculiar ability, scholars speculate the crabs were created long ago as tools of divination or were gifted by some long-forgotten deity of fate to its followers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adaro Chief \n'b' Family: Adaro \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 210 (28d8+84) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Str + 10 Skills Perception +6, Stealth +7 Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 16 Languages Aquan, Common Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Martial Advantage . Once per turn, the adaro can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the adaro that isn\xe2\x80\x99t incapacitated . \n'b' Rain Frenzy . Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving throws and saving throws against being frightened . In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only as long as it remains within one turn away from the water\xe2\x80\x99s surface. \n'b' Speak with Sharks . An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as \xe2\x80\x9ccome,\xe2\x80\x9d \xe2\x80\x9cdefend,\xe2\x80\x9d or \xe2\x80\x9cattack.\xe2\x80\x9d \n'b' Water breathing . The adaro can only breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adaro makes three longspear attacks. It may substitute a longspear attack for one bite attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 15 (2d8 + 6) piercing damage. Instead of dealing damage, the adaro can grapple the target (escape DC 16) \n'b' Longspear . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Expert Command . The adaro can give a command to all adaros and sharks within 30 feet. Each such creature rolls 1d6 and adds the result to their next d20 roll so long as they follow the adaro\xe2\x80\x99s orders. \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'Whale, Great White \n'b' Family: Aquatic & Fish \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 279 (18d20+90) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 20 (+5) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +16, Dexterity +4, Constitution +11, Wisdom +7, Charisma +5 Skills Insight +7, Perception +7, Stealth +4 Senses blindsight 120 ft.; passive Perception 17 Languages Aquan Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Echolocation . The whale can\xe2\x80\x99t use its blindsight while deafened. \n'b' Hold Breath . The whale can hold its breath for 90 minutes. \n'b' Keen Hearing . The whale has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Legendary Resistance (1/Day) . If the whale fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The whale deals double damage to objects and structures. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 31 (6d6 + 10) piercing damage. If the whale scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Tail Slap . Melee Weapon Attack : +16 to hit, reach 30 ft., one target. Hit : 20 (3d6 + 10) bludgeoning damage. \n'b' Smashing Breach . A great white whale can make a special attack against creatures on the surface of the water. At the end of its movement it can occupy one or more creature\xe2\x80\x99s spaces. Any Huge or smaller creatures in the whale\xe2\x80\x99s space must succeed at a DC 24 Dexterity saving throw or take 28 (4d8+10) bludgeoning damage and be forced into the nearest square that is adjacent to the whale. This breach automatically attempts to capsize any boats caught wholly or partially in this area. If the whale fails to displace everything in its space, it is forced back to its previous unoccupied location, or if that is not possible, the nearest space it can fit. \n'b' Legendary Actions \n'b' The great white whale 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 whale regains spent legendary actions at the start of his turn. \n'b' Detect . The whale makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The whale makes a tail slap. \n'b' Underwater Surge (Costs 2 actions) . The whale moves up to its swim speed without provoking opportunity attacks and uses Smashing Breach. \n'b' About \n'b' This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars. Legendary in size and temper, great white whales are far more aggressive than their smaller kin, over 80 feet long and weighing over 60 tons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Death Butterfly Swarm \n'b' Family: Insects Rodents & Vermin \n'b' Large swarm of Tiny beasts , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (11d10) Speed 5 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold, fire Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Potent Poison . Undead with resistance or immunity to poison damage or the poisoned condition can be affected by the swarm\xe2\x80\x99s poison. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Weight of Wings . A creature that starts its turn in the swarm\xe2\x80\x99s space has its speed halved and must succeed on a DC 12 Dexterity saving throw or become blinded . Both effects end when the creature ends its turn outside the swarm\xe2\x80\x99s space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 12 Constitution saving throw. On a failure, it takes 10 (3d6) poison damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' ABOUT \n'b' Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings. \n'b' Demon-Haunted . A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature. \n'b' Dizzying and Poisonous . The colorful, chaotic flapping of the insects\xe2\x80\x99 wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately. \n'b' Devour the Undead . Undead creatures are not immune to a death butterfly swarm\xe2\x80\x99s poison. A swarm can rot an undead creature\xe2\x80\x99s animating energies as easily as those of the living. \n'b' Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Death Butterfly Swarm, Greater \n'b' Family: Insects Rodents & Vermin \n'b' Huge swarm of Tiny beasts , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 84 (13d12) \n'b' Speed 5 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 18 (+4) CON: 10 (+0) INT: 1 (-5) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold, fire \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 6 (2,300 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Potent Poison . As death butterfly swarm . \n'b' Swarm . As death butterfly swarm . \n'b' Weight of Wings . As death butterfly swarm but with DC 15. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm makes two Bites attacks. \n'b' Bites . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, it 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' Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings. \n'b' Demon-Haunted . A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon , or similar creature. \n'b' Dizzying and Poisonous. The colorful, chaotic flapping of the insects\xe2\x80\x99 wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately. \n'b' Devour the Undead . Undead creatures are not immune to a death butterfly swarm\xe2\x80\x99s poison. A swarm can rot an undead creature\xe2\x80\x99s animating energies as easily as those of the living. \n'b' Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Ant \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The giant ant has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant ant makes one Bite attack and one Sting attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the giant ant can\xe2\x80\x99t Bite a different target. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers. Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they\xe2\x80\x99re capable of stabbing and poisoning a human to death. \n'b' Colony Defenders . Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food. \n'b' Carry Prey Home . Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Ant, Queen \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 119 (14d10 + 42) \n'b' Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The giant ant queen has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Queen\xe2\x80\x99s Scent . Giant ants within 30 feet of the queen have advantage on attack rolls against any creature that attacked the queen within the last minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant ant queen makes two Bite attacks and one Sting attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the giant ant queen can\xe2\x80\x99t Bite a different target. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. The target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers. \n'b' Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they\xe2\x80\x99re capable of stabbing and poisoning a human to death. \n'b' Colony Defenders . Giant ants form colonies under the control of a queen much like their normal-sized cousins. \n'b' Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food. \n'b' Carry Prey Home . Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. \n'b' Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Moth, Rimewing \n'b' Family: Insects Rodents & Vermin \n'b' The wings of this giant moth resemble a stunningly complex snowflake. Its long icicle-shaped antennae click and clatter as it flies across the snowy northern woods. \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 22 (5d6 + 5) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Antennae . The giant moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Proboscis . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Frosted Wings (1/day) . A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing for 1 minute. While charmed by the rimewing, a creature is incapacitated and must move up to its speed toward the rimewing at the start of its turn, stopping when it is 5 feet away. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. \n'b' Captivating . Rimewings are prized for their wings, which feature a magically compelling pattern and coloration. They are found in cold and snow-covered climes, where they use their magic to draw in prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Copper Skeleton \n'b' Medium construct , unaligned \n'b' Armor Class 14 (studded leather, shield) Hit Points 67 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 50 (+0) CON: 06 (+3) INT: 3 (-2) WIS: 21 (+0) CHA: 0 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The copper skeleton is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption . Whenever the copper skeleton is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. \n'b' Lightning Discharge . If an opponent strikes a copper skeleton with a metallic weapon, that opponent takes 5 (2d4) lightning damage. \n'b' Magic Resistance . The copper skeleton has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The copper skeleton\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Spear . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 3 (1d6) lightning damage. \n'b'\n'b' ABOUT \n'b' Copper skeletons are magical constructs animated to act as guardians and servants. They leer horridly as they assail their foes. A copper skeleton wears studded leather armor, carries a large shield of studded leather with bronze and animal horn, and wields a long spear whose tip shows a play of blue energy where the electricity collects, ready to spark forth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Moth, Shockwing \n'b' Family: Insects Rodents & Vermin \n'b' Visibly charged with electricity, these giant moths range from cerulean to navy blue. Their long, crooked legs dangle from their bodies like bolts of lightning. \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 27 (5d6 + 10) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities lightning Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Antennae . The giant moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Charged . At the start of each of the shockwing\xe2\x80\x99s turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn\xe2\x80\x99t function if the shockwing has used its Fulminating Wings in the last 24 hours. \n'b' Actions \n'b' Multiattack . The shockwing makes two proboscis attacks. \n'b' Actions \n'b' Proboscis . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage. \n'b' Fulminating Wings (1/day) . A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. \n'b' About \n'b' Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. \n'b' Free in the Storm . The shockwing\xe2\x80\x99s presence predicts a great electrical storm when these giant moths breed. They are wild and unpredictable during storms, and many woodland creatures seek shelter from them as much as from the rain.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Moth, Sootwing \n'b' Family: Insects Rodents & Vermin \n'b' This ashen-colored giant moth flies freely through flame and smoke. Its large eyes flicker from yellow to orange as it regards possible prey. \n'b' Small beast , unaligned \n'b' Armor Class 11 Hit Points 13 (3d6 + 3) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Antennae . The giant moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Proboscis . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Sooty Wings (1/day) . A 20-foot radius cloud of smoldering ash disperses from the sootwing. Each creature in that area must make a DC 11 Constitution saving throw. On a failure, a creature takes 4 (1d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b' About \n'b' Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. \n'b' Dwellers in the Char . Sootwings are most commonly found in the recently burned regions of forests or grasslands, though some have been seen flapping near volcanoes. They lay their eggs in the charred remains of old trees, and their larvae feed on the burned wood.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Moth, Giant \n'b' Family: Insects Rodents & Vermin \n'b' Small beast , unaligned \n'b' Armor Class 11 Hit Points 7 (2d6) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 10 (+0) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Antennae . The giant moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Proboscis . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Powdery Wings (1/day) . A 10-foot radius cloud of fine powder disperses from the giant moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. \n'b'\n'b' About \n'b' The wings of this giant insect feature bold patterns that give it camouflage and intimidate would-be predators. Two large antennae quiver from its head, and a long, sharp tongue-like proboscis unfurls during feeding. \n'b' Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. \n'b' Symbols of Death . Some cultures believe certain varieties of moths are omens of death or of the passing of one phase into another. These moths typically have darker coloration and may feature ominous-looking patterns on their wings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Moth, Giant \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 1 (1d4-1) \n'b' Speed 25 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 8 (-1) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antennae . A giant moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Proboscis . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Scorpion, Night \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The scorpion makes two Claw attacks and one Sting attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is blinded for 1 hour. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . If the target fails the saving throw by 5 or more, it is also poisoned for 1 minute, and it is paralyzed while poisoned in this way. 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' These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within. \n'b' Blinding Poison . This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its senses are most effective. \n'b' Underdark Giants . The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds. \n'b' Valuable Venom . Night scorpion venom is highly prized and can command upwards of 400 gp per dose.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ara \n'b' Medium humanoid , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 23 (4d8 + 4) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Perception +5 Senses passive Perception 15 Languages Auran Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The ara makes one Bite attack and one Talon or one Spear attack . \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Spear . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. \n'b' Talons . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage. \n'b'\n'b' ABOUT \n'b' The ara are a race of tropical bird-people that resemble large humanoid macaws. They live in nest complexes built in the high branches of jungle trees, well above the jungle floor. Ara society is based on extended family groups; most ara village inhabitants are related, with the eldest female serving as matriarch and overseer of the settlement\xe2\x80\x99s spiritual needs. On occasion, several families band together to form a single larger community for mutual benefit. Male and female ara trade off responsibilities, such as caring for youngsters or venturing out to gather fruits and succulents. Ara are a fairly insular people and generally avoid contact with outsiders; however, they can sometimes be persuaded to trade, as they value metal tools and weapons. Ara are peaceful, and if their home territory is threatened, they are most likely to simply relocate to a less-dangerous location. As eggs and young ara cannot easily be moved, the ara fight fiercely to defend themselves during the breeding season and as the young grow to adulthood. A few ara leave their island homes to venture into the outside world, but these are a rare and exotic sight. \n'b' Two distinct breeds of ara exist: those with bright scarlet plumage and those with bright iridescent blue. Though interfertile, the two breeds tend to mate with those of similar plumage, keeping the groups separate. Ara communities tend to be one or the other, but from time to time families join in a single community that has both types. Some observers note that sapphire ara tend to be spellcasters who favor clerical and druidic spells, while scarlet ara are more likely to take a role as defenders of the community, but this appears to be more out of tradition than anything else, and both groups are equally capable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Scorpion, Stygian Fat-Tailed \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 63 (14d4 + 28) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack . \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Sting . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a short or long rest. Each time the poisoned creature takes poison damage, it must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion . \n'b'\n'b' ABOUT \n'b' The scorpion\xe2\x80\x99s black carapace gleams in the desert sun, and its tail drips translucent venom. \n'b' Highly Venomous . Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting. \n'b' Pit Traps . A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than five pounds for the largest specimens. They make excellent guard animals that require little food or care, and they are often kept at the bottom of pits or in rarely used tunnels. \n'b' Valuable Venom . A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Spider, Ghostwalk \n'b' Family: Insects Rodents & Vermin \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 Hit Points 119 (14d10 + 42) Speed 50 ft., climb 50 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 17 (+3) INT: 9 (-1) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Cha +3 Skills Perception +6, Stealth +9 Damage Immunities poison Condition Immunities poisoned Senses truesight 60 ft., passive Perception 16 Languages understands Undercommon but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Ghostly Body (Ghostwalk Form Only) . The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled , paralyzed , petrified , and restrained conditions. \n'b' Incorporeal Movement (Ghostwalk Form Only) . The ghostwalk spider 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' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghostwalk spider makes one Bite attack and one Ghostly Snare attack , or it makes two Bite attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Ghostly Snare (Ghostwalk Form Only, Recharge 4\xe2\x80\x936) . Ranged Weapon Attack : +9 to hit, range 30/60 ft., one target. Hit : The target is restrained by invisible webbing. While restrained in this way, the target is invisible . As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ghostwalk . The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' A pasty-white spider the size of a horse slinks through the shadows. It fades from sight with a ghostly blue shimmer. \n'b' Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds. \n'b' Phantom Webs . Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs, they go unnoticed by most creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Spider, J\xe2\x80\x99ba Fofi \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 4 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflaged Webs . With 10 minutes of work, the j\xe2\x80\x99ba fofi can create a camouflaged web in a 10-foot cube. The web must be anchored between two solid mases or layered across a floor, wall, or ceiling. A camouflaged web layered over a flat surface has a depth of 5 feet. The web is camouflaged to match its surroundings, requiring a successful DC 15 Wisdom (Perception) check to notice them. Each creature that starts its turn in the camouflaged web or that enters it during the creature\xe2\x80\x99s turn must succeed on a DC 13 Dexterity saving throw or be restrained . A creature, including the restrained creature, can take its action to break the webbing and free the restrained creature by succeeding on a DC 13 Strength check. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Forest Camouflage . The j\xe2\x80\x99ba fofi has advantage on Dexterity (Stealth) checks made to hide in forested terrain. \n'b' Spider Climb . The j\xe2\x80\x99ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Spider Passivism . No spider can willingly attack the j\xe2\x80\x99ba fofi, unless attacked first. A spider can be forced to do so through magical means. \n'b' Web Sense . While in contact with a web, the j\xe2\x80\x99ba fofi knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The j\xe2\x80\x99ba fofi ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. \n'b' Call Spiderlings (1/Day) . The j\xe2\x80\x99ba fofi releases pheromones and calls 1 swarm of spiders. The spiders arrive in 1d4 rounds, acting as allies of the j\xe2\x80\x99ba fofi and obeying its pheromone commands. The spiders remain for 1 hour, until the j\xe2\x80\x99ba fofi dies, or until the j\xe2\x80\x99ba fofi dismisses them as a bonus action. \n'b'\n'b' ABOUT \n'b' A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color. \n'b' The j\xe2\x80\x99ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin. \n'b' Spider Pack Leaders . The youngest are yellow in color, but their hairs turn brown as they age. Immature j\xe2\x80\x99ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam. \n'b' Fond of Camouflage . The natural coloring of a j\xe2\x80\x99ba fofi, along with its habit to cover its hair-like bristles in a layer of leaves makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Spider, Red-Banded Line \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 15 (6d4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Immunities psychic Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Reactive Venom . If the spider deals poison damage to a creature that is poisoned , the target takes an extra 2 (1d4) poison damage. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Swingline . The spider throws a length of webbing at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the webbing to that point. It then reels in the webbing, pulling itself to an unoccupied space within 5 feet of that point. When the spider moves in this way, opportunity attacks against it have disadvantage. If the spider pulled itself at least 15 feet straight toward a creature, it has advantage on the next Bite attack it makes against that creature before the start of its next turn. \n'b'\n'b' ABOUT \n'b' Bands of red swirl along the abdomen of this small, black spider. \n'b' Red-banded line spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests. \n'b' Hand-Sized Hunters . These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs. \n'b' Webbed Line . Line spiders don\xe2\x80\x99t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws. \n'b' City Dwellers . Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They\xe2\x80\x99re favorites among exotic-pet dealers\xe2\x80\x94usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they\xe2\x80\x99re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amazon Archer \n'b' Family: Amazon \n'b' Medium humanoid (human) \n'b' Armor Class 13 (leather armor) Hit Points 65 (10d8 + 20) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +4, Vehicle (water and land) +4 Senses passive Perception 14 Languages Kagari (Common) Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The archer has advantage on saving throws against being frightened . \n'b' Precise Shot (3/day) . As a bonus action, the archer can add 1d10 to their next attack or damage roll with a longbow or shortbow. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The archer makes two ranged attacks with their longbow. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600, one target. Hit : 6 (1d8 +2) piercing damage. \n'b' Volley (Recharge 5-6) . The archer makes a ranged attack against any number of creatures within a 15 by 15 feet square area they can see within the weapon\xe2\x80\x99s range. Each target requires a separate attack . \n'b'\n'b' ABOUT \n'b' Amazons are fierce defenders of the weak and helpless. This is largely because of their veneration of the goddess of protection. However, they are also mercenaries who have no problem making money helping men kill each other.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Spider, Sand \n'b' Family: Insects Rodents & Vermin \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d10 + 36) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Sand Camouflage . The sand spider has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sand spider makes one Bite attack and two Impaling Leg attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) piercing damage plus 10 (3d6) poison damage. \n'b' Impaling Leg . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns, and the sand spider can\xe2\x80\x99t use the same Impaling Leg on another target. The sand spider has four Impaling Legs. \n'b'\n'b' REACTIONS \n'b'\n'b' Trapdoor Ambush . When the sand spider is burrowed just below the surface of sand and a Medium or smaller creature enters the space on the surface just above where it is burrowed, the sand spider makes one Impaling Leg attack against the creature, bursting from the sand and revealing itself in the process. The target has disadvantage on the saving throw to avoid being grappled . \n'b'\n'b' ABOUT \n'b' Two speckled, tan legs erupt from the sand, plunging forward with murderous speed. The legs are quickly followed by the body of a large, orange and tan-furred spider. \n'b' Drag Prey into Tunnels . Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death. \n'b' Spider Packs . More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and two or three males. They work together with one sand spider attacking to draw attention, and the others attacking from trapdoors in the opposite direction, behind the skirmish line.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Suturefly \n'b' Family: Insects Rodents & Vermin \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 10 (4d4) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 15 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Lies . The suturefly knows if it hears a lie and can pinpoint the location of a creature within 60 feet of it that lied within the last minute. \n'b' Forest Camouflage . The suturefly has advantage on Dexterity (Stealth) checks made to hide in forested terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Sew . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Dexterity saving throw or the suturefly sews the target\xe2\x80\x99s mouth, nose, or one of its eyes closed (the suturefly\xe2\x80\x99s choice). With supernatural speed, the suturefly repeatedly pierces the target\xe2\x80\x99s face, each time threading a loop of the target\xe2\x80\x99s own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. If a target\xe2\x80\x99s mouth is sewn shut, it can\xe2\x80\x99t speak. If its mouth and nose are sewn shut, it can\xe2\x80\x99t breathe, and if both eyes are sewn shut, it is blinded . A creature, including the target, can take its action to cut open one of the sewn orifices by succeeding on a DC 12 Dexterity check with an edged weapon or tool. \n'b'\n'b' ABOUT \n'b' This darting creature resembles a dragonfly, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along its body. \n'b' Sew Mouths Shut . Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender\xe2\x80\x99s mouth, nose, and eyes shut.\xc2\xa0Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets.\xc2\xa0Adventurers see a suturefly\xe2\x80\x99s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious people whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization. \n'b' Seek Out Curses . Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to surprise opponents. Once they sew someone\xe2\x80\x99s mouth closed, they target the same victim\xe2\x80\x99s nose, unless threatened by another opponent. \n'b' Sutureflies attack until they have sewn all of their opponents\xe2\x80\x99 mouths, eyes and noses closed or until they\xe2\x80\x99re destroyed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm, Insects \n'b' Family: Insects Rodents & Vermin \n'b' Medium swarm of Tiny beasts, unaligned \n'b' Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 13 (+1) CON: 10 (+0) INT: 1 (-5) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone, restrained , stunned Senses blindsight 10 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Swarm : The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b' Actions \n'b' Bites : Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. \n'b' About \n'b' A chittering mass of insects moves towards you as if of one mind.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm, Manabane Scarabs \n'b' Family: Insects Rodents & Vermin \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 20 ft., burrow 10 ft., climb 20 ft., fly 10 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 16 (+3) INT: 1 (-5) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The swarm of manabane scarabs can\xe2\x80\x99t be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Sense Magic . The swarm of manabane scarabs senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hit points or fewer, and the swarm can attempt to end one random magical effect of 2nd level or lower on the target. This effect works like the dispel magic spell, except the swarm must always make an ability check. Its ability check for this is +5. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Drain Magic Item . The swarm drains the magic from one magic item in its space that isn\xe2\x80\x99t being worn or carried. A magic item with charges loses 1d4 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour. \n'b'\n'b' ABOUT \n'b' These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they slowly draw near. \n'b' Manabane scarabs are vermin infused with the ancient magic of fallen desert empires. \n'b' Devour Magic . Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Swarm, Prismatic Beetles \n'b' Family: Insects Rodents & Vermin \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 13 Hit Points 60 (11d8 + 11) Speed 20 ft., burrow 5 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 12 (+1) INT: 1 (-5) WIS: 13 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 10 ft., darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glittering Carapace . When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a DC 13 Wisdom saving throw if the swarm isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature falls unconscious . Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light. 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 swarm until the start of its next turn, when it can avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the save. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 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. The target must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow. \n'b' Flesh-Eating Beauties . The depths of the jungle are filled with beautiful-but-lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light. Tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or use them as special components in enchantment and illusion spells and items. \n'b' Hypno-Paralytic . When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles\xe2\x80\x99 bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight. \n'b' Predator Partners . Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they\xe2\x80\x99re not attacking, however, they can be a threat. More than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles and became captivated. The unfortunates are often killed and eaten by a lurking jungle predator, as such animals know the beetles can attract prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Intellect Devourer \n'b' Tiny aberration , lawful evil \n'b' Armor Class 13 Hit Points 36 (8d4 + 16) Speed 40 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities blinded , exhaustion , frightened , paralyzed , poisoned Senses blindsight 60 ft., passive Perception 12 Languages understands Deep Speech but can\xe2\x80\x99t speak, telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Mindsense . The intellect devourer is aware of the presence of creatures within 300 feet of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, regardless of physical barriers. Creatures under the effects of magic that protects the mind cannot be detected by the intellect devourer. \n'b' Actions \n'b' Multiattack . The intellect devourer makes one attack with its claws and uses Consume Mind. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Consume Mind . The intellect devourer chooses one creature it can see within 30 feet of it that has an Intelligence of 3 or higher. The target must succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic damage. If the target fails the saving throw by 5 or more, its Intelligence score is reduced to 0. The target is incapacitated until it regains at least 1 point of Intelligence (either from completing a long rest or from a lesser restoration spell). \n'b' Body Snatcher . The intellect devourer chooses one incapacitated creature within 5 feet of it and engages it in a contest of Intelligence . The intellect devourer overpowers the creature\xe2\x80\x99s mental defenses if it beats the target on a contested Intelligence check. The intellect devourer magically consumes the creature\xe2\x80\x99s brain and teleports into its skull, taking full control of the target\xe2\x80\x99s body. While inside the creature\xe2\x80\x99s skull, the intellect devourer has total cover against attacks and other effects outside of the host. The intellect devourer retains its Intelligence , Wisdom , and Charisma scores, as well as its comprehension of language, its telepathy, and its traits. Otherwise, it inherits the target\xe2\x80\x99s statistics, memories and knowledge, including spells and languages. If the host body drops to 0 hit points , the intellect devourer must leave the host. It can also be magically forced from the host\xe2\x80\x99s body by means of a protection from evil and good spell being cast on the host. If the host\xe2\x80\x99s devoured brain is restored (only possibly with a wish spell), the intellect devourer is forced out of the host. The intellect devourer can choose to leave the host at any time by spending 5 feet of its movement and then teleporting to an unoccupied space within 15 feet of the target. Unless its brain is restored within 1 round, the body dies. \n'b' About \n'b' Devoid of a head, or any features at all save for four short, clawed legs, this creature\xe2\x80\x99s body looks like a large, glistening brain. \n'b' Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world\xe2\x80\x99s cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to \xe2\x80\x9cshop\xe2\x80\x9d for an attractive new body. \n'b' An intellect devourer is 3 feet long and weighs about 60 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ara Cleric \n'b' Medium humanoid , chaotic good \n'b' Armor Class 14 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Perception +5 Senses passive Perception 15 Languages Auran Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The ara cleric is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ara cleric has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , sacred flame \n'b' 1st level (4 slots) : bless , cure wounds , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : dispel magic , hold person , lesser restoration \n'b' 3rd level (2 slots) : mass healing word , prayer of healing \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ara makes one Bite attack and one Talon or one Spear attack . \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Spear . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit:3 (1d6) piercing damage. \n'b' Talons . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage. \n'b'\n'b' ABOUT \n'b' The ara are a race of tropical bird-people that resemble large humanoid macaws. They live in nest complexes built in the high branches of jungle trees, well above the jungle floor. Ara society is based on extended family groups; most ara village inhabitants are related, with the eldest female serving as matriarch and overseer of the settlement\xe2\x80\x99s spiritual needs. On occasion, several families band together to form a single larger community for mutual benefit. Male and female ara trade off responsibilities, such as caring for youngsters or venturing out to gather fruits and succulents. Ara are a fairly insular people and generally avoid contact with outsiders; however, they can sometimes be persuaded to trade, as they value metal tools and weapons. Ara are peaceful, and if their home territory is threatened, they are most likely to simply relocate to a less-dangerous location. As eggs and young ara cannot easily be moved, the ara fight fiercely to defend themselves during the breeding season and as the young grow to adulthood. A few ara leave their island homes to venture into the outside world, but these are a rare and exotic sight. \n'b' Two distinct breeds of ara exist: those with bright scarlet plumage and those with bright iridescent blue. Though interfertile, the two breeds tend to mate with those of similar plumage, keeping the groups separate. Ara communities tend to be one or the other, but from time to time families join in a single community that has both types. Some observers note that sapphire ara tend to be spellcasters who favor clerical and druidic spells, while scarlet ara are more likely to take a role as defenders of the community, but this appears to be more out of tradition than anything else, and both groups are equally capable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Inu \n'b' A mysterious and massive wolf-like beast prowls the kingdom\xe2\x80\x99s border wilderness. Many hunters have pursued it to their deaths, for there could be no greater quarry than Inu. It is not aggressive or territorial, but it does not hold back when provoked. \n'b' The Royal Beast . Every new prince and princess of the kingdom who reaches the age of majority must meet Inu alone. Long ago, it was expected that princes would ride out to challenge Inu, while princesses would be sealed away in towers to await it, but a few generations of warrior princesses and more domestic princes have wiped away that tradition. Now each chooses their own approach \xe2\x80\x93 but they never speak of what transpires in these encounters. \n'b' Reclusive and Cunning . Inu\xe2\x80\x99s magical gifts, including its mighty howl, protect it from the traps and treacheries of hunters. Those who foolishly provoke Inu find that these tricks make it a deadly foe as well. \n'b' Gargantuan fey , neutral \n'b' Armor Class 18 (natural armor) Hit Points 263 (17d20 + 85) Speed 90 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Charisma +5 Skills Athletics +11, Intimidation +5, Perception +7, Stealth +7 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Condition Immunities frightened Senses darkvision 600 ft., passive Perception 17 Languages Sylvan Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Legendary Resistance (3/Day) . If Inu fails a saving throw, it can choose to succeed instead. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 19 (4d6 + 5) piercing damage, and the target must make a DC 21 Strength saving throw. On a failed save, the target suffers an additional 14 (4d6) piercing damage and is knocked prone . \n'b' Howl (Recharge 5-6) . Inu howls, and creatures of Inu\xe2\x80\x99s choice within 120 ft. must make a DC 18 Charisma saving throw. Inu does not have to be able to see them, or be aware of their presence. Creatures that fail this saving throw suffer 35 (10d6) thunder damage, and all disguise, illusion, or polymorphing effects on them end. On a successful save, the creatures suffer half damage and no further effects. \n'b' Legendary Actions \n'b' Inu can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. \n'b' Inu regains spent legendary actions at the start of its turn. \n'b' Bite . Inu makes one bite attack . \n'b' Detect . Inu makes a Wisdom ( Perception ) check. \n'b' Recover . Inu regains 50 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Invertebrate, Deep Tiger Anemone \n'b' Gargantuan beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 248 (15d20 + 90) Speed 5 ft.\n'b' STATS STR: 27 (+8) DEX: 9 (-1) CON: 22 (+6) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 (+9 in reefs) Damage Resistances acid Damage Immunities poison Condition Immunities blinded , charmed , petrified , poisoned , prone Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Acid Cloud . Deep tiger anemones use concentrated acid to incapacitate and digest their prey. Whenever an anemone suffers a critical hit, or when a creature cuts its way out of the anemone\xe2\x80\x99s stomach, the space within 25 feet is polluted with acid. Creatures who end their turn within this range must succeed on a DC 18 Constitution save or take 3 (1d6) points of acid damage. \n'b' Water Breathing . The deep tiger anemone can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The anemone makes three tentacle attacks. \n'b' Tentacles . Melee Weapon Attack : +13 to hit, reach 25 feet, one target. Hit : 34 (4d12 + 8) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage and gain the poisoned condition on a failed save, or half as much damage on a successful one. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained . \n'b' Acidic Shards (Recharges 3-6) . A deep tiger anemone can fire a barb of crystallized bile at a single target within 60 feet. This crystal begins to dissolve immediately upon exposure to water. The shard deals piercing damage and coats the target\xe2\x80\x99s wound with potent acid. The target takes 21 (6d6) points of acid on a failed DC 18 Dexterity saving throw or half as much on a success. The damage continues on the following round regardless if the save was successful or not, with the target taking a further 10 (3d6) points of acid damage, and 3 (1d6) more the round after that. \n'b'\n'b' REACTIONS \n'b'\n'b' Digest . If at the end of its turn the anemone has a creature grappled it may swallow the creature whole if it is Large or smaller. It may swallow any number of grappled creatures with this reaction . A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the anemone, and it takes 28 (8d6) bludgeoning damage at the start of each of the anemone\xe2\x80\x99s turns. If the anemone takes 29 damage or more on a single turn from a creature inside it, the anemone must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the anemone. This also triggers its acid cloud ability. If the anemone dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' Colorful tentacles writhe across this marine creature like long petals on an immense flower. \n'b' Vermin of the Deep . The largest anemones of the planetary oceans are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. Monstrous anemones feed local scavengers by attacking large prey or schools of fish, scattering uneaten remains to their neighbors.