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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jellyfish, Crimson \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 120 (16d8+48) \n'b' Speed swim 10 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 13 (+1) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 13 (+1) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 \n'b' Damage Resistances bludgeoning \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , frightened , poisoned \n'b' Skills Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Water Breathing . The crimson jellyfish can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The crimson jellyfish makes two tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, 10 ft. reach, one target. Hit : 13 (3d8) poison damage. If the target was a creature it must succeed a DC 14 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\xe2\x80\x94 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, Sapphire \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 121 (9d12+63) Speed swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 19 (+4) CON: 24 (+7) 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 +11, Dex +8 Damage Resistances bludgeoning Damage Immunities poison, lightning Condition Immunities charmed , frightened , poisoned Skills Stealth +8 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Water Breathing . The sapphire jellyfish can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sapphire jellyfish makes four tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, 20 ft. reach, one target. Hit : 18 (4d8) poison damage. If the target was a creature it must succeed a DC 17 Constitution saving throw or be poisoned for 1 minute. \n'b' Electricity Blast (Recharges 5-6) . The sapphire jellyfish can unleash a blast of electricity within a radius of 20 feet. Each creature within this radius must succeed a DC 17 Dexterity saving throw or take 18 (4d8) lightning damage and be stunned for 1 round. \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'Jiang-Shi \n'b' Medium undead , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (13d8+52) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Str +8 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing damage from weapons not made from the wood of peach trees Damage Immunities poison Condition Immunities poisoned Skills Perception +4, Stealth +8 Senses darkvision 60 ft., passive Perception 14 Languages The languages it knew in life Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hopping Vampire . The jiang-shi moves around by hopping, ignoring all difficult terrain . \n'b' Jiang-Shi Weaknesses . The jiang-shi recoils from mirrors and handbells that are rung within 10 feet of them, as well as glutinous rice. A recoiling jiang-shi must attempt a DC 15 Wisdom saving throw in order to get within 5 feet of a creature brandishing any of these items. Brandishing an item in this manner requires an action each turn from the creature trying to keep the jiang-shi at bay. \n'b' Talisman Scroll . The scroll on the jiang-shi\xe2\x80\x99s face, often inscribed with an imperial writ or divine command, makes it immune to the spells and effects of scrolls, staves, and wands. Once the jiang-shi is reduced to half its hit points , the talisman scroll is damaged and this trait no longer functions. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jiang-shi makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. Instead of dealing damage, the jiang-shi can grapple the target (escape DC 15). \n'b' Steal Breath . When the jiang-shi successfully grapples a creature, as a bonus action it can try to draw forth the grappled creature\xe2\x80\x99s life energy through its breath. The target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion . If the target fails its saving throw, the jiang-shi regains 10 hit points . \n'b'\n'b' ABOUT \n'b' Jiang-shis (often known as \xe2\x80\x9chopping vampires\xe2\x80\x9d) are undead humanoid creatures that feed on the exhaled life energy of the living. A jiang-shi\xe2\x80\x99s appearance is based on the state of the creature\xe2\x80\x99s corpse at the time of its reanimation. Regardless of the state of decay, jiang-shis wear the clothing or armor they were buried in. Sometimes this is common clothing but for some it may be generations out of style. Additionally, each has a short parchment scroll talisman affixed to its brow by rice glue; intended in some cases to protect the body from restless spirits, in others to cause them to rise, and others where fear of them rampaging the talisman is meant to weaken or restrain them. A jiang-shi rises from the grave when an excess of necrotic yin energy builds up where the coffin is buried (or sometimes as a result of a curse), and all three parts of its soul being bound into its body at the time of death and are instead forced to fester and putrefy within. At some point during the body\xe2\x80\x99s decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon, though they do not create spawn the way Western vampires do.