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Invertebrate, Mindclaw \n'b' Huge beast , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 204 (24d12 + 48) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Condition Immunities charmed , frightened , stunned (if it is from a psychic-based attack ) Senses blindsight 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mindclaw can breathe air and water. \n'b' Shared Empathy . Mindclaws gain any bonuses or penalties from emotion effects affecting creatures within 30 feet. The specifics are at the GM\xe2\x80\x99s discretion, however, by way of example a mindclaw would gain the benefits of barbarian rage if a raging barbarian was within range. A mind crab can only benefit from the same spell or effect once regardless of bonus type or number of creatures affected by a single effect, but mindclaws do gain bonuses and penalties from other mindclaws within 30 feet. Mindclaws cannot be the target of an emotion effect (for example the calm emotions spell), but do not gain saving throws against emotion effects affecting other creatures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mindclaw makes 2 claw attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and 35 (10d6) psychic damage, and the target is grappled (escape DC 17). The mindclaw has two claws, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' A mindclaw is a red-brown crab the size of a wagon that scuttles forward with an unusual amount of aggression. An adult mindclaw is 15 feet tall and weighs 4,000 pounds. \n'b' Echoes of a Dead World . Mindclaws retain the psychic impressions of the countless dead of the ocean depths, including those lost at sea, consumed for survival, or the victims of diluvian cataclysms that drowned entire continents. Mindclaws behave like ordinary mindless crabs most of the time, but their simple nervous systems process powerful emotions and are easily influenced by magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Copperkill Slime \n'b' Huge ooze , unaligned \n'b' Armor Class 10 Hit Points 142 (15d12 + 45) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 4 (\xe2\x80\x933) WIS: 8 (\xe2\x80\x931) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing, slashing Damage Immunities acid, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ooze Nature . The copperkill slime doesn\xe2\x80\x99t require sleep . \n'b' Patinated Appearance . While the slime remains motionless, it is indistinguishable from the object or structure it is stretched across, though the object or structure appears to be covered in green paint or verdigris. \n'b' Spider Climb . The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The copperkill slime makes three Pseudopod attacks. If the slime hits one creature with two Pseudopod attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 9 (2d8) poison damage at the start of each of its turns. The copperkill slime can have only one target grappled in this way at a time. \n'b' Pseudopod . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 9 (2d8) poison damage. \n'b' Poisonous Snap (Stretched Body Only, Recharge 5\xe2\x80\x936) . While the copperkill slime is covering an object or structure, it can rapidly collapse back to its normal form, ending the stretch and spraying all nearby creatures with poisonous slime. Each creature within 10 feet of any space the stretched slime occupied before collapsing must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) poison damage and is coated in poisonous slime. On a success, a creature takes half the damage and isn\xe2\x80\x99t coated in slime. A creature coated in poisonous slime takes 9 (2d8) poison damage at the start of each of its turns. A creature, including the slime-coated creature, can take an action to clean off the slime. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stretch Body . The copperkill slime stretches its body across the surface of a Gargantuan or smaller object or across the surface of a wall, pillar, or similar structure no larger than a 20-foot square within 5 feet of it, sharing the space of the object or structure. The slime can end the stretch as a bonus action, occupying the nearest unoccupied space to the object or structure. The paint on the old, green wall suddenly moves and flows outward, revealing the wall underneath wasn\xe2\x80\x99t green at all. Among the wealthy, one popular, though deadly, trend is that of green-painted rooms sourced from arsenic. These trends led to the creation of the first copperkill slime, an ooze formed from the poisonous paint. For curious adventurers, such a ponderous room could mean a much swifter death by ooze rather than poisoning. \n'b'\n'b' ABOUT \n'b' Hall Guardians . Copperkill slimes are relatively docile and have enough sentience to be trained as guardians, provided their keepers maintain a steady supply of food. Ambush predators, copperkill slimes stretch themselves to adhere to walls, pillars, furniture, statues, or similar objects or support structures. As a copperkill slime stretches itself thin to hide, it tinges everything viewed through its transparent form a curious green color. When unsuspecting prey approaches the wall or object, the copperkill slime snaps back into its normal form, spraying poisonous slime on nearby creatures. This poisonous slime slowly kills the prey, and the copperkill slime devours the remains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Invertebrate, Monstrous Seastar \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 104 (11d10 + 44) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +4, Cha +2 Condition Immunities prone Damage Resistances bludgeoning Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Tube Feet . Monstrous seastars move and grapple using thousands of shorter appendages filled with fluid and ending in tiny suctions cups. They treat any solid surface as clear terrain. \n'b' Regeneration . The seastar regains 5 hit points at the start of its turn. If the seastar takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the seastar\xe2\x80\x99s next turn. The seastar dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Water Breathing . The seastar can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The seastar makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and if the target is a Medium or smaller creature and the seastar isn\xe2\x80\x99t already grappling a creature, it is grappled (escape DC 12). \n'b' External Stomach . A seastar ejects its stomach in order to begin digestion of a captured meal. If the target is a Medium or smaller creature grappled by the seastar, that creature is digested, and the grapple ends. While being digested, the creature is blinded and restrained , it has total cover against attacks and other effects outside the seastar\xe2\x80\x99s external stomach, and it takes 14 (4d6) acid damage at the start of each of the seastar\xe2\x80\x99s turns. If the seastar\xe2\x80\x99s external stomach takes 20 damage or more on a single turn from a creature inside it, the seastar must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the seastar. Damage done to a seastar\xe2\x80\x99s stomach does not harm the seastar. If the seastar dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When a seastar is subjected to a critical hit from a slashing attack , it splits into two new seastars if it has at least 10 hit points . Each new seastar has hit points equal to half the original seastar\xe2\x80\x99s, rounded down. New seastars are one size smaller than the original seastar. \n'b'\n'b' ABOUT \n'b' When a monstrous seastar emerges from repose, muscular tentacles explode from the sand and fold inward toward its toothless central maw. These aggressive starfish average 7 to 10 feet in diameter and weigh 600 to 1000 pounds. \n'b' Creeping Doom . Starfish on some alien ocean worlds contend with a greater number of more dangerous marine threats than on other worlds. Their resulting evolution produced faster, stronger specimens that recover from injury very quickly. Most unique among the species is that some giant seastars have no agenda or reproductive mechanism other than to split and regenerate after being attacked by predators. Ironically, the number of natural enemies that find them delicious ensures their survival. \n'b' One Too Many Mouths . Monstrous seastars have mouths on both sides of their bodies, allowing them to crawl towards stationary food, or to lie half-buried in sand to ambush prey crawling across the seabed above them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Invisible Stalker \n'b' Medium elemental , neutral \n'b' Armor Class 14 Hit Points 104 (16d8 + 32) Speed 50 ft., fly 50 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone, restrained , unconscious Senses darkvision 60 ft., passive Perception 18 Languages Auran, understands Common but doesn\xe2\x80\x99t speak it Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Invisibility : The stalker is invisible. \n'b' Faultless Tracker : The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. \n'b' Actions \n'b' Multiattack : The stalker makes two slam attacks. \n'b' Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' About \n'b' No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature\xe2\x80\x99s presence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ion Slime \n'b' Small ooze , unaligned \n'b' Armor Class 13 Hit Points 112 (15d6 + 60) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 18 (+4) INT: 2 (\xe2\x80\x934) WIS: 4 (\xe2\x80\x933) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Vulnerabilities cold Damage Resistances thunder Damage Immunities acid, lightning Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ion slime can move through a space as narrow as 1 inch wide without squeezing. \n'b' Ionic Form . Whenever the ion slime is subjected to lightning damage, it takes no damage and instead regains hp equal to the lightning damage dealt. The slime\xe2\x80\x99s Supercharge action then recharges. If the ooze takes cold damage while supercharged, it must roll a d6. On a 1 or 2, it loses the supercharged state. \n'b' Ooze Nature . The ion slime doesn\xe2\x80\x99t require sleep . \n'b' Spider Climb . The ion slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ion slime makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning plus 9 (2d8) lightning damage. \n'b' Discharge (Supercharged Only) . The ion slime sends a shock of lightning through its supercharged pseudopod at one creature it can see within 5 feet of it, ending the supercharged state. The target must make DC 15 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Three bolts of lightning then leap to as many as three targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and each can be targeted by only one of the bolts. Each target must make a DC 15 Constitution saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Charged Motion (Supercharged Only) . The ion slime takes the Dash or Dodge action. \n'b' Supercharge (Recharge 5\xe2\x80\x936) . The ion slime gathers ambient electricity to supercharge itself for 3 rounds. While supercharged, the ion slime gains a +2 bonus to its AC, and it gains an additional action on each of its turns. At the end of the third round, if the slime hasn\xe2\x80\x99t used the Discharge action, it suffers feedback, taking 18 (4d8) force damage. Its supercharged state then ends. \n'b'\n'b' ABOUT \n'b' A dull grey blob slogs through the submerged corridor. As it passes over a hidden lightning rune, it sparks to life, pulsating electric blue and becomes supercharged, racing around the hall. \n'b' Ion slimes are oozes born from magic-infused saltwater, questionable alchemical operations, or cast-off swamp lightning from foxfire oozes. With compact forms and coloring that reflects the current positively or negatively charged state of the ooze, ion slimes can be difficult to spot when submerged. Whether manmade, magical, or from naturally occurring bioelectricity, these wandering dynamos seek out and feed on electrical energy. \n'b' Forms in Flux . An ion slime lives most of its life in a negatively charged, dampened form. While in this form it moves sluggishly and with a hungry, searching curiosity. If it finds a power source or is struck by lightning, it enters a positive, supercharged state. While supercharged, an ion slime is faster and much more difficult to catch. An ion slime, with its amorphous form, is unstable and holds a charge for only a handful of seconds. If the ion slime doesn\xe2\x80\x99t find a suitable target before the supercharged state ends, it suffers painful feedback as the electricity grounds out internally, and it returns to its dampened form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ioun Wyrd \n'b' Tiny construct , unaligned \n'b' Armor Class 13 Hit Points 59 (17d4 + 17) Speed 0 ft., 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities bludgeoning, poison Condition Immunities blinded , deafened , paralyzed , petrified , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14 Languages Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The ioun wyrd is immune to any spell or effect that would alter its form. \n'b' Ioun Affinity . An ioun wyrd integrates 1 ioun stones into its body. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd\xe2\x80\x99s ioun stones can be swapped out by any creature the wyrd trusts. \n'b' Share Iouns . An ioun wyrd can choose to share the benefits of any ioun stones it contains with a single creature within 30 feet. If using optional third-party rules for obtaining a familiar, a spellcasting character can bond an ioun wyrd to them as their familiar. In this case, the ioun wyrd always shares the benefits of its ioun stones with its master when they are within 30 feet of the ioun wyrd. \n'b'\n'b' Actions \n'b'\n'b' Stone Strike . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 7 (1d12 + 1) bludgeoning damage. This is considered a magical weapon. \n'b'\n'b' About \n'b' At first glance, these creatures appear to resemble some manner of earth elementals, but they\xe2\x80\x99re actually bizarre constructs created by spellcasters from certain types of minerals and gemstones. Ioun wyrds are occasionally found in the wild, typically near the haunts of spellcasters and arcane societies where the strange little creatures escaped their former masters. A typical ioun wyrd is roughly 2 feet in diameter and weighs between 15 and 20 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Irid \n'b' Tiny celestial , chaotic neutral \n'b' Armor Class 13 Hit Points 20 (8d4) Speed 10 ft., fly 40 ft.\n'b' STATS STR: 4 (-3) DEX: 17 (+3) CON: 10 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +5 Skills Deception +7, Perception +2, Persuasion +7, Stealth +5 Damage Resistances radiant Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Celestial, Common, telepathy 60 ft. \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Iridescence . The irid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be any color the irid desires. The irid can create or suppress the light as a bonus action. \n'b' Magic Resistance . The irid has advantage on saving throws against spells and other magical effects. \n'b' Photographic Memory . The irid can perfectly recall anything it has seen or heard in the last month. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The irid uses its Gossip. It then uses its Iridescent Blast once. \n'b' Iridescent Blast . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 7 (2d6) radiant damage. \n'b' Gossip . The irid spouts gossip and exaggerated truths about a target it can see within 30 feet. If the target is hostile, it must succeed on a DC 13 Charisma saving throw or have disadvantage on its next attack roll. If the target is friendly, it has advantage on its next attack roll. \n'b' Invisibility . The irid magically turns invisible until it attacks or uses Gossip, or until its concentration ends (as if concentrating on a spell). Any equipment the irid wears or carries is invisible with it. \n'b'\n'b' ABOUT \n'b' The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message.\xc2\xa0Irids are said to be born of celestial light filtered through earthly rain. These small manifestations of rainbows bear similarities in appearance and mission to their elevated cousins, but they take little interest in angelic ideals. \n'b' Mischievous Messengers . While angels are known for bringing messages and truth to mortals from the gods, irids prefer to bring gossip and embellished truths. They follow their own ideals of beauty and excitement, disregarding their angelic cousins\xe2\x80\x99 insistence on goodness and truth.\xc2\xa0Irids delight in sneaking around, listening for gossip or revealed secrets, then invisibly whispering exaggerations of in the ears of those who will help spread such gossip. \n'b' Colorful and Shallow . Irids are iridescent, changing the color of the light they shed throughout the day. They are drawn to the brightest colors the world has to offer. To them, evil is synonymous with ugliness, and they resist fighting or hurting anything they find beautiful.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Cobra \n'b' Small construct , neutral \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d6 + 6) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Find Target . The iron cobra knows the location of a specific target creature as long as that creature is within 1 mile of it. If the creature is moving, it knows the direction if that creature\xe2\x80\x99s movement. If the target is beyond this distance, the iron cobra can\xe2\x80\x99t locate the target creature. \n'b' Immutable Form . The iron cobra is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The iron cobra has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The iron cobra\xe2\x80\x99s weapon attacks are magical. \n'b' Poison . The iron cobra contains enough venom for three attacks. After that, it does not deal the poison damage listed in its bite attack . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. \n'b' About \n'b' This creature resembles a small metallic cobra. Its body sheens with a silver hue and its eyes are small pinpoints of red light. \n'b' The iron cobra is a construct that resembles a small, 3-foot-long cobra. Its eyes give it an evil and determined \xe2\x80\x93 and almost intelligent \xe2\x80\x93 look. The iron cobra is most often used to guard a treasure or to act as a bodyguard to its creator, though on some occasions it can be ordered to track down and slay any creature who is within 1 mile and whose name is known by the creator. \n'b' The iron cobra attacks by biting its opponent.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arachnocrat \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 93 (17d8 + 17) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Int +4, Cha +6 Skills Deception +8, Insight +4, Persuasion +6, Stealth +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Common, Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Aristocratic Disguise . An arachnocrat in a prepared disguise has advantage on Charisma ( Deception ) checks made to pass as a humanoid aristocrat. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the arachnocrat\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The arachnocrat has advantage on saving throws against spells and other magical effects. \n'b' Speak with Spiders . The arachnocrat can communicate with spiders and other arachnids as if they shared a language. \n'b' Spider Climb . The arachnocrat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arachnocrat makes two claw attacks. If both claws hit a Medium or smaller target, the target is restrained in gilded webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 8; immunity to bludgeoning, poison, and psychic damage). \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp , the target is stable but poisoned for 1 hour, even after regaining hp , and is paralyzed while poisoned in this way. The skin of a creature that dies while poisoned takes on a golden hue. \n'b'\n'b' About \n'b' A portly gentleman with slender arms and legs keeps his face and hands carefully concealed. \n'b' Arachnocrats are spider-like fiends who enjoy masquerading as members of high society. They eat haute cuisine and drink fine wine in the company of humans. \n'b' Finer Tastes . Viewing the wealth and standing of their victims as the greatest measure of taste, these devils delight in aristocratic prey, though they most often feed on the liquefied innards of servants of the aristocracy to avoid detection. They use local spiders as spies and informants to get closer to their quarries or discover dark secrets their quarries would rather keep hidden. Ever patient in their schemes of corruption, arachnocrats often court their quarries over months of theater, dinner parties, and elaborate balls. \n'b' Hidden in Plain Sight . Arachnocrats are adept at disguising themselves as aristocrats. Their most noticeable features are their clawed hands and their spider-like faces, which they cover with gloves, masks, scarves, voluminous robes, and similar attire. The eccentricities of the well-to-do help to cast off any suspicion over their odd coverings. \n'b' As Good As Gold . The arachnocrat\xe2\x80\x99s preferred prey comes at a high price. Blessed by the Arch-Devil of Greed, Mammon, arachnocrats have a second stomach that can turn common rocks into faux gemstones. The fiends vomit up the gemstones after digesting the rocks for a few months, and they use the gemstones to fund their endeavors. The counterfeit nature of the gems is detectable by only true craftsmen.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Fern \n'b' Medium plant , unaligned \n'b' Armor Class 17 (natural armor), 11 without Metal Coating Hit Points 19 (3d8 + 6) Speed 5 ft., burrow 5 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire (see Metal Coating) Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Metal Coating . Then iron fern\xe2\x80\x99s leaves and stalk are coated in metal, granting the iron fern AC 17 and resistance to fire damage. If an iron fern is reduced to 9 hit points or fewer, the fern\xe2\x80\x99s metal coating flakes off; the fern\xe2\x80\x99s AC is reduced to 11 and it gains vulnerability to fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Iron Leaf . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' Release Spores (Recharge 5-6) . The iron fern shakes its leaves mightily, releasing a cloud of iron spores in a 30-foot radius. The cloud spreads around corners and lasts for 1 minute or until dispersed by strong winds (such as from a gust of wind spell). A creature that begins its turn in the cloud or enters the cloud for the first time on its turn must make a DC 12 Constitution saving throw, taking 7 (3d4) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is also blinded until the start of its next turn. \n'b'\n'b' ABOUT \n'b' Iron ferns are metallic fronded plants that grow in mine shafts, along cave walls, and atop rock formations. In its bud form, an iron fern secretes an acid that dissolves stone and earth, allowing the plant\xe2\x80\x99s roots to sup upon the exposed trace minerals and ores. As the bud sprouts its first fiddlehead, its leaves become coated in whatever metal it has absorbed, forming a kind of protective sheath around the soft plant matter. Because there are as many different types of iron fern as there are metals, the plant\xe2\x80\x99s name is something of a misnomer; the most common varieties of iron fern are, in fact, copper, tin, and nickel ferns. \n'b' Conversely, rare varieties such as gold and platinum ferns are highly prized among botanists and treasure hunters alike. \n'b' However, iron ferns are as hazardous as they are valuable. The plant\xe2\x80\x99s hormones are similar to a flytrap, allowing it to mindlessly swat at would-be predators with its razor-sharp leaves. Miners and spelunkers take great care in caves populated by iron ferns; serrated metal leaves can drop from tunnel ceilings onto unsuspecting workers or slash at their feet from within cracked rock faces. Some mining companies employ specially trained rust monsters to clear out iron ferns in advance, though the dangers of a well-fed rust monster are only slightly less daunting than those of an iron fern forest. \n'b' Like other ferns, iron ferns reproduce via spores. However, iron ferns\xe2\x80\x99 spores are no mundane plant matter. Rather, these spores manifest as clouds of metal shavings extremely dangerous to the eyes and lungs of any creature unlucky enough to wander by. Conveniently for the iron fern, the corpse of a spore-slain animal makes for an extremely fertile germination medium. \n'b' As mindless plants, iron ferns are incapable of ill will, though this doesn\xe2\x80\x99t stop many living creatures from openly despising these ferrous flora. For those willing to risk a few cuts, though, iron ferns promise many potential riches, from mundane animal hides to spilled gold and magic items. \n'b' Despite their dangerous leaves and spores, iron ferns are often regarded as a sign of good luck, particularly when sighted outside of a mine or cave. The presence of this plant, so the thinking goes, indicates that rich metal veins may be hidden just beneath the earth\xe2\x80\x99s surface.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Mummy \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 4 (-1) CON: 17 (+3) INT: 3 (-4) WIS: 40 (+0) CHA: 0 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities lightning Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but cannot speak Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The iron mummy has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The iron mummy\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . An iron mummy makes one Slam attack and one Snakes attack . \n'b' Slam . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Snakes . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage. \n'b'\n'b' ABOUT \n'b' These constructs are activated by magic and are usually found guarding a place the creator doesn\xe2\x80\x99t want a person to enter. An iron mummy resembles an actual mummy, complete with bandages, though underneath the bandages is a body composed completely of iron. An iron mummy carries a crystalline lotus flower in each hand that, upon command, animates into a lotus-asp snake. The feet of an iron mummy are wrapped in bandages, so it makes little or no noise when it moves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Copyblob Artisan \n'b' Family: Copyblob \n'b' Small monstrosity (shapechanger), neutral \n'b' Armor Class 12 (natural armor) Hit Points 16 (3d6 + 6) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Immunities acid Condition Immunities Prone Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The copyblob can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Adhesive (Object Form Only) . The copyblob can choose to adhere to anything that touches it. A Large or smaller creature adhered to the copyblob is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While the copyblob remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The copyblob has advantage on attack rolls against any creature grappled by it. \n'b' Passionate Artisan . The copyblob is proficient with one type of artisan\xe2\x80\x99s tools of its choice. It can use its Shapechanger trait to turn into a usable set of these artisan\xe2\x80\x99s tools. The copyblob can work together with friendly creatures who are also proficient in the same type of artisan\xe2\x80\x99s tools, granting them advantage on any ability check associated with using these artisan\xe2\x80\x99s tools. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. If the copyblob is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage. \n'b'\n'b' ABOUT \n'b' Copyblobs are intelligent shapeshifters with the ability to take on the form of inanimate objects. Though they are also known as \xe2\x80\x9csmart mimics\xe2\x80\x9d, copyblobs are only distantly related to their more predatory cousins. However, they are often mistaken for mimics and attacked on sight by overeager adventurers. For that reason, many copyblobs are elusive, preferring to hide and socialize only with other copyblobs and the occasional friendly monster. \n'b' Yet, a few copyblobs are either too bold or too curious to remain hidden. These more adventurous copyblobs seek out open-minded people to chat with, exchange gossip, and sometimes discuss the overly specific interests some copyblobs might develop over the years. A copyblob that feels safe among friends will often be very chatty and strive to be helpful, taking on the form of useful objects for its friends. \n'b' Staying in one shape for too long can be boring, so copyblobs explore many different shapes and activities throughout their lives. When a copyblob finds a craft it is passionate about, it strives to learn all it can about it and becomes a copyblob artisan, a true master of its craft. \n'b' Copyblob artisans can take the shape of and function as the artisan\xe2\x80\x99s tools they are experts in, allowing them to practice their craft anytime and anywhere. Their social nature makes most copyblob artisans eager to meet and work with other experts in their field, and they love nothing more than talking about their craft and collaborating with other artisans on wonderful creations. \n'b' Pact of the Chain Familiar . At the gamemaster\xe2\x80\x99s discretion, a warlock with a pact of the chain may choose the form of a copyblob artisan for their familiar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Scourge \n'b' Huge construct , unaligned \n'b' Armor Class 20 (natural) \n'b' Hit Points 207 (18d12 + 90) \n'b' Speed 25 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned \n'b' Senses darkvision 120 ft., passive Perception 10 \n'b' Languages understands Gnomish but cannot speak \n'b' Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire-Fueled . Whenever the iron scourge would take fire damage, it takes no damage and instead regains hit points equal to the fire damage dealt. \n'b' Legendary Resistance (3/Day) . The iron scourge turns a failed saving throw into a success. \n'b' Magic-Infused . The iron scourge is immune to any spell or effect that would alter its form, it has advantage on saving throws against spells and other magical effects, and its attacks are considered magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Cleaver . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 39 (6d10 + 6) slashing damage. \n'b' Flamethrower . The iron scourge projects a 30-foot cone of flames from its flamethrower arm. All creatures within the area must attempt a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failure, or half as much on a success. The Flamethrower starts with 3 charges. Each use of the Flamethrower expends 1 charge. When there are no more charges available, the iron scourge cannot use its Flamethrower action. See its Reload legendary action for details. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The iron scourge 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 iron scourge regains spent legendary actions at the start of its turn. \n'b'\n'b' Cleaver Swing . The iron scourge makes one attack with its Cleaver. \n'b' Reload (Costs 3 Actions) . The iron scourge siphons fire from the flame vents into its Flamethrower, regaining 2 charges for that ability. The Flamethrower can never have more than 2 charges. If all the flame vents in the Crucible are destroyed, the iron scourge can no longer use this legendary action. \n'b' Self-Immolate . The iron scourge turns its Flamethrower on itself, bathing in the flames. All creatures within 5 feet of the iron scourge are targeted by its Flamethrower ability as normal, and the iron scourge regains 44 (8d10) hit points from its Fire-Fueled trait. This action uses 1 charge from its Flamethrower ability, as normal.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Sphere \n'b' An iron ball covered in black panels sits at the statue\xe2\x80\x99s feet. It seems slightly out of place, its surface smooth and bright. \n'b' Small construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d6 + 32) Speed 30 ft., burrow 10 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 4 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, necrotic, poison, psychic, radiant Condition Immunities charmed , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Construct Nature . The iron sphere doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Immutable Form . The sphere is immune to any spell or effect that would alter its form. \n'b' Siege Monster . The sphere deals double damage to objects and structures. \n'b' Standing Leap . The sphere can launch itself into the air by extending the rods within it like pistons. The sphere\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' Tunneler . The sphere can burrow through solid rock at half its burrow speed and leaves a 5-foot-wide, 5-foot-high tunnel in its wake. \n'b' Actions \n'b' Multiattack . The iron sphere makes three melee attacks . \n'b' Blade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Piston . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Spike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Lightning Cannon (Recharge 5-6) . The sphere extends a metal rod from one of its many facets and fires a bolt of lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Hidden Threat . From a distance, the iron sphere appears to be a ball four feet in diameter. Closer inspection reveals square plates in the sphere, each crowned by a black hemisphere. Iron spheres usually find placement as art objects, sometimes incorporated into statuary displays or among white stones, vases, or other decorative notions. \n'b' Unpredictable Opponent . Once the iron sphere becomes active, it rolls toward a threat, deploying what weapons it deems necessary by means of the pistons beneath each plate on its exterior. Some pop open like a chest\xe2\x80\x99s lid, some fire outward, and others split open to reveal a blade, a spike, or a nozzle. \n'b' Direct Control or Set to Guard . The owner of an iron sphere gives it commands through a gem, which can be concealed inside the plate at the topmost part of the sphere when not being used to control the sphere. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter an iron sphere without modifying its challenge rating. \n'b' Acid Jet (Recharge 5-6) . The iron sphere extends a nozzle from an open panel and shoots a stream of acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save\xe2\x80\xa6 or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b' Autonomous Flight . The iron sphere has a fly speed of 30 feet. The iron sphere loses its burrow and climb speeds, and it loses its Standing Leap and Tunneler traits. \n'b' Cold Iron Weapons . The iron sphere\xe2\x80\x99s melee attacks count as cold iron for the purpose of overcoming resistance and immunity to attacks and damage. The iron sphere loses its damage resistance to bludgeoning, piercing, and slashing from nonmagical attacks made with cold iron. \n'b' Dual-Weaponized . The iron sphere has two of the following actions : Acid Jet, Flamethrower, Ice Catapult, and Lightning Cannon. Each action recharges on 6. The iron sphere replaces its Lightning Cannon action with Dual-Weaponized. \n'b' Flamethrower (Recharge 5-6) . The iron sphere extends a nozzle from an open panel and releases a fan of fire in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b' Ice Catapult (Recharge 5-6) . The iron sphere extends an arm from an open panel and lofts an icy sphere up to 20 feet away that explodes in 10-footradius sphere centered on the sphere\xe2\x80\x99s point of impact. Each creature in that sphere must make a DC 15 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b' Silvered . The iron sphere\xe2\x80\x99s melee attacks count as silvered for the purpose of overcoming resistance and immunity to attacks and damage. The iron sphere loses its damage resistance to bludgeoning, piercing, and slashing from nonmagical attacks that are silvered. \n'b' Temple Sphere . The iron sphere is consecrated to a specific deity. It will not attack creatures wearing or presenting the deity\xe2\x80\x99s holy symbol. The sphere has advantage on attack rolls against creatures regarded as enemies to the deity, and these creatures have disadvantage on saving throws against the sphere\xe2\x80\x99s special abilities. Additionally, the sphere gains the Deific Burst attack : \n'b' Deific Burst (Recharge 5-6) . The iron sphere unleashes a burst of holy or unholy energy in a 20-foot-radius sphere centered on the sphere. Each creature in that sphere must make a DC 15 Dexterity saving throw, taking 22 (4d10) necrotic or radiant (or other damage type, as appropriate to the deity) damage on a failed save or half as much damage on a successful one. This trait and attack replace the iron sphere\xe2\x80\x99s Siege Monster trait and Lightning Cannon attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iron Tusker \n'b' Large beast , unaligned\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 25 (+7) INT: 3 (-4) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 (natural armor) Hit Points 125 (10d10 + 70) Speed 40 ft. Saving Throws Constitution +11, Wisdom +6 Skills Perception +6, Survival +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Keen Smell . The iron tusker has advantage on Wisdom ( Perception ) rolls that rely on smell. \n'b' Nimble . The iron tusker can use a bonus action to take the Disengage action. \n'b' Relentless (Recharges after a Short or Long Rest) . If the iron tusker takes 20 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Trampling Charge . If the iron tusker moves at least 20 feet straight toward a creature and then hits it with a vorpal tusks attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the iron tusker can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) bludgeoning damage. \n'b' Vorpal Tusks . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) slashing damage. On a natural 20, one of the target\xe2\x80\x99s heads is removed, if it has a head. The creature dies if it can\xe2\x80\x99t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn\xe2\x80\x99t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 26 (4d12) slashing damage from the hit. \n'b' Tactics \n'b' The iron tusker is a relentless opponent, attacking any intruders into its territory without provocation or warning. It charges each opponent in turn, trying to trample them underfoot and swiftly moves from target to target, never staying focused for too long on any one opponent. They are known to recover from almost any lethal blow, so slaying an iron tusker is a worthy achievement. \n'b' Description \n'b' The enormous boar has a black-bristled hide covered in hundreds of old scars. Its eyes are wild and bloodshot, and a pair of wicked tusks just up from its lower jaw. Each one is more than a foot long, gleams like polished ivory, and is sharper than a sword. \n'b' Defender of the Wilderness . Legends claim that the iron tusker is not a living creature at all, but a physical manifestation of nature that dares vainglorious nobles to hunt it. The iron tusker appears in the forests surrounding a lord\xe2\x80\x99s castle, terrorizing locals and travelers alike until the lord sends out hunters. But those that enter the forest soon find the tables turned on them, as the huge and deadly beast hunts them from the shadowy thickets. \n'b' Badge of Honor . Defeating an iron tusker in combat is considered a mark of immense renown in certain kingdoms. Stories claim that a warrior who eats a piece of an iron tusker\xe2\x80\x99s heart never feels the touch of fear again.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ironrot Lichen \n'b' Small plant , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 110 (16d6 + 54) Speed 10 ft., Climb 10 ft.\n'b' STATS STR: 6 (-2) DEX: 21 (+5) CON: 18 (+4) INT: 1 (-5) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 Damage Immunities cold, lightning Condition Immunities blinded , charmed , deafened , frightened , paralyzed , prone , stunned Senses tremorsense 60 ft., passive perception 16 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . An ironrot lichen looks like normal rust and corrosion on a metal surface when at rest. A creature must succeed at a DC 22 Intelligence ( Nature ) or Wisdom ( Survival ) check to notice it before it attacks for the first time. \n'b' Ironrot Plague . The ironrot plague is a troublesome but nonlethal plague that affects metallic items. When exposed to either the touch of the ironrot lichen, or its spore cloud attack , any affected metal items are subject to its effects. Creatures that are holding or wearing metal items can make a DC 15 Dexterity saving throw to mitigate the effect. On a success, the metal items take 1d4 necrotic damage that bypass any resistances to damage. On a failure, the item becomes broken and unusable. Creatures made of metal (e.g., an iron golem) makes the same saving throw and takes 22 (4d10) necrotic damage on a failure, or half as much on a success. An item that fails the initial saving throw must make another saving throw after 1 minute. A broken item becomes destroyed on a second failure or remains broken and ends the effect on a success. Creatures that fail the first saving throw must make another saving throw every minute, taking damage on a failure, and ending the effect with no damage on a success. A creature or object destroyed as a result of this plague sprouts a new patch of ironrot lichen in 1 hour. Only metal creatures and held objects receive a saving throw against this disease; other metal objects automatically fail. Magic items are explicitly immune to this effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ironrot lichen makes two tendril attacks. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 21 (6d6) acid damage. If the target is made of metal, wearing metal armor, or wielding a metal weapon, they and/or those objects are exposed to the ironrot plague (see above). \n'b' Spore cloud (Recharge 5-6) . The ironrot lichen releases a 10-foot-radius cloud of spores. Creatures within the cloud must succeed on a DC 15 Dexterity saving throw or be affected ironrot plague (see above). Metal objects that are not held are automatically subjected to the ironrot plague as if they had failed their saving throw. \n'b'\n'b' ABOUT \n'b' Ironrot lichens faced extermination in most inhabited areas after infestations of the plant wiped out armor, tools, and weapons, while spreading from settlement to settlement on tainted metal. The hardy plants went into a long dormancy in hidden areas and have thus far avoided complete destruction. Ironrot lichens can enter a long-term stasis, and they reawaken after many locations have forgotten about the massive damage they cause. They also thrive in extreme environments where they could reproduce through red-blooded creatures populating those environments. Patches of dormant ironrot lichen have also spread to airless locations in space, becoming a menace to miners who rely on metal tools and habitats on the asteroids they work. A patch of lichen takes up a roughly 3-foot-diameter space and is virtually weightless. \n'b' Contagious Corrosion . Rumored to be a creation of the Hegemony, ironrot lichens sprouted simultaneously on many worlds where they unleashed considerable devastation. The first ironrot lichens only corroded metal and spread slowly enough to allow infested metal to easily come into contact with other metal objects. Whether through deliberate or unintentional mutation, ironrot lichens metamorphosed such that they inflict caustic wounds to flesh, and their destruction of iron also extended to iron contained in a living creature\xe2\x80\x99s blood. The lichens are immune to temperature extremes and even magical sources of cold, but fire destroys it. Unfortunately, using fire also causes the lichens to release spores which escape the fire and drift away on the wind. Druidic sects of a particularly malevolent bent gather and cultivate ironrot lichens and use them in their attempts to undermine large population centers. In areas where mining claims are contested, one group may resort to using ironrot lichens as instruments of sabotage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Iruk \n'b' Gargantuan beast , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 232 (15d20 + 75) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 4 (-3) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Charisma +1 Skills Arcana +1, Athletics +10, Perception +5 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Condition Immunities frightened Senses darkvision 600 ft., detect magic , passive Perception 15 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, its damage is halved, and can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of size Huge and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Detect Magic . Iruk can sense magical auras as if constantly under the effect of a detect magic spell that doesn\xe2\x80\x99t require concentration. \n'b' Legendary Resistance (3/Day) . If Inu fails a saving throw, it can choose to succeed instead. \n'b' Spell Healing . Any magical healing that Iruk receives uses the highest possible number for each die. \n'b' Magic Weapons . Iruk\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . Iruk makes one bite or otherworldly bite attack and two claw or otherworldly claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 19 (3d8 + 6) slashing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, it loses 7 (3d4) hit points at the beginning of its next turn from a bleeding wound. Any healing effect or a DC 18 Wisdom ( Medicine ) check performed as an action can prevent this bleeding damage. \n'b' Otherworldly Bite . Iruk attacks one creature within 20 feet with a spectral bite. The target must make a DC 18 Dexterity saving throw, suffering 19 (3d8 + 6) slashing damage on a failure, or half that amount of damage on a success. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 16 (3d6 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, it suffers an additional 7 (3d4) damage at the beginning of its next turn, from a bleeding wound. Any healing effect or a DC 18 Wisdom ( Medicine ) check performed as an action can prevent this bleeding damage. \n'b' Otherworldly Claw . Iruk attacks one creature within 20 feet with a spectral claw. The target must make a DC 18 Dexterity saving throw, suffering 16 (3d6 + 6) piercing damage on a failure, or half that amount of damage on a success. \n'b' Focused Sight . Iruk focuses its glowing eyes on one target that it can see within 1,000 feet. The target must make a DC 18 Dexterity saving throw. On a failed save, the target suffers 21 (6d6) radiant damage and one spell effect of 4th level or lower on the target ends. On a successful save, the target suffers half damage and no further effect. \n'b' Legendary Actions \n'b' Iruk can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Iruk regains spent legendary actions at the start of its turn. \n'b' Bite . Iruk makes one bite attack . \n'b' Recover . Iruk regains 50 hit points . Once it uses this ability, it can\xe2\x80\x99t do so again until the end of its next turn. \n'b' Tail Sweep (2 Actions) . Each creature in a 40-ft. cone must make a DC 18 Dexterity saving throw, suffering 25 (4d8 + 6) bludgeoning damage and falling prone on a failed save, or half damage and no further effect on a success. Flying creatures have advantage on this saving throw. \n'b' About \n'b' Iruk is a predator of the forests, with sharp fangs and claws, but also infused with magic to its core. At need, those claws and fangs can become spectral, passing through armor to rend flesh beneath. \n'b' Capricious Hunter . Iruk ranges over vast and trackless forests, seemingly aware of the passage of creatures into that territory even at great distances. When it hunts, it fixates on one creature or a small group, and stalks them until it catches and kills them, or it loses interest. Once it scents blood, though, it can\xe2\x80\x99t help itself, and pursues that quarry unto the ends of the earth. \n'b' Bone-Deep Magic . Though Iruk can\xe2\x80\x99t cast anything specifically recognizable as a spell, its claws and fangs can become insubstantial, and it can dispel magic \xe2\x80\x93 rather explosively \xe2\x80\x93 with its gaze. It is dangerous to rely on any one solution \xe2\x80\x93 sharp steel or sorcerous power \xe2\x80\x93 against such a foe as Iruk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Isonade \n'b' Gargantuan monstrosity , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 222 (12d20 + 96) Speed 10 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 26 (+8) INT: 6 (\xe2\x80\x932) WIS: 18 (+4) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +13, Wis +9 Skills Athletics +15, Perception +9 Damage Immunities cold Senses darkvision 90 ft., passive Perception 19 Languages understands Aquan and Elvish, but can\xe2\x80\x99t speak Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Influence Weather . Nearby weather responds to the isonade\xe2\x80\x99s desires. At the start of each minute, the isonade can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the isonade can\xe2\x80\x99t change the temperature and the conditions change immediately. \n'b' Magic Resistance . The isonade has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The isonade deals double damage to objects and structures. \n'b' Water Breathing . The isonade can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The isonade makes one Bite attack and two Tail Slap attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the isonade. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the isonade, and it takes 21 (6d6) acid damage at the start of each of the isonade\xe2\x80\x99s turns. An isonade can have no more than four creatures swallowed at a time. If the isonade takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 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 isonade . If the isonade 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' Tail Slap . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage. \n'b' Breach . If the isonade swims at least 20 feet as part of its movement, it can use this action to emerge in a space on the surface of the water that contains one or more other creatures. Each of those creatures and each creature within 10 of the isonade\xe2\x80\x99s space must make a DC 18 Dexterity saving throw. On a failure, a creature takes 49 (14d6) bludgeoning damage and is forced prone . On a success, a creature takes half the damage and is pushed up to 10 feet out of the isonade\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice. If no unoccupied space is within range, the creature instead falls prone in the isonade\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s mighty tail thrashes ships, docks, and sailors in its path of destruction. \n'b' Coastal Destroyer . The isonade is a beast of destruction, sweeping away entire islands and villages. Though not very intelligent, it singles out a community and tries to lure residents into the waves by forcing plentiful fish to the surface, easy pickings for even the most amateur fishers. \n'b' Ocean Sacrifices . When coastal villagers suffer from a hurricane or tsunami, they fall back on folklore and blame the stirrings of the isonade. Some say that a degenerate group seeks to draw the beast forth by dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea. \n'b' Ancient Being . The beast\xe2\x80\x99s age is unknown, and many coastal bards tell various legends of the creature. Some say it is the last of its kind, while others say that a small group of isonades lurks in the depths.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jaanavar Jal \n'b' Huge monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 6 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8 Skills Perception +4, Stealth +5 Damage Vulnerabilities cold Damage Immunities fire Senses blindsense 60 ft, passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Amphibious . The jaanavar jal can breathe air and water. \n'b' Regeneration . The jaanavar jal regains 10 hp at the start of its turn if it has at least 1 hp . If the jaanavar jal takes cold damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The jaanavar jal dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Actions \n'b' Multiattack . The jaanavar jal makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 5 ft., one Large or smaller creature. Hit : 10 (1d10 + 5) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained and the jaanavar jal can\xe2\x80\x99t constrict another creature. \n'b' Flaming Oil Spittle (Recharge 5-6) . The jaanavar jal expels a line of burning oil that is 40 feet long and 5 feet wide from glands beside its mouth. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' The massive white worm opens its gaping maw, revealing two square teeth, and spews flaming oil onto its prey. \n'b' The jaanavar jal, also known as the burning beast, is the scourge of slow-moving rivers. Though dim-witted, jaanavar jal is a canny predator who consumes anything it can catch.\xc2\xa0The brave, or perhaps foolish, hunters who manage to bring down a burning beast can make their fortunes with a single kill. \n'b' River Ambusher . The jaanavar jal is known to ambush herd animals, fishermen and even whole boats, spewing flaming oil from its gaping maw to roast its prey before feasting. \n'b' Valuable Oils . The glands that produce the flaming oil (naphtha) are prized among alchemists.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jabberwock \n'b' Huge dragon , chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 496 (32d12 + 288) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 30 (+10) DEX: 21 (+5) CON: 29 (+9) INT: 12 (+1) WIS: 25 (+7) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Str +17, Dex +12, Con +16, Wis +14 Skills Athletics +17, Insight +14, Intimidate +23, Perception +21, Stealth +9, Survival +14 Damage Immunities cold; vorpal weapons Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities paralysis, unconscious Senses blindsight 120 ft., darkvision 120 ft., passive Perception 31 Languages Aklo, Common, Draconic, Gnome, Sylvan Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fear of Vorpal Weapons . The jabberwock knows that a vorpal weapon can kill it swiftly. When it takes damage from a vorpal weapon, the jabberwock becomes frightened for 1 round. If that hit is a critical hit, the jabberwock is also stunned for 1 round. \n'b' Innate Spellcasting : The jabberwock\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 24). The jabberwock can innately cast the following spells, requiring no components: \n'b'\n'b' At will : confusion , fireball , plane shift (willing targets to fey realm only), shatter , true seeing \n'b' 3/day each : feeblemind , fire storm , power word stun \n'b' 1/day each : commune with nature , control weather , prismatic spray , storm of vengeance \n'b'\n'b' Legendary Resistance (3/Day) . If the jabberwock fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The jabberwock has advantage on saving throws against spells and other magical effects. \n'b' Whiffling . A fierce wind roils around the jaberwock at nearly all times. Ranged attacks against the jabberwock are made with disadvantage unless they originate from huge or larger creatures. Creatures with a Strength score of 9 or lower who start their turn within 30 feet of the jabberwock are knocked prone . \n'b' Planar Acclimation . The jabberwock cannot be banished, teleported, or forced to travel to another plane or extradimensional space unless it wishes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jabberwock uses its Manxome Foe, then makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 25 (3d10+10) piercing damage. \n'b' Claw . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 20 (3d6+10) slashing damage, and the target has their maximum hit points reduced by the same amount, as their skin is flensed away, unless the target is a construct or undead. \n'b' Eyes of Flame . Ranged Spell Attack : +12 to hit, range 60/120 ft., two targets (who must be within 30 feet of each other). Hit : 70 (20d6) fire damage. \n'b' Manxome Foe . The very presence of a jabberwock is terrifying to its enemies. When the jabberwock uses this ability, opponents within 120 feet who witness the action must make a DC 21 Wisdom saving throw or become frightened for 2d4 rounds. Creatures affected by this ability can make a saving throw at the end of each of their turns to remove this condition. Creatures succeeding on their saving throw are immune to the jabberwock\xe2\x80\x99s manxome foe aura for 24 hours. \n'b' Breath Weapon (Recharge 5-6) . The jabberwock uses one of the following breath weapons. \n'b' Burble (Maddening) . This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some languages it doesn\xe2\x80\x99t know), causing each creature within 60 feet of the jabberwock must make a DC 21 Wisdom saving throw or suffer the effects of confusion (as the spell) for 1d4+1 rounds. \n'b' Burble (Thundering) . The jabberwock can focus its burble into a devastating shockwave filling a 60-foot cone. Creatures in the area must make a DC 21 Constitution saving throw. On a failure, a creature takes 87 (25d6) thunder damage and is stunned for 1 round and deafened for 2d4 rounds. A success negates the stunning and halves both damage and the duration of deafness. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The jabberwock 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 jabberwock regains spent legendary actions at the start of its turn. \n'b'\n'b' Bite . The faerie dragon makes a bite attack . \n'b' Tail Sweep (Costs 2 Actions) . The jabberwock can sweep with its tail, affecting a half-circle with a radius of 20 feet, extending from an intersection on the edge of the monster\xe2\x80\x99s space in any direction. Creatures in the affected area that are smaller than the jabberwock must make a DC 21 Reflex saving throw, taking 32 (4d10+10) bludgeoning damage and getting knocked prone on a failure. On a success, they take half as much damage and are not knocked prone . \n'b' Cast Spell (Costs 3 Actions) . The jabberwock casts one of its spells. \n'b'\n'b' ABOUT \n'b' The jabberwock is a true creature of legend\xe2\x80\x94a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creature\xe2\x80\x99s fear of the tools some say were created in ancient times for the sole purpose of defeating them\xe2\x80\x94vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds. \n'b' Fearful Creation . The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. \n'b' It comes from a region of reality where life is more robust, where emotions are more potent,and where dreams and nightmares can come alive. Even in such incredible realms, though, the jabberwock is a creature to be feared. It belongs to a category of powerful creatures whose shapes and types run the gamut of possibility\xe2\x80\x94a group known collectively as the \xe2\x80\x9cTane.\xe2\x80\x9d Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless. \n'b' Said to have been created as goliaths of war and madness, dreamt and stitched into being by the strange gods of this primeval reality, the Tane are as mysterious as they are powerful, though they generally share no specific abilities or characteristics save for their common source in the primal world and their ability to acclimate themselves to any plane. \n'b' Jabberwocks age, eat, drink, and sleep like any living creature, but they do not reproduce in the classic sense of the word. The creation of a new jabberwock\xe2\x80\x94or of any of the Tane, in fact\xe2\x80\x94is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed\xe2\x80\x94sometimes varying the exact particulars but always creating a fully formed adult creature. No young jabberwock has ever been encountered as a result. \n'b' Bringer of Destruction . When a jabberwock comes to the Material Plane, it does so to spread destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day\xe2\x80\x99s flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out\xe2\x80\x94to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it. \n'b' Vorpal Vulnerability . The strange vulnerability a jabberwock possesses against vorpal weapons has long been a matter of intrigue and speculation among scholars. Most believe that, once upon a time, only one jabberwock existed, a creature of such great power that nothing could hurt it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-forgotten artisan or god. So epic was this battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of the vorpal swords and jabberwocks known today, can be found on many worlds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arachnomorph \n'b' Medium aberration (brute), unaligned \n'b' Armor Class 15 (natural armor) Hit Points 51 (6d8 + 24); Wound Threshold N/A Speed 40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 19 (+4) INT: 7 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +2 Damage Immunities acid, poison Condition Immunities charmed , exhausted, frightened , poisoned , possessed Damage Vulnerabilities radiant Senses darkvision 120 ft., passive Perception 12 Languages Deep Speech and any languages known before transformation. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The arachnomorph has advantage on attack rolls against a creature if at least one of the aberration\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Spider Climb . The arachnomorph can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Spider Silk . The arachnomorph can attach one end of sticky silk thread to a wall and lower itself at a speed of its choice, from 0 to 50 ft. The silk thread cannot extend further than 150 ft. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arachnomorph makes two slam attacks, or one slam and one tentacle attack . \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) bludgeoning damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained . \n'b' Acid Vomit (Recharge 5-6) . The arachnomorph spews out a cone of acidic vomit in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jack o\xe2\x80\x99 Lantern \n'b' Medium construct , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 135 (18d8 + 54) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 17 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator, but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Eerie Presence . A creature that starts its turn within 40 feet of the jack o\xe2\x80\x99 lantern, and can see it, must succeed on a DC 16 Wisdom saving throw, or be overcome with a magical uneasiness until the start of its next turn. While under this effect, the creature has disadvantage on attack rolls and ability checks. A creature that is immune to being frightened is immune to the jack o\xe2\x80\x99 lantern\xc2\x92s Eerie Presence. Similarly, a creature that has advantage on saving throws against being frightened has advantage on its saving throws against the jack o\xe2\x80\x99 lantern\xc2\x92s Eerie Presence. \n'b' False Appearance . While the jack o\xe2\x80\x99 lantern remains motionless, it is indistinguishable from a mundane scarecrow with a pumpkin head. \n'b' Lantern Light . The jack o\xe2\x80\x99 lantern emits dim light in a 20-foot radius. Creatures in this area, that can see the jack o\xe2\x80\x99 lantern\xe2\x80\x99s light, have disadvantage on saving throws against being frightened and any scarecrow\xe2\x80\x99s Eerie Presence. \n'b' Actions \n'b' Multiattack . The jack o\xe2\x80\x99 lantern makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The jack o\xe2\x80\x99 lantern\xe2\x80\x99s head exhales a magical gout of fire in a 40-foot cone. Creatures in the area must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. A scarecrow reduced to 0 hit points by this damage is not destroyed, but transformed into a scorched effigy with full hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Copyblob Kid \n'b' Family: Copyblob \n'b' Tiny monstrosity (shapechanger), neutral \n'b' Armor Class 12 (natural armor) Hit Points 9 (2d4 + 4) Speed 10 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Immunities acid Condition Immunities Prone Senses darkvision 60 ft., passive Perception 8 Languages Common Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The copyblob can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Adhesive (Object Form Only) . The copyblob can choose to adhere to anything that touches it. A Small or smaller creature adhered to the copyblob is also grappled by it (escape DC 10). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While the copyblob remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The copyblob has advantage on attack rolls against any creature grappled by it. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod Slap . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. If the copyblob is in object form, the target is subjected to its Adhesive trait. \n'b' Toothless Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage plus 2 (1d4) acid damage. \n'b'\n'b' ABOUT \n'b' Copyblob kids, also known as copybloblings, are small but intelligent enough to keep good company to any adventurer who likes a talkative friend. Often the offspring of copyblobs who are already in contact with adventurers, copyblob kids may be born into an adventuring party and regard its members as family. \n'b' Eager to learn and be useful, copyblob kids love to find new objects to polymorph into, especially if they can be of use to their friends. However, they are usually impatient, and they will often start fidgeting and wiggling around if they try to keep the same form for long. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a copyblob kid for their familiar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jack of Strings \n'b' Medium fey , chaotic neutral \n'b' Armor Class 13 Hit Points 93 (11d8 + 44) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 23 (+6) CON: 18 (+4) INT: 15 (+2) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9 Skills Acrobatics +9, Performance +8, Sleight of Hand +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t made with cold iron Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Create Puppet . Any creature that dies while linked to the jack\xe2\x80\x99s puppet becomes an inert puppet that the jack can animate with its Animate Puppet action. \n'b' Magic Resistance . The jack of strings has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 23 (6d6 + 2) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Animate Puppet (Recharge 4-6) . For 1 minute, the jack of strings gives life to one of its puppets, which has the stats of a clockwork servant. It is a Small creature, but its statistics are otherwise unchanged. The jack of strings can command all puppets it has animated as a bonus action. \n'b' Puppet Link . A jack of strings can establish a telepathic link between its marionette and a target it can see within 90 feet. The target must succeed on a DC 15 Wisdom saving throw or become linked to the marionette. A linked creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. While a target is linked, the jack of strings can control it as a reaction at the beginning of the target\xe2\x80\x99s turn. This allows the jack of strings to make the target move, manipulate objects, attack , or take other purely physical actions . The target moves awkwardly and has disadvantage on attacks and ability checks. If the jack of strings causes its target to take an obviously fatal action (walking off a cliff or making the target attack itself when below half its hit points for example), the linked creature immediately gains another saving throw, for which the creature has advantage, to overcome the effect. \n'b'\n'b' ABOUT \n'b' Clad in fine clothes of black and red, this tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle escapes its fanged maw as it turns its caprine head. Like jack-o-lanterns in the void, its eyes fall on you, gleaming with cruel delight. \n'b' Court Entertainers and Punishers. A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays to delight children, ribald performances meant to titillate older audiences, satirical pantomimes making fun of court rivals, and terrifying tales intended as warnings or threats. Most horrifying, the jack of strings can take control of a creature to enact justice in the form of humiliation, torture, or even death, effectively self?inflicted by the controlled creature. \n'b' Uncanny Valley . When a jack of strings establishes a link between a marionette and another creature, the marionette becomes lifelike while the jack\xe2\x80\x99s victim takes on a wooden appearance. The puppet gains the victim\xe2\x80\x99s eyes, which disappear from the victim\xe2\x80\x99s face. Though the linked creature is effectively blind, this doesn\xe2\x80\x99t impact the jack\xe2\x80\x99s ability to manipulate the creature. \n'b' Masters of Puppets . Jacks of strings have several marionettes at their disposal. They painstakingly craft their first puppet, to which they establish a powerful psychic connection. \n'b' Subsequent puppets derive from victims linked to their original creation and who perish while linked. To avoid retribution by powerful shadow fey , jacks of strings stalk mortal lands to add to their collections. They harvest their prey under the guise of traveling entertainment, either alone or in the company of carnivals or acting troupes. Jacks try to keep the disappearances in their wake to a minimum and to target creatures who won\xe2\x80\x99t be missed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalope \n'b' Tiny beast , unaligned \n'b' Armor Class 15 Hit Points 55 (10d4+30) Speed 50 ft.\n'b' STATS STR: 11 (+0) DEX: 21 (+5) CON: 16 (+3) INT: 8 (-1) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +2, Dex +7, Con +5 Skills Athletics +4, Deception +4, Perception +7, Stealth +7, Survival +5 Damage Resistances lightning Condition Immunities stunned Senses passive Perception 17 Languages Understands Common but cannot speak Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the jackalope moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. \n'b' Evasion . If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Hearing . The jackalope has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Loves the Rye . The jackalope loves whiskey. A successful DC 8 Charisma check to present a bottle of whiskey convinces it to treat a creature as a friend. This check is made with disadvantage if the creature or its allies have damaged the jackalope. \n'b' Mimicry . The jackalope can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ( Insight ) check. \n'b' Natural Finesse . The jackalope uses Dexterity for its attack and damage rolls . \n'b' Nimble Escape . The jackalope can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Uncanny Dodge . When an attacker that the jackalope can see hits it with an attack , the jackalope can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b'\n'b' ABOUT \n'b' A jackalope can mimic any sounds it hears, even voices. It has a beautiful singing voice, akin to a human male tenor regardless of the jackalope\xe2\x80\x99s sex, and will sing along with any songs it hears. When chased, the jackalope will use its vocal abilities to elude capture, throwing its voice to trick its pursuers into running a different direction. \n'b' The best way to catch a jackalope is to lure it with dwarven whiskey, as they have a particular fondness for this drink. A single ounce of the stuff will intoxicate it, granting it the poisoned condition and reducing its speed to 25 feet. \n'b' Though accustomed to roaming in herds called flaggerdoots, lone jackalopes are occasionally encountered. These rogue jackalopes are usually exiles from their flaggerdoot, or lost souls that were left behind in the wild as children. \n'b' A sudden flash of movement draws your attention to a clump of tall grass. Poking over the blades of grass are a pair of ivory antlers, but as you look closer, they are not attached to a stag but a four-foot long jackrabbit! \n'b' While walking through an unfamiliar forest, you hear a loud crack of breaking wood and are hit hard from behind. Whirling around you see nothing, but a large tree branch lays at your feet. Another crack sounds. Turning, you see another branch flying your way, as a villainous looking ape ducks behind the canopy of a withered tree. \n'b' Rumors spread of lumberjacks disappearing in an ancient and untouched woodlands, and a reward is put on their rescue. As the PCs investigate, they begin finding bodies folded into hollow trees. \n'b' While sitting around the campfire, the party\xe2\x80\x99s bard begins their Song of Rest. The bard is unexpectedly joined by a chorus of jackalopes, singing from the edge of the firelight.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalwere Acolyte of Set \n'b' Family: Jackalwere \n'b' Medium humanoid (shapechanger), chaotic evil \n'b' Armor Class 16 (breastplate) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 19 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +7, Perception +7, Religion +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses passive Perception 17 Languages Common (can\xe2\x80\x99t speak in jackal form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Blessing of Set . As a bonus action, the acolyte of Set targets one ally it can see within 30 feet of it. The next time the target hits with any weapon, the weapon deals an extra 7 (2d6) poison damage. \n'b' Keen Smell . The acolyte of Set has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rampage (jackal or hybrid form only). When the acolyte of Set reduces a creature to 0 hit points with a melee attack on its turn, the acolyte can take a bonus action to move up to half its speed and make a bite attack . \n'b' Shapechanger . The acolyte of Set can use its action to polymorph into a specific Medium human or a jackal/humanoid hybrid, or back into its true form, which is a Small jackal. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Spellcasting . The acolyte of Set is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spells save DC 15, +7 to hit with spell attacks). The acolyte has the following cleric spells prepared: \n'b' Cantrips (at will): guidance , light , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots): command , cure wounds , inflict wounds , protection from evil and good \n'b' 2nd level (3 slots): blindness/deafness , hold person , silence \n'b' 3rd level (3 slots): animate dead , bestow curse , speak with dead \n'b' 4th level (3 slots): freedom of movement , locate creature \n'b' 5th level (2 slots): contagion , insect plague \n'b' Actions \n'b' Multiattack (humanoid or hybrid form only). The acolyte of Set uses its Sleep Gaze and makes three attacks, only one of which can be a Bite. \n'b' Bite (jackal or hybrid form only). Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Pike (humanoid or hybrid form only). Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Sleep Gaze . The acolyte of Set gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this acolyte\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being charmed aren\xe2\x80\x99t affected by it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalwere Guard \n'b' Family: Jackalwere \n'b' Medium humanoid (shapechanger), chaotic evil \n'b' Armor Class 16 ( hide , shield ) Hit Points 102 (12d8 + 48) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Deception +6, Perception +7, Stealth +8 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses passive Perception 17 Languages Common (can\xe2\x80\x99t speak in jackal form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the jackalwere hits with it (included in the attack ). \n'b' Evasion . If the jackalwere is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalwere instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Keen Smell . The jackalwere has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Rampage (jackal or hybrid form only). When the jackalwere reduces a creature to 0 hit points with a melee attack on its turn, the jackalwere can take a bonus action to move up to half its speed and make a bite attack . \n'b' Shapechanger . The jackalwere can use its action to polymorph into a specific Medium human or a jackal/humanoid hybrid, or back into its true form, which is a Small jackal. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Multiattack (humanoid or hybrid form only). The jackalwere guard uses its Sleep Gaze and makes three attacks, only one of which can be a Bite. \n'b' Bite (jackal or hybrid form only). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Shortsword (humanoid or hybrid form only). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. \n'b' Sleep Gaze . The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere\xe2\x80\x99s gaze for the next 24 hours. Undead and creatures immune to being charmed aren\xe2\x80\x99t affected by it. \n'b' Reactions \n'b' Defend . When a creature makes a melee attack against an ally of the jackalwere, the jackalwere grants a +2 bonus to the ally\xe2\x80\x99s AC if the ally is within 5 feet of the jackalwere.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalwere High Priest of Set \n'b' Family: Jackalwere \n'b' Medium humanoid (shapechanger), chaotic evil \n'b' Armor Class 17 (half plate) Hit Points 169 (26d8 + 52) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 21 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Insight +10, Perception +10, Persuasion +8, Religion +11 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses passive Perception 20 Languages Common (can\xe2\x80\x99t speak in jackal form) Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Keen Smell . The high priest of Set has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' My Brother\xe2\x80\x99s Killer . As a bonus action, the high priest of Set targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Charisma saving throw or use its reaction to make one attack roll against its nearest ally. \n'b' Rampage (jackal or hybrid form only). When the high priest of Set reduces a creature to 0 hit points with a melee attack on its turn, the high priest can take a bonus action to move up to half its speed and make a bite attack . \n'b' Shapechanger . The high priest of Set can use its action to polymorph into a specific Medium human or a jackal/humanoid hybrid, or back into its true form, which is a Small jackal. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Spellcasting . The high priest of Set is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spells save DC 18, +10 to hit with spell attacks). The high priest has the following cleric spells prepared: \n'b' Cantrips (at will): guidance , light , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots): command , cure wounds , inflict wounds , protection from evil and good \n'b' 2nd level (3 slots): blindness/deafness , hold person , silence \n'b' 3rd level (3 slots): animate dead , bestow curse , speak with dead \n'b' 4th level (3 slots): divination , freedom of movement , locate creature \n'b' 5th level (2 slots): contagion , flame strike , insect plague \n'b' 6th level (1 slot): create undead , harm \n'b' 7th level (1 slot): divine word , symbol \n'b' 8th level (1 slot): antimagic field \n'b' Actions \n'b' Multiattack (humanoid or hybrid form only). The high priest of Set uses its Eyes of Set and makes four attacks, only one of which can be a Bite. \n'b' Bite (jackal or hybrid form only). Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. \n'b' Pike (humanoid or hybrid form only). Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Eyes of Set . The high priest of Set gazes at one creature it can see within 30 feet of it. The target must make a DC 18 Wisdom saving throw or be affected by one of the below gazes. The high priest can\xe2\x80\x99t use the same gaze two rounds in a row. Undead and creatures immune to being charmed aren\xe2\x80\x99t affected by the high priest\xe2\x80\x99s Eyes of Set. \n'b' Conversion Gaze . On a failed save, the target is charmed for 1 minute. The charmed target obeys the high priest\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command , it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to this high priest\xe2\x80\x99s Conversion Gaze for the next 24 hours. The high priest can have only one target charmed at a time. If it uses its Conversion Gaze on another target, the effect on the previous target ends. \n'b' Frightful Gaze . On a failed save, the target is frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the high priest\xe2\x80\x99s Frightful Gaze for the next 24 hours. \n'b' Sleep Gaze . On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this high priest\xe2\x80\x99s Sleep Gaze for the next 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackolops \n'b' Small aberration , chaotic evil \n'b' Armor Class 14 Hit Points 40 (9d6 + 9) Speed 40 ft., burrow 20 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 12 (+1) INT: 7 (-2) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Immunities poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Jackolops, telepathy 120 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the jackolops moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Mimicry . The jackolops can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom ( Insight ) check. \n'b' Nimble Escape . The jackolops can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Pack Tactics . The jackolops has advantage on a melee attack roll against a creature if at least one of the jackolops\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Standing Leap . The jackolops\xe2\x80\x99 long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Telepathic Ray . The jackolops uses a green telepathic ray from its eye to communicate with other jackolopses. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jackolops makes two attacks: one bite attack and one ram attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Eye Ray . The jackolops can target one creature with a red ray from its eye within 60 feet of it. The targeted creature must make a DC 14 Constitution saving throw or take 10 (3d6) force damage. \n'b'\n'b' ABOUT \n'b' A party of adventurers flees for their lives, screaming as they run over the crest of a hill. Pursuing them are a pack of bizarre monsters blasting them with red rays from their eyes. Rampaging jackolopses have scared the living daylights out of the heroes. \n'b' Rampant Rabbit . The chaotic, killer rabbits can cause pandemonium when they arrive on the scene. Working with others of their kind, they are formidable opponents. Some evildoers have begun to use packs of jackolopses to protect their territories. \n'b' One-Eyed Menace . Jackolops can take over large parts of the hills. They are a threat to hunters and farmers alike. Their homes are large hidden burrows, although their sentries can giveaway the location.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jaculus \n'b' Small dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 65 (10d6 + 30) Speed 20 ft., climb 20 ft., fly 10 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 13 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Dex +6, Con +5, Wis +3, Cha +3 Skills Acrobatics +6, Perception +3, Stealth +6 Damage Resistances acid, lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spearhead . If the jaculus moves at least 10 feet straight toward a target and hits that target with a Jaws attack on the same turn, the Jaws attack deals an extra 4 (1d8) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jaculus makes one Jaws attack and one Claws attack . \n'b' Jaws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jaculus \n'b' Small dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 65 (10d6 + 30) Speed 20 ft., climb 20 ft., fly 10 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 13 (+1) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Cha +3 Skills Acrobatics +6, Perception +3, Stealth +6 Damage Resistances acid, lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Spearhead . If the jaculus moves at least 10 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be forced prone . \n'b' Standing Leap . The jaculus\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jaculus makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This small dragon has feathered wings on its forearms and clings with powerful claws to a tree. \n'b' The jaculus (plural jaculi) is a draconic predator similar to a small wyvern that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail. \n'b' Leapers . Jaculi are far better jumpers than flyers. They climb faster than they fly, and they use their wings to flap clumsily back into the trees only when necessary. \n'b' Teamwork Thievery . Jaculi are among the least intelligent of the dragons, but they\xe2\x80\x99re still smarter than most humans. They\xe2\x80\x99re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they\xe2\x80\x99ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they\xe2\x80\x99re seeking.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jaculus \n'b' Small beast , unaligned \n'b' Armor Class 15 (Size plus dexterity) Hit Points 3 (1d6) Speed 5 ft., 30 ft. fly\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 3 (-4) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses keen vision, darkvision 120 ft., passive Perception 18 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen vision . The jaculi have advantage on all Wisdom (perception) checks involving eyesight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jaculus attacks with its claws and a bite. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 point of slashing damage, plus 3 (1d6) poison damage. A Constitution save (DC 12) negates the poison damage. \n'b' Spit venom (recharge 6) . The jaculi spits venom at its foe, causing 1d4 poison damage plus blindness for 1d4 hours. A Dexterity save (DC 12) negates the damage and blindness effect; flushing the eyes with water for 1d4 rounds will restore vision. \n'b'\n'b' ABOUT \n'b' The jaculus is a strange and rare creature with the body and head of a viper and the wings and talons of a bird of prey. \n'b' Forest Predator . It is a dangerous predator which hides in forest canopies watching for potential prey. \n'b' Poisonous Ambusher . Generally, jaculi target small and weak animals, but when starving, desperate or threatened they will attack larger creatures, swooping down silently and deadly, striking first with talons, then biting to inject their deadly venom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Araganaqlta\xe2\x80\x99a \n'b' Large dragon , chaotic good \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 247 (26d10+104) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 22 (+6) CON: 18 (+4) INT: 16 (+3) WIS: 17 (+3) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +11, Persuasion +11 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Sylvan \n'b' Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The araganaqlta\xe2\x80\x99a breathes air and water. \n'b' Rainbow Blood . Whenever the araganaqlta\xe2\x80\x99a takes piercing or slashing damage, all creatures adjacent to it must succeed a DC 17 Dexterity saving throw or take 7 (2d6) damage. Roll a 1d4 to determine what type of damage this deals: 1 equals acid damage, 2 equals cold damage, 3 equals fire damage, 4 equals lightning damage. \n'b' Spikes . Whenever the araganaqlta\xe2\x80\x99a is struck in melee, the attacker takes 3 (1d6) piercing damage. A creature that ends its turn grappled by the araganaqlta\xe2\x80\x99a takes 7 (2d6) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The araganaqlta\xe2\x80\x99a makes one bite attack and one tail spike attack . \n'b' Bite . Melee Weapon Attack : +10 to hit, 10 ft. reach, one target. Hit : 23 (4d8 + 5) piercing damage and the target must make a DC 17 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Fiends that are resistant or immune to poison take radiant damage instead. \n'b' Tail Hook . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) piercing damage. Instead of dealing damage, the araganaqlta\xe2\x80\x99a can grapple the target (escape DC 17). \n'b' Transformation . The araganaqlta\xe2\x80\x99a can transform into a Small or Medium humanoid or back into its original form. In this humanoid form, it loses its slam attack . The araganaqlta\xe2\x80\x99a can appear as a humanoid but its features always give it away as the araganaqlta\xe2\x80\x99a. \n'b'\n'b' ABOUT \n'b' These massive snakes can be found in nearly any environment, but they best love deep caves and dark forested rivers. The araganaqlta\xe2\x80\x99a is brightly colored in a riot of hues, with ridges of bright red saw-toothed spikes running along each of its flanks and a double-hooked claw at the tip of its tail. These clever shapeshifters often walk amongst mortals in humanoid guise, almost always elegantly dressed as befits their station. They see themselves as the rulers of all snakes and serpentine creatures, and they expect deference if not obedience from those to whom they reveal their true nature. The enjoy conversation and interaction with humanoids, who possess a cleverness that is often missing in their relations with snakes and other beasts of the field. They enjoy rewarding those that please or entertain them with worthy and memorable connections, but they are quick to punish desecrators of nature and any who persecute snakes. In its natural form the araganaqlta\xe2\x80\x99a is over 30 feet long and weighs over 700 pounds. \n'b' Grandfather Ara?anaqlta\xe2\x80\x99a . None but the araganaqlta\xe2\x80\x99a themselves know whether the creature (or creatures) called Grandfather Araganaqlta\xe2\x80\x99a is actually a unique creature or merely an honorific granted to the eldest, wisest, and most powerful of their kind. They may be primordial scions of some elder being or a material embodiment of the spiritual essence of snakes. What is certain is that any creature bearing the title of Grandfather Araganaqlta\xe2\x80\x99a has command of virtually every snake within his domain and often have either created or attracted many new species of snakes unobserved anywhere else. \n'b' While some fear the giant snake entity, Grandfather Araganaqlta\xe2\x80\x99a is both intelligent and benevolent, sometimes entertaining guests who do not draw his ire, conversing with them and asking news of the outside world. Grandfather Araganaqlta\xe2\x80\x99a rarely acts on the affairs of mortals but has been known to do so when the stakes are high enough.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Copyblob Sage \n'b' Family: Copyblob \n'b' Small monstrosity (shapechanger), neutral \n'b' Armor Class 12 (natural armor) (14 with mage armor ) Hit Points 88 (16d6 + 32) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 15 (+2) INT: 20 (+5) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +9, Perception +6, Stealth +5 Damage Immunities acid Condition Immunities Prone Senses darkvision 60 ft., passive Perception 16 Languages any six languages Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The copyblob can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Adhesive (Object Form Only) . The copyblob can choose to adhere to anything that touches it. A Large or smaller creature adhered to the copyblob is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While the copyblob remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The copyblob has advantage on attack rolls against any creature grappled by it. \n'b' Spellbook Form . The copyblob can use its Shapechanger trait to turn into a usable spellbook that any friendly spellcaster can use as their spellcasting focus. As a spellcasting focus, the copyblob grants its user a +1 bonus to spell attack rolls and to the saving throw DCs of their spells. This bonus increases to +2 if the user is casting a spell the copyblob has prepared. Wizards can also copy any spells the copyblob has prepared from its spellbook form into their spellbook at half the time as the copyblob gives them helpful tips and aids them to work faster. \n'b' Spellcasting . The copyblob is a 14th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The copyblob has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , light , mage hand , mending , message , prestidigitation , ray of frost \n'b' 1st level (4 slots) : detect magic , identify , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : detect thoughts , invisibility , misty step \n'b' 3rd level (3 slots) : counterspell, dispel magic , fly , lightning bolt , sending \n'b' 4th level (3 slots) : arcane eye , banishment , stoneskin \n'b' 5th level (2 slots) : scrying , wall of force \n'b' 6th level (1 slot) : programmed illusion , true seeing \n'b' 7th level (1 slot) : teleport \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. If the copyblob is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage. \n'b'\n'b' ABOUT \n'b' Most copyblobs love to learn new things, and some of the more inquisitive ones become fascinated with magic and seek out spellbooks and the power they hold within. In time, these copyblob sages amass great knowledge and might become self-taught wizards, realizing the power of the arcane through years of passionate study. \n'b' A copyblob sage delights in studying all kinds of magic but usually prefers to prepare mostly abjuration, divination , and conjuration spells to help in its quest to seek out more knowledge and often enhance its relatively limited mobility. \n'b' Living Spellbooks . As masters of the arcane, copyblob sages can take on the form of usable spellbooks, allowing spellcasters to use them to enhance their magic, and other wizards to copy spells directly from their living pages.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jade Colossus of the Sultana \n'b' Gargantuan construct , neutral \n'b' Armor Class 19 (natural armor) Hit Points 595 (34d20 + 238) Speed 40 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 24 (+7) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 17 (18,000 XP) \n'b' Special Traits \n'b' Immutable Form . The jade colossus is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The jade colossus has advantage on saving throws against spell and other magical effects. \n'b' Magic Weapons . The jade colossus\xe2\x80\x99 weapon attacks are magical. \n'b' Light Reflection . Any creature looking directly at the jade colossus while the colossus is in bright light must make a DC 12 Constitution saving throw or be blinded for 1 minute. Additionally, attacks against the colossus are made with disadvantage, and undead take 22 (4d10) radiant damage if they start their turn within 60 feet of the colossus. \n'b' Actions \n'b' Multiattack . The jade colossus makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 36 (5d10 + 9) bludgeoning damage. \n'b' Jade Blast (Recharge 5-6) . The jade colossus unleashes a blast of green energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one. Additionally, the creature magically begins to turn to jade and is restrained . The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by a greater restoration spell or other magic. \n'b' About \n'b' This massive automaton stands five times as tall as a normal human and resembles a gigantic humanoid carved of smooth green stone. \n'b' The jade colossus was first seen dominating the skyline over the City of Brass, its massive form reflecting the light from the ever-burning fires of the city. Since that time, rumors of these creatures moving across the Material Plane have been heard in taverns and inns. \n'b' Jade colossi are massive constructs built by powerful spellcasters to do their bidding; typically for protection or to wage war against an archrival. \n'b' A jade colossus pummels a foe with its hardened fists; dealing massive amounts of damage with every successful strike. It almost always opens combat with its breath weapon. \n'b' A typical jade colossus stands 35 feet tall and weighs about 60,000 pounds. (The jade colossus spotted in the City of Brass is thought to be over 50 feet tall and weigh in excess of 100,000 pounds.) \n'b' Sages speak of a jade colossus located in the City of Brass that has the Ruby Star of Law (a gem of inestimable value) embedded in its forehead. The Jade Guardian (as it is known in the city) is an advanced jade colossus with the following additional ability: \n'b' Energy Ray . Once per round as a bonus action, the Jade Guardian can fire a ray to a range of 200 feet. Genies hit by this ray must make a successful DC 18 Constitution saving throw or take 17 (7d4) points of Constitution damage. On a successful save, the genie takes half damage. Other creatures are affected as follows: Lawful creatures suffer two levels of exhaustion . Non-lawful creatures take 28 (8d6) force damage and are stunned for 1 minute. \n'b' Should the Ruby Star of Law ever be claimed as a magic item, treat it as a minor artifact that allows use of the energy ray ability indicated above up to 3/day, save that it requires a standard action to activate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jagladine \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 44 (8d8+8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 16 (+3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +5, Nature +5, Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Deep Speech, Jagladine, and Ultari Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Metabolism . The jagladine is immune to disease. \n'b' Multi-Armed . The jagladine has four arms. Jagladine rarely wield more than two weapons but uses its remaining hands for any purpose that requires free hands. \n'b' Reflexive Biology . As an action, the jagladine can absorb a single disease or poison without suffering any ill effects. As a bonus action, the jagladine can attempt a Constitution save against the DC of the absorbed disease or poison. If successful, the jagladine excretes a single dose of the poison or disease in liquid form, which remains potent for 24 hours. As part of the same bonus action, or as a bonus action on subsequent turns, the jagladine can apply the poison or disease to a weapon it is holding. The liquefied disease or poison must delivered via ingestion or injury. A jagladine can only store one disease or poison at a time. \n'b' Regeneration . The jagladine regains 3 hit points at the start of its turn if it has at least 1 hit point. \n'b' Spider Climb . The jagladine can climb difficult surfaces, even upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jagladine makes three melee attacks , two with its scimitar and one with its dagger. \n'b' Scimitar . Melee Weapon Attack : +3 to hit, reach 5 ft., 1 target. Hit : 4 (1d6+1) slashing damage. \n'b' Dagger . Melee Weapon Attack : +3 to hit, reach 5 ft., 1 target. Hit : 3 (1d4+1) slashing damage. \n'b' Needler Pistol . Ranged Weapon Attack : +3 to hit, range 10/30 ft, 1 target. Hit : 4 (1d6+1) piercing damage and 13 (2d12) poison damage; this poison damage is halved if the target succeeds on a DC 13 Constitution save. \n'b'\n'b' ABOUT \n'b' Embodying a curious mix of reptilian and insectoid traits, jagladine have a toughened hide for added protection, and display an unnerving knack for crawling about on even the most difficult of surfaces. To compensate for their woefully average physique, they also enjoy a natural immunity to disease and poison, even cultivating an internal means of storing such toxins for future use through their enhanced biology. Typically taller than a human, a jagladine stands 6 feet tall and weighs around 150 pounds. \n'b' An asexual species, the jagladine have little regard for gender or age. Concepts like male and female mean nothing to them, and they coldly regard all other lifeforms-save a respected few like the ultari-as fodder for experimentation. Guided by a history of harsh climates and brutal regimes, jagladine believe only the strong survive, thus, they show no mercy to anyone. The only jagladine emotion easily identifiable by outsiders resembles that of pride, most typically associated with scientific accomplishments which would horrify other species as barbaric and callous in execution. \n'b' Jagladine immunity to disease and their ability to absorb various bio-toxins has only increased their fascination with bio-organic experimentation. \n'b' Jagladine typically cooperate with one another by creating a strict hierarchy based on prior accomplishments and military assets granted them by the ultari. Jagladine are almost always loathe to fight among one another unless they sense a flawless victory without repercussions is within their reach. Instead, jagladine scientists and overseers far more commonly abandon or betray any who fail to live up to the expectations of the greater group, believing the strong will either survive and re-establish themselves as respected peers, or eliminate themselves through natural selection. The ultari remain a distinct exception to this rule, with the jagladine continuing to show deference to the mind-masters for mutual gain. Most of this adoration is forced, however, as the jagladine know the Hegemony\xe2\x80\x99s protection and wordless sanction of their actions helps deflect the attention of other powers who would doubtless unify to stop them otherwise. By swearing loyalty to the ultari and the Hegemony, the jagladine have secured their place in the multiverse. Only the goal of continual advancement and achievement drives them onward, each success another step towards their own apotheosis as the new gods of a new era. \n'b' Dark, chitinous scales cover the thin legs, multiple forelimbs, and narrow facial features of this tall, spindly creature, its inscrutable gaze peering intently about its surroundings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jagladine Biomorph \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 150 (20d8+60) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 20 (+5) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +10, Insight +7, Medicine +7 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Combat Gear . The jagladine biomorph has numerous potions at his disposal, including: potion of gaseous form , potion of heroism , potion of invisibility , potion of mind reading , and potion of speed , potion of superior healing . \n'b' Jagladine Traits . A jagladine biomorph has all the traits of jagladine. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jagladine biomorph makes 3 attacks, swapping freely between bomb and claw. \n'b' Bomb . Ranged Weapon Attack : +10 to hit, range 20/60. Hit : 29 (7d6 + 5) fire damage. All adjacent creatures take half the damage of a direct hit unless they succeed on a DC 15 Dexterity saving throw. \n'b' Claw . Melee weapon attack : +10 to hit, 10 ft. reach. Hit : 17 (4d6 + 3) slashing damage. \n'b' Alchemical Conversion . Three times per day as a bonus action, the jagladine biomorph can use his alchemical substances to grant himself resistance to one type of energy for 1 hour, as if he had drunk a potion of resistance . He can use only one type of resistance at a time; if he uses this ability again, the previous resistance ends and is replaced by the new resistance . The biomorph can end the resistance granted by this ability at any time as an action, causing the stored alchemical energy within him to explode like a fireball centered on his space but dealing damage of the same type as the resistance he ended. The biomorph is also affected by this fireball , but he takes only half damage from it. \n'b' Spine Growth . Once per day, the jagladine biomorph can cause long spines to sprout from his carapace for 1 minute. Any creature attacking him in melee during this time takes 13 (1d6 + 10) piercing damage. Creatures wielding a weapon with the reach property do not take this damage. Creatures that grapple the biomorph take 17 (2d6+10) piercing damage instead. In addition, his claw attack deals an additional 3 (1d6) piercing damage while his spines are active.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jagladine Commander \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 16 (natural)\n'b'\n'b' Hit Points 91 (14d8+28) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 \n'b' Damage Vulnerabilities poison \n'b' Condition Immunities poisoned \n'b' Senses passive Perception 11 \n'b' Languages Common, Deep Speech, Jagladine, Ultari \n'b' Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Jagladine Traits . A jagladine commander has all the traits of jagladine. \n'b' Spellcasting . The commander is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The commander has the following Spells prepared: \n'b' Cantrips (at will) : fire bolt, light , mage hand , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : alarm , identify , mage armor , magic missile \n'b' 2nd level (3 slots) : detect thoughts , mirror image , misty step \n'b' 3rd level (3 slots) : fly , haste , water breathing \n'b' 4th level (3 slots) : banishment , fire shield , stoneskin \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The commander makes up to 4 handaxe attacks. \n'b' Handaxe . Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60, one target. Hit : 5 (1d6 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jagladine Genetic Surgeon \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (studded marax leather armour)\n'b'\n'b' Hit Points 188 (25d8 + 75) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9, Wis +8, Cha +6 \n'b' Skills Nature +11, Medicine +8 \n'b' Damage Immunities poison \n'b' Condition Immunities disease, poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common, Deep Speech, Jagladine, Ultari \n'b' Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Combat Gear . The jagladine genetic surgeon has numerous potions at his disposal, including: potion of gaseous form , potion of heroism , potion of invisibility , potion of mind reading , potion of speed , and potion of superior healing . Intuitive Naturalist. The jagladine genetic surgeon is proficient in Intelligence ( Nature ) and Wisdom ( Medicine ). \n'b' Jagladine Traits . A jagladine genetic surgeon has all the traits of jagladine. \n'b' Sneak Attack (1/Turn) . The jagladine genetic surgeon deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn\xe2\x80\x99t incapacitated and the jagladine genetic surgeon doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jagladine genetic surgeon makes four jagged shortsword attacks. \n'b' Jagged Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) poison and necrotic damage on a failed save, or half as much damage on a successful one, from the shadow poison applied to the blade. \n'b' Alchemical Barrage (Recharge 6) . The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb. \n'b'\n'b' Acid Jar . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage. \n'b' Caustic Glue . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage and is slowed (as the slow spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one. \n'b' Stink Bomb . The jagladine genetic surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 15 Constitution saving throw or have disadvantage on all attack rolls and saving throws. The gas persists in the area until the start of the jagladine\xe2\x80\x99s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine are immune to this effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jagladine Psi-surgeon \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 19 (synth surgeon\xe2\x80\x99s apron)\n'b'\n'b' Hit Points 338 (45d8 + 135) \n'b' Speed 30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 20 (+5) WIS: 17 (+3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Con +9, Wis +9, Cha +6 \n'b' Skills Nature +11, Medicine +8 \n'b' Damage Immunities poison \n'b' Condition Immunities disease, poisoned \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common, Deep Speech, Jagladine, Ultari \n'b' Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Combat Psychic . The psi-surgeon\xe2\x80\x99s telepathic awareness allows him to detect all creatures within 60 ft. as if he had blindsight, and as a bonus action or reaction he can read the surface thoughts of one creature he chooses, granting him advantage on his next attack roll against that creature. The psi-surgeon cannot sense creatures with Intelligence of 1 or that are using a mind blank spell or similar effect. \n'b' Intuitive Naturalist . The psi-surgeon is proficient in Intelligence ( Nature ) and Wisdom ( Medicine ). \n'b' Jagladine Traits . The psi-surgeon has all the traits of jagladine. \n'b' Sneak Attack (1/Turn) . The psi-surgeon deals an extra 28 (8d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn\xe2\x80\x99t incapacitated and the psi-surgeon doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The psi-surgeon makes four mindfeeder shortsword attacks. \n'b' Mindfeeder Shortsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one, from the deathblade poison applied to the blade. On a critical hit, the weapon deals maximum damage and the psi-surgeon\xe2\x80\x99s psychic surgery recharges and may be used as a bonus action. \n'b' Alchemical Barrage (Recharge 5-6) . The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb. \n'b' Acid Jar . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage. \n'b' Caustic Glue . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 18 Dexterity saving throw, taking 24 (7d6) acid damage and is slowed (as the slow spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one. \n'b' Stink Bomb . The psi-surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 18 Constitution saving throw or have disadvantage on all attack rolls and saving throws. The gas persists in the area until the start of the jagladine\xe2\x80\x99s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine is immune to this effect. \n'b' Psychic Surgery (Recharge 5-6) . The psi-surgeon makes two attacks, choosing any combination of mental feedback, steal health, and dominating ego whip. \n'b' Dominating Ego Whip . The psisurgeon selects a target up to 100 feet away, the target must make a DC 19 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save and becoming dominated (as the spell of the appropriate type \xe2\x80\x93 dominate beast , dominate person , or dominate monster ) or half as much damage and are not dominated on a successful one. \n'b' Mental Feedback . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of that point must make a DC 19 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save and are stunned until the end of the psi-surgeon\xe2\x80\x99s next turn or half as much damage and are not stunned on a successful one. \n'b' Steal Health . Each creature within 10 feet of the psi-surgeon must make a DC 19 Constitution saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much on a successful one, and the psi-surgeon heals for the same amount. \n'b'\n'b' REACTIONS \n'b'\n'b' Psychic Dodge . When attacked by a creature he can perceive with his Combat Psychic ability, the psi-surgeon can use a reaction to give that creature disadvantage on all attack rolls it makes against the psi-surgeon until the end of the psisurgeon\xe2\x80\x99s next turn. The psi-surgeon also gains advantage on all saving throws against effects used by that creature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Janni \n'b' Large elemental , neutral \n'b' Armor Class 15 (leather armor) Hit Points 136 (16d10 + 48) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +5, Charisma +6 Skills Acrobatics +7, Perception +4, Persuasion +6 Damage Resistances acid, cold, fire, lightning, thunder Senses darkvision 60 ft., passive Perception 14 Languages Common, Primordial Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Elemental Demise . If the janni dies, its body disintegrates into a mixture of elements, leaving behind only equipment the janni was wearing or carrying. \n'b' Elemental Weapons . The janni\xe2\x80\x99s weapon attacks are magical. When the janni hits with any weapon, the weapon deals an extra 1d6 cold, fire, lightning, or thunder (the janni\xe2\x80\x99s choice) damage (included in the attack ). \n'b' Innate Spellcasting . The janni\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: \n'b' At will : detect evil and good , detect magic \n'b' 3/day each : continual flame , move earth , tongues , water breathing , wind walk \n'b' 1/day each : conjure elemental , invisibility (self only), plane shift (self only) \n'b' Wiry . The janni has advantage on Strength and Dexterity ability checks and saving throws against effects that would grapple or restrain it and on checks to escape a grapple. \n'b' Actions \n'b' Multiattack . The janni makes two melee attacks . It can use Elemental Bolt in place of any melee attack . \n'b' Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) plus 3 (1d6) cold, fire, lightning, or thunder (the janni\xe2\x80\x99s choice) damage. \n'b' Elemental Bolt . Ranged Spell Attack : +6 to hit, range ft., one target. Hit : 10 (3d6) cold, fire, lightning, or thunder (the janni\xe2\x80\x99s choice) damage. \n'b' Reactions \n'b' Elemental Blood . When a creature the janni can see hits it with a melee weapon attack, the attacker must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) cold, fire, lightning, or thunder (the janni\xe2\x80\x99s choice) damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jara-Tuor \n'b' Medium humanoid , neutral evil \n'b' Armor Class 13 (hide armor) Hit Points 13 (3d8) Speed ; fly 30 ft. 60 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses passive Perception 12 Languages common Challenge \xc2\xbc (50 XP) \n'b' ACTIONS \n'b'\n'b' Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Caw . After being hit by an attack , the jara-tuor can, as a reaction , issue a loud, enchanted sound. All creatures except other jara-tuor within 30 ft. must make a Charisma save (DC 13). Any creature that fails is affected as if by a phantasmal force spell. The illusion is that an undead hound has appeared and is attacking that character. The target suffers 3 (1d6) psychic damage each round. The illusion lasts for one minute unless the target uses an action and makes an intelligence save to disbelieve. Once a target saves against this ability, they are immune to the caw from all Jara-tuor for 24 hours. \n'b'\n'b' ABOUT \n'b' The jara-tuor dwell in the deeps of ancient forests. They are a strange amalgamation of man and crow. They have the lower torsos, legs, feet, stomach, and arms of men and the bodies, wings, and head of a crow. Their wings are wide, easily an eight-foot wingspan. The arms lie beneath the wings, and covered in a downy growth of gray-black feathers, they make the jara-tuor the perfect amalgamation of bird and man. \n'b' Masters of the Forest . They are as comfortable on the ground as they are in the air, though their sheer size prohibits an easy flight through thick bramble or forests. The jara-tuor dwell in colonies of up to a dozen. They mold the forest to fit their needs, carving tunnels out of the canopy that allows them to fly with ease from one area to another. They nest in ancient trees, high off the ground, building homes for themselves upon the branches. These homes consist of a mixture of structures built into and on the tree limbs. They are not careful in their design the homes do not reflect a comfortable abode. \n'b' Scavengers . The jara-tuor hunt the paths of their forests, targeting interlopers more than anything else. They use tools and weapons as most men do, but do not have the knowledge, or at least the fortitude to create them on their own; relying upon theft to acquire them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jarhdel \n'b' Medium beast , neutral \n'b' Armor Class 17 (description) Hit Points 52 (8d8+16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Powerful Charge . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12+2) bludgeoning damage. In addition, the target must make a Constitution save (DC 13) or be knocked prone and stunned until the end of the jarhdel\xe2\x80\x99s next turn. The jarhdel can only use the powerful charge if it can move at least 10 feet towards a target before making the attack . \n'b'\n'b' ABOUT \n'b' The jarhdel are beastly creatures that are able to dwell in a wide range of environments. They stand about 3 feet at the shoulder and are about 6 feet long from head to tail. They have four long, jointed legs with thin clawed toes that allow them to gain purchase on steep rises, icy ledges, or even on slippery rocks. Their heads are broad and covered in an angled plate of bone that allows them to ram their victims, but also protects them from the thrashing of their prey. Their jaws are long and filled with cutting saber-like incisors at the fore and rending teeth at the back. They are wide and bulky and do not run terribly quickly, but their bodies have several bright blue colorations that often confuse less intelligent prey. A thick hide of short horns protects the flanks and back, though their bellies have no protection at all. Their most peculiar feature is undoubtedly the large \xe2\x80\x98sails\xe2\x80\x99 they are able to unfold from their backside. They are able to unfold two, long spiny, sails from their back. These sails consist of a thin membrane of skin connected to boney spikes. They have a short tail, used mainly for balance. \n'b' Wide-Ranging . The jarhdel prefer to dwell in cool environments but are able to dwell almost anywhere. Their sails, filled with blood vessels, allow them to regulate their body temperatures from one extreme to the next. This allows them to hunt in most environments and throughout much of the year. When the sails are flush with blood, they turn a bright orange color; this color often serves to distract their prey. \n'b' Ambush Predators . The jardhel are wide-ranging, traveling in packs of 1-8. There is always one adult male, the rest being female with 1-2 young. Solitary encounters are almost always with young males, hunting the tundra for an older male they can unseat. They are very capable hunters and will eat almost anything they can take down. They are not particularly fast and as such usually wait for their prey to pass near, charge, ramming them, and pouncing upon them. They are scavengers as well, eating almost anything they find dead on the plains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coquecigrue \n'b' Small aberration , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 135 (18d6 + 72) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4 Damage Vulnerabilities piercing Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The coquecigrue has advantage on saving throws against spells and other magical effects. \n'b' Omnicolor Aura . A coquecigrue is utterly befuddling to behold. A creature that starts its turn within 20 feet of the coquecigrue that can see it must make a DC 15 Wisdom saving throw. On a failure, the creature makes Intelligence , Wisdom , and Charisma rolls (including ability checks, saving throws, and spell attacks) with disadvantage until the start of its next turn. If a creature\xe2\x80\x99s saving throw against Omnicolor Aura is successful, the creature is immune to Omnicolor Aura for the next 24 hours. Unless surprised, a creature can avert its eyes from the coquecigrue. If it does, it can\xe2\x80\x99t see the coquecigrue until the start of its next turn, when it can avert its eyes again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coquecigrue attacks twice with its beak and uses Prismatic Spittle. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. \n'b' Prismatic Spittle . Ranged Spell Attack : +7 to hit, range 30 ft., one target. Hit : 28 (8d6) damage. Roll a d6 to determine the type of damage dealt: 1 acid, 2 cold, 3 fire, 4 lightning, 5 thunder. On a 6, the coquecigrue coughs ineffectually, dealing no damage. \n'b' Mind-Bending Warble (Recharge 5-6) . The coquecigrue emits a mind-splitting warble. Each creature within 30 feet of the coquecigrue that can hear it must make a DC 15 Wisdom saving throw. On a failure, the creature takes 28 (8d6) psychic damage and is stunned until the end of its next turn. On a success, the creature takes half as much damage and is not stunned . \n'b'\n'b' ABOUT \n'b' Found only in the depths of the most primordial forests, the coquecigrue is a bizarre creature that twists the minds of those who see or hear it. The forest for miles around a coquecigrue\xe2\x80\x99s lair is littered with the bodies of the creature\xe2\x80\x99s previous victims, many of whom went violently insane after their fateful encounter with this strange avian monster. \n'b' The coquecigrue is as bizarre to describe as it is to behold. It is said to have the head and legs of a twisted, fiendish rooster; a long, serpentine neck; and a bloated body covered in feathers that constantly and impossibly change colors. \n'b' The monster\xe2\x80\x99s weakness is plain: Its green heart glows visibly from beneath its translucent breast, and those who know to strike this vital organ can deal massive damage. It is from this heart that the coquecigrue\xe2\x80\x99s most terrifying powers come from, including a soft, distorted tone that the coquecigrue can turn into a madness-inducing warble as it likes. \n'b' So far, no one has been able to slay a coquecigrue and return to civilization with its body. Even the number of these creatures is up for debate, since no two have been sighted together. Few reasonable people believe the outlandish reports of those who claim to have encountered even just one coquecigrue. \n'b' The original coquecigrue was supposedly a child of one of the Great Old Ones, which became warped and twisted as it emerged on the Material Plane through a prismatic wall. Few believe this nonsensical origin story, though those who have faced a coquecigrue and lived to tell the tale aren\xe2\x80\x99t so quick to discount it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aranea \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d10 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Stealth +5 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Languages Common, Deep Speech Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechange . An aranea can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. The aranea retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell\xe2\x80\x99s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack . A shapechanged aranea reverts to its natural form when slain. \n'b' Spellcasting . All aranea are 3rd-level wizards. They use Intelligence as their casting ability (DC 13, attack +5) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells.\n'b'\n'b'\n'b' Cantrips (at will) : dancing lights , poison cloud, shocking grasp \n'b' 1st level (4 slots) : charm person , sleep \n'b' 2nd level (2 slots) : invisibility , mirror image \n'b'\n'b' Spider Climb . Aranea can climb any surface without making ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit (reach 5 ft.; one creature). Hit : 7 (1d8 + 3) piercing damage, and the target must make a successful DC 11 Con saving throw or become poisoned (see Paralytic Poison, below). \n'b' Paralytic Poison . The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea\xe2\x80\x99s poison. On a result of 11-15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized. \n'b' Webs (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 30 ft./60 ft., one creature. Hit : The target is restrained by webs. A webbed creature can use its action to attempt a DC 12 Strength ( Athletics ) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10. \n'b'\n'b' ABOUT \n'b' An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a typical giant spider, with a humpbacked body a little bigger than a human torso and venomous fangs. Although considered a Large creature, an aranea\xe2\x80\x99s mass is no more than a typical human\xe2\x80\x99s; its size comes from its long legs. An aranea can be distinguished from other giant spiders by the hump on its back that houses its brain and by the fact that, in addition to eight legs, it has a fifth pair of limbs, each about 2 feet long, located ahead of the first pair of legs. These limbs end in hands, each equipped with three clawed fingers and a double-jointed thumb. \n'b' Stealthy Shapeshifters . An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea\xe2\x80\x99s brain. All araneas have a single alternate form as well-this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms-this additional shape is locked into one unique appearance. Araneas often use their shapechanging ability to lure unsuspecting victims into ambushes. Less often, they assume humanoid form to infiltrate human societies, where they conduct research and gather information for their inscrutable purposes. \n'b' Magical Adepts . Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service). Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom. \n'b' When araneas are encountered in groups, some might be young: identical in all respects to adult areanea but without the spellcasting trait.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jarjacha \n'b' Large undead , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7 Skills Insight +7, Perception +7 Damage Immunities necrotic, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned Senses truesight 120 ft., passive Perception 17 Languages all Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deathless Fortitude . If damage reduces the jarjacha to 0 hit points , it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the jarjacha drops to 1 hit point instead. \n'b' Inquisitorial Aura . The jarjacha can detect sin within 100 feet and knows precise detail about the particular sin committed \xe2\x80\x93 who, when, where, how \xe2\x80\x93 and so forth. It also knows when a creature lies within this aura. Finally, any creature in combat with the jarjacha that has committed a sin (GM\xe2\x80\x99s discretion) takes 3 (1d6) fire damage each round at the start of its turn. A creature that has committed the sin of incest takes 10 (3d6) fire damage. \n'b' Sin-Eater . The jarjacha fights more effectively against sinners, GM\xe2\x80\x99s discretion as to when and how a creature might be considered guilty of one or more of the following sins. Each sin stacks, for example, traitorous murderer would trigger both related effects:\n'b'\n'b'\n'b' Attacks do double damage vs murderers \n'b' Advantage on attack rolls vs traitors. \n'b' AC 20 vs deserters and cowards. \n'b' Advantage on all saves vs blasphemers. \n'b' Fire does double damage vs oath-breakers. \n'b' Torturers are automatically hit. \n'b' A non-specified sin as determined by the GM \xe2\x80\x93 add the energy drain effect to each of its attacks: Unless the target is immune to fire damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. \n'b' Incestuous creatures suffer all these affects. Targets become aware of the specific sin and the additional effects associated with that sin after the first interaction with the jarjacha. \n'b'\n'b' Two Heads . The jarjacha has advantage on Wisdom ( Perception ) checks and on saving throws against being stunned or knocked unconscious . \n'b' Vigilant . The jarjacha can\xe2\x80\x99t be surprised. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jarjacha makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 27 (6d6 + 6) piercing damage plus 14 (4d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' This curious creature resembles nothing so much as an oversized two-headed llama with long necks and glowing eyes, with each of its heads wearing a ceremonial death mask, intricately painted and inlaid with semiprecious stones. Its fur is shaggy and grayish-white, and as it moves it utters a loud, rattling cry of \xe2\x80\x9cjar-jar-jar\xe2\x80\x9d that echoes through the hills and villages. It has a hunger for human flesh, but particularly the flesh of the sinful and cruel who have committed carnal crimes against their families, friends, and communities. \n'b' Beast of Judgment . The onset of the jarjacha brings fear and trembling to the villages nearby. All who know its call know it means there is a terrible sinner among them, and friends and family may turn on one another in seeking out the corrupt in their midst to be punished by divine retribution. Some may seize those they believe to be guilty and burn them at the stake in an attempt to turn aside the jarjacha\xe2\x80\x99s wrath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jarog \n'b' Medium beast , unaligned \n'b' Armor Class 15 (studded leather) Hit Points 19 (3d8 + 6) Speed 50 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 9 (-1) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 11 Languages Worg Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The jarog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The jarog has advantage on an attack roll against a creature if at least one of the jarog\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' About \n'b' This beast is a sturdy war dog commonly used by goblins, gnomes, and halfling warriors. These beasts are a result of worgs and mastiffs breeding. They are usually outfitted with studded leather armor. \n'b' Loyal Companion . The jarog is stubbornly loyal and will sacrifice itself for its rider. However, this stubbornness results in conflicts, especially with goblins. Jarogs will also fight for each other and work well as a pack. \n'b' Brave Beast . This beast will never back down from a fight and has little fear of larger opponents. There are even stories of jarogs fighting off packs of worgs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jelly, Whip \n'b' Medium ooze , unaligned \n'b' Armor Class 10 Hit Points 21 (3d8 + 9) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 10 (+0) CON: 17 (+3) INT: 1 (-5) WIS: 2 (-4) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this point), passive Perception 6 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The whip jelly can move through a space as narrow as one inch wide without squeezing. \n'b' Corrosive Form . A target that touches the whip jelly or hits it with a melee attack while within five feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits the whip jelly corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the whip jelly is destroyed after dealing damage. The whip jelly can eat through two inches of nonmagical wood or metal in one round. \n'b' Spider Climb . The whip jelly can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +2 to hit, reach 10 ft., one target. Hit : 2 (1d4) bludgeoning damage plus 7 (2d6) acid damage. \n'b'\n'b' ABOUT \n'b' Whip jellies are oozes that hunt the depths of subterranean caves, buried ruins, and anywhere away from the light of the sun. They are bluish-gray in color, translucent, and constantly quivering. When they sense prey, they extrude up to four long, whip-thin tendrils. These tendrils carry acid to their prey, and when the prey dies, they drag the carcass back to the mass to be reduced to syrup and sucked up. Whip jelly acid readily dissolves nonmetallic substances and can eat through nearly any organic matter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jellyfish Swarm \n'b'\n'b' Large swarm of Tiny beasts , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8+48) Speed swim 20 ft.\n'b' STATS STR: 1 (-15) DEX: 13 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Resistances bludgeoning Damage Immunities poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Skills Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points .. \n'b' Water Breathing . The jellyfish swarm can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Mass of Tentacles . Melee Weapon Attack : +6 to hit, 0 ft. reach, two targets in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) poison damage. If the target was a creature it must succeed a DC 15 Constitution saving throw or be poisoned for 1 minute. \n'b'\n'b' About \n'b' Unlike their smaller cousins, giant jellyfish are active predators that seek out prey. Capable of slithering through narrow cracks, a giant jellyfish is a horrifying beast to encounter lurking in the hold of a flooded or sunken ship. Other species of these vermin exist, as summarized on the following table- these variants often have different types of poison or other abilities like translucency or constriction. \n'b' Blood Feeders . The crimson jellyfish is a blood-drinking creature whose red color comes from the blood absorbed throughout its body after it feeds. A large fish or sea mammal encountering a pack or bloom of these creatures can be drained of blood in a matter of minutes. Fortunately, a crimson jellyfish\xe2\x80\x99s bright color makes it fairly easy to avoid under well-lit conditions. \n'b' Deadly Drifters . Jellyfish often cluster together during springtime or when environmental conditions such as an increase in ocean temperature favor it. When conditions are right, jellyfish shift from being a nuisance to being a menace, if accidentally so, for a jellyfish swarm, unlike more aggressive monstrous kin like the giant jellyfish, comprises not aggressive hunters but rather opportunistic strikers. \n'b' They do not generally move to attack nearby prey, but their nearly translucent coloration makes it horrifically easy for a creature to swim into a swarm unawares. Once a jellyfish swarm deals damage to a creature, the swarm pursues it for several rounds before giving up the chase. Many aquatic races use jellyfish swarms as defensive guardians, trusting a swarm\xe2\x80\x99s lack of interest in moving to keep it stationary for long periods of time. \n'b' Sapphire Stalkers . Sapphire jellyfish are active hunters. They store powerful electrical charges in their domelike bells, which are 16 feet in diameter. Their sensory tentacles can trail for twice that length, but the dangerous toxic tentacles are positioned within about 20 feet of the creature\xe2\x80\x99s bell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jellyfish, Blood Sea \n'b' Large beast , chaotic evil\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 15 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 8 Hit Points 15 (2d10 + 4) Speed fly swim 10 ft. Senses blindsight 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (25 XP) \n'b' Actions \n'b' Multiattack . The blood sea jellyfish makes four tentacle attacks. \n'b' Jet (recharge 5-6) . The blood sea jellyfish has a swimming speed of 120 feet this round. \n'b' Tentacle . Melee Weapon Attack : +2 to hit, reach 10 ft., one target. Hit : 2 (1d4) bludgeoning damage and the target must succeed at a DC 12 Constitution save or suffer 2 (1d4) poison damage and become paralyzed until the end of its next turn. \n'b' Tactics \n'b' Blood sea jellyfish float lazily unless they are within jet range of victims. Once they jet to a victim, they attack anything within range of their tentacles, in or out of the water, to paralyze it and then begin to slowly consume it. \n'b' Description \n'b' These seemingly docile red and black jellyfish can be seen from a distance floating lazily along. \n'b' Don\xe2\x80\x99t get too close . Anyone straying too close to a blood sea jellyfish quickly finds they are far from lazy. They are capable of expelling a jet of water, enabling them to skim the surface of the water and suddenly come into close range to snare prey with their poisonous tentacles. Blood sea jellyfish prefer warm waters and often hunt in shallow water. These jellyfish have attacked swimmers, passengers in small skiffs, and even dockworkers at high tide.'} |
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