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jiangshi \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 117 (18d8 + 36) Speed 20 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +4 Damage Vulnerabilities fire Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , exhaustion , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands any languages it knew in life but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Blind Senses . The jiangshi can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The jiangshi has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Prayer of Magic Resistance . The jiangshi has advantage on saving throws against spells and other magical effects. A creature can take its action while within 5 feet of the jiangshi to rip the prayer off the jiangshi by succeeding on a DC 16 Strength check. The jiangshi loses this trait if its prayer scroll is removed. \n'b' Standing Leap . The jiangshi\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b' Terrifying Appearance . When a creature that can see the jiangshi starts its turn within 30 feet of the jiangshi, it must make a DC 14 Wisdom saving throw, unless the jiangshi is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 jiangshi\xe2\x80\x99s Terrifying Appearance for the next 24 hours. \n'b' Undead Nature . The jiangshi doesn\xe2\x80\x99t require air or sleep. \n'b' Actions \n'b' Multiattack . The jiangshi makes two claw attacks. It can use Life Drain in place of one claw attack . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. The target is grappled (escape DC 14) if it is a Medium or smaller creature and the jiangshi doesn\xe2\x80\x99t have two other creatures grappled . \n'b' Life Drain . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature that is grappled by the jiangshi, incapacitated, or restrained . Hit : 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way rises 24 hours later as a jiangshi, unless the humanoid is restored to life, its body is bathed in vinegar before burial, or its body is destroyed. \n'b'\n'b' About \n'b' Its sickly-green, glowing skin covered in tattered robes, the undead creature lurches forward with a stiff, hopping motion, and baring claw-like hands. A thin strip of paper covered in tiny writing hangs from its hat. \n'b' Inauspicious Burials . A jiangshi is created when burial rites are carried out improperly. Unable to leave the body, the tortured soul re-animates the corpse after rigor mortis has set in, giving the jiangshi its rigid posture and nickname as a \xe2\x80\x9chopping vampire.\xe2\x80\x9d A jiangshi has a burial prayer written on a small scroll stitched to its forehead or hat, warding it against magic. \n'b' Bizarre Gaits . Stiff-limbed and hunched, jiangshi move around by hopping, rather than walking, in search of living prey.\xc2\xa0It can make enormous leaps to catch a foe, and, when it grabs hold of a victim, it sucks out the creature\xe2\x80\x99s breath. Jiangshi are blind, detecting living victims by listening for the sounds of breathing. It is possible to remain undetected by a jiangshi by holding one\xe2\x80\x99s breath and keeping very still.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carrion Claw \n'b' Large monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 135 (18d10 + 36) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Spider Climb . The carrion claw can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Magical Light Sensitivity . While within an area illuminated by magical light , the carrion claw has disadvantage on attack rolls, and opponents have advantage on attack rolls against it. \n'b' Actions \n'b' Multiattack . The carrion claw makes one bite attack and three claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature other than undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 +4) slashing damage. \n'b' About \n'b' This insect-like horror has six large, spear-like legs and a poison bite. It crawls about on hundreds of legs, using its six spears to impale victims which it then bites. It resembles a centipede. Its body is covered with tiny hair-like barbs that allow this creature to grapple a man-sized or smaller opponent. \n'b' Carrion claws have a preferential taste for elf flesh and seek to attack and eat elves before other opponents. It does not like halfling flesh and kills but does not devour them. \n'b' The creature can climb any surface, even hanging upside down from the ceiling if desired. The carrion claw is terrified of and hates magical light . \n'b' Carrion claws hunt in packs, with one claw feigning injury on a floor, while the rest of its pack circle prey along the walls and ceiling to drop and attack with surprise. \n'b' Carrion claws are used by drow to hunt down elves frequenting their underground lairs. Forward posts of the dark elves usually have up to a dozen carrion claws used for shock troops against elven incursions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coroctopus \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d10 + 30) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 14 (+2) CHA: 3 (-4) \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 \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . While out of water, the coroctopus can hold its breath for 2 hours. \n'b' Underwater Coral Camouflage . The coroctopus has advantage on Dexterity ( Stealth ) checks made while underwater or anywhere near coral or rocks. \n'b' Water Breathing . The coroctopus can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coroctopus makes two attacks with its tentacles. \n'b' Coral Tentacles . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the coroctopus can\xe2\x80\x99t use its tentacles on another target. \n'b'\n'b' ABOUT \n'b' A school of brightly colored fish swims past a coral reef. Unexpectedly, part of the reef moves. Hiding there is a strange creature known as the coroctopus. It is an octopus that has formed out of coral. \n'b' Rock Solid . The main reason this creature is so difficult to deal with is its hard body. The coroctopus\xe2\x80\x99 coral exterior provides ample protection against most attacks from predators. \n'b' Coral Camouflage . The ability to hide underwater makes the coroctopus a deadly enemy. It is not uncommon for one of these monsters to seem to vanish underwater. They are quite skilled at camouflaging themselves. \n'b' Fishermen\xe2\x80\x99s Friend . Local fishermen can actually benefit from the presence of this monster. It doesn\xe2\x80\x99t usually attack them and the coroctopus scares fish, crabs, and other creatures into the open.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jikki-Nikki-Gaki \n'b' Medium undead (shapechanger), chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (?2) WIS: 10 (+0) CHA: 6 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Stealth +4 Damage Immunities poison Condition Immunities charmed , exhaustion , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The gaki regains 2 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 8 (2d6 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. \n'b' Feast of Flesh . When the jikki nikki scores a critical hit with its claws or hits a creature that is prone , restrained , or immobilized with its claws, it can make a bite attack as a bonus action against the same target. In addition, a jikki nikki can spend 1 round feasting on the corpse of a Small or larger creature, regaining 2d6 hit points for a Small creature, 4d6 for a Medium creature, or 6d6 for a Large or larger creature. Once it has feasted on a creature, the remains decay and cannot be used for another feast. \n'b' Change Shape . The jikki nikki can turn into a Tiny flying insect, typically a fly or beetle, with a fly speed of 20 ft. It cannot attack in this form but it has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ABOUT \n'b' Gaki are the restless spirits of wicked mortals that are condemned to wander the land of the living in the form of misshapen monstrosities as cosmic punishment for their sins. The exact appearance of each gaki varies based on their home culture and the nature of their crimes, but there are several common categories into which they fall. \n'b' Jikki-Nikki-Gaki . Spirits of greed, avarice, and gluttony, jikki nikki-gaki retain their basically humanoid form but their flesh is rotten and repulsive, pallid and flaking. Some are bloated and corpulent as a mark of their eternal gluttony, while others are emaciated as through forever starving with a hunger that cannot be satisfied. \n'b' Shikki-Gaki . Spirits of faithless and negligent servants, herbalists, healers, and gardeners, and sometimes even the corrupted remnants of kami or other nature spirits, these unfortunates are accursed for the sins of sloth and cruel indifference to the suffering of those around them. \n'b' Shinen-Gaki . Spirits of cowardly or treacherous soldiers who abandoned their posts or betrayed their allies, shinen-gaki are most active at night. They resemble burning skeletons, writhing in anger and terror at the same time, but their feet never quite touch the ground as they float on a draft of smoke. \n'b' Sunlight causes their fires to grow dim and ashen, and they typically hide themselves during daylight hours. By night, they can transform into hovering balls of flame, often yellow, white, red, or even blue. These burning lights may mislead or attract the attention of the unwary, but close inspection reveals a handful of black spots floating at the center of their fiery mass, like eyespots or even an anguished skull-like mask.'} |
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'\n'b'\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'\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 Str (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' As the monstrosity approaches across its web, you notice that unlike other giant spiders, this one has a pair of diminutive arms and hands, and an oddly brain-shaped hump on its back. \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' When aranea are encountered in groups, some might be young: identical in all respects to adult areanea but without the spellcasting trait. \n'b' Aranea 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' 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 typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. 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.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jikou \n'b' Tiny fey , lawful neutral \n'b' Armor Class 15 Hit Points 180 (24d4 + 120) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 21 (+5) CON: 20 (+5) INT: 15 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +9, Stealth +9 Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages understands Common and Sylvan but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The jikou 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' Innate Spellcasting . The jikou\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The jikou can innately cast the following spells, requiring no material or verbal components:\n'b'\n'b'\n'b' At will : darkness , mage hand \n'b' 2/day each : dimension door , dream , ray of enfeeblement , silence , sleep \n'b'\n'b' Sense Life . The jikou can magically sense the presence of living creatures within 120 feet of it. It knows the general direction they\xe2\x80\x99re in but not their exact locations. \n'b' Sneak Attack . Once per turn, the jikou deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jikou that isn\xe2\x80\x99t incapacitated and the jikou doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jikou attacks three times with its dagger. \n'b' Dagger . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage. If the target is a creature other than an undead or a construct, it loses 5 (1d10) hit points at the start of each of its turns due to a bleeding wound. Each time the jikou hits the wounded target with this attack , the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . On a hit or miss with this attack, the dagger returns to the jikou\xe2\x80\x99s hand after the attack. \n'b' Open Dream Gate . The jikou makes a melee attack with its dagger against an unconscious creature on the Material Plane. If the damage would cause the creature to wake up, it must succeed on a DC 16 Wisdom saving throw to do so. For 10 minutes, or until the creature regains at least 1 hit point, a dream gate magically opens in the wounded creature. A creature with the Incorporeal trait can enter the dream gate to teleport to another location of its choice on the Material Plane. \n'b'\n'b' ABOUT \n'b' Despite their wit and strength, ankous-the most notorious assassins among the fey-can occasionally still be duped or trapped by a devious master\xe2\x80\x99s contract. Unwilling to be held captive by threats or obligations, a snared ankou\xe2\x80\x99s subconscious mind seeks a solution from within. The jikou is the answer to this dilemma-a phantasmagoric manifestation of the ankou\xe2\x80\x99s twisted, murderous dreams of revenge. \n'b' A jikou doesn\xe2\x80\x99t resemble much by itself-a tiny ball of shadows and flame that occasionally twists into the shape of a clawed fist. But every jikou carries with it a wicked razor of cold iron with which it enacts crimes and cruelty. \n'b' A jikou\xe2\x80\x99s first target is nearly always the treacherous master to whom its ankou progenitor is bound to serve. An ankou might not even realize it has manifested a jikou until after the floating blade completes its mad mission. Afterward, the ankou and jikou tend to work in tandem. Together, these nightmarish fey are far deadlier than the sum of their parts. \n'b' Even when its ankou parent is bound by an iron-clad contract, a jikou can strike out and fulfill independent murderous schemes on behalf of its progenitor. A jikou travels across the Material Plane via the Dimension of Dreams, slashing portals through wandering dreamers like a phantasmal serial murderer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinete de Tormento \n'b' Medium undead , lawful neutral \n'b' Armor Class 14 (17 with mage armor ) Hit Points 127 (17d8 + 51) Speed 30 ft. hover\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +4, Cha +7 Skills Intimidation +7, Perception +4, Persuasion +7, Religion +4 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 15, telepathy 60 ft. Languages Abyssal, Common, Infernal, understands languages it knew in life Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Detect Impure Thoughts . Each creature within 60 feet of the jinete must succeed on a DC 15 Intelligence saving throw or have their most sinister thoughts detected. Line of sight is not required to sense a creature\xe2\x80\x99s consciousness, and the jinete can knows the creature\xe2\x80\x99s exact location as if it had blindsight. A creature can repeat the saving throw each round at the end of its turn to sever this link. Once it saves, it is immune to this ability for the next 24 hours. \n'b' Eyes Straight Ahead . When riding a carreta nagua, the jinete stares straight ahead in the direction the cart is traveling. However, if it detects someone watching or inappropriate thoughts the jinete snaps its head in that direction. \n'b' Soul Cage Synergy . When riding a carreta nagua, the jinetes de tormento can tap into any of the soul cages it carries to benefit itself or the carreta nagua. When it uses its own soul cage ability, it can either trap the creature\xe2\x80\x99s soul within its own white shroud or it can deposit the soul into the carreta nagua\xe2\x80\x99s coffins, binding its soul to the carreta nagua. \n'b' Innate Spellcasting . The jinete\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The jinete can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : alter self , detect thoughts , mage armor (self only), mage hand , minor illusion , invisibility (self only), prestidigitation , speak with dead , toll the dead* (4d8/4d12) \n'b' 3/day each : chill touch (4d8), detect magic , hellish rebuke, ray of sickness, spare the dying, suggestion \n'b' 1/day each : bestow curse , blight , contagion , finger of death , soul cage* \n'b'\n'b' ACTIONS \n'b'\n'b' Spellstrike . The jinete de tormento attack makes one attack with its scythe and casts one spell. \n'b' Scythe of the Night . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) slashing damage and 10 (3d6) necrotic damage. \n'b' Baleful Gaze (Recharge 6) . The jinetes focuses its gaze and all creatures in a 60-foot cone that can see it take 22 (4d8 + 4) psychic damage, or half as much on a successful DC 15 Wisdom saving throw. Creatures failing their save are stunned for 1 round and must save again at the end of each turn. Each failed save extends the stun 1 round, ending it for itself on a success. Once a creature saves, it is immune to the baleful gaze of that jinete for 24 hours. \n'b'\n'b' ABOUT \n'b' The undead spirits, dressed in hooded white robes and carrying scythes, serve the gods of death directly. Also called riders of torment, they may be found riding nightmares or skeletal horses, but they have a unique synergy with the carreta nagua, serving as its spectal drivers, guardians, and guides. They sometimes ride invisibly to observe the spirit-cart\xe2\x80\x99s nightly rounds, their flickering skeletal hands nevertheless holding the reins unseen, while the light of the caged souls illumes the white canopy covering the wagon. To hear their fell voices sends chills down the spine, to see them can easily freeze a person in their tracks and potentially be fatal. Those lucky enough to only hear their cries and whispers should heed their warning and close their windows and doors tightly until the avatars of death have passed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinmenju \n'b' Huge plant , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 126 (12d12 + 48) Speed 0 ft.\n'b' STATS STR: 16 (+3) DEX: 1 (-5) CON: 19 (+4) INT: 17 (+3) WIS: 8 (-1) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +8, Charisma +10 Skills Perception +3, Persuasion +14 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , prone Senses darkvision 60 ft., tremorsense 120 ft. (blind beyond this radius), passive Perception 13 Languages all languages known by creatures within 120 feet Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Burrowing Roots . Whenever the jinmenju makes a root attack, it can choose a point on the ground within 120 feet of it. The root bursts from the ground, and that point becomes the attack\xe2\x80\x99s point of origin. After attacking, the exposed root protrudes from that point, and the jinmenju gains a reaction each turn that it can only use to make an opportunity attack with that root. A root has AC 15, 45 hp , and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Damaging a root doesn\xe2\x80\x99t damage the jinmenju tree. The jinmenju can have up to 5 roots active at one time. If it makes a root attack while it has 5 roots active, one of the active roots burrows back into the ground and a new root appears at the location of the new attack . \n'b' Laughing Fruit . If a creature with Intelligence 5 or higher eats a bite of the fruit of the jinmenju, it must succeed on a DC 16 Wisdom saving throw or fall prone , becoming incapacitated by fits of laughter as it perceives everything as hilariously funny for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes damage while prone , it has advantage on the saving throw. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The jinmenju makes two root attacks. \n'b' Root . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage plus 14 (4d6) psychic damage. \n'b'\n'b' Legendary Actions \n'b' The jinmenju 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 jinmenju regains spent legendary actions at the start of its turn. \n'b'\n'b' Root . The jimenju makes one root attack . \n'b' Revitalize Roots . The jinmenju restores 10 (3d6) hp to each of its exposed roots. \n'b' Mirthful Miasma (Costs 2 Actions) . The jinmenju emits a puff of purple gas around its roots. Each creature within 10 feet of an exposed root must succeed on a DC 16 Constitution saving throw or fall prone with laughter, becoming incapacitated and unable to stand up until the end of its next turn. A creature in an area of overlapping gas only makes the saving throw once. A creature with an Intelligence score of 4 or less isn\xe2\x80\x99t affected. \n'b'\n'b' A Jinmenju\xe2\x80\x99s Lair \n'b' A jinmenju grows wherever its seeds take root. Since animals are unaffected by its fruit\xe2\x80\x99s magic, they can spread its seeds by eating the fruit and excreting the seeds, just like any other plant. \n'b' Sometimes travelers pick jinmenju fruit and take it along to keep them company until it rots and they discard it. A jinmenju prefers to grow in shady groves and temperate rainforests, and jinmenju saplings will sometimes ask travelers to uproot them and relocate them to more favorable terrain. \n'b' An adult jinmenju usually keeps an audience nearby to listen to its jokes, though it often doesn\xe2\x80\x99t realize its psychic influence is keeping them there against their will. The lairs of ancient jinmenju look clean but are filled with hidden caches of bones and the starved corpses of those unable to break its thrall. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the jinmenju takes a lair action to cause one of the following effects; it can\xe2\x80\x99t use the same lair action two rounds in a row. \n'b'\n'b' The jinmenju sways its branches, causing its fruit to sing a soothing melody. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the charm person spell until initiative count 20 on the next round. \n'b' The jinmenju shakes its branches, causing its fruit to scream gibberish. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the confusion spell until initiative count 20 on the next round. \n'b' The jinmenju wiggles its branches, causing its fruit to giggle a cacophony of merriment. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the hideous laughter spell until initiative count 20 on the next round. \n'b'\n'b' Regional Effects \n'b' The region containing a jinmenju\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects: \n'b'\n'b' People within 6 miles of the jinmenju have a 10% chance each night of experiencing a strange and enthralling dream. The dreamer is sitting with hundreds of other happy, laughing people beneath the boughs of a tree that bears white apples. When the dreamer awakens, it is psychically compelled to seek out the tree. \n'b' People who live within 1 mile of the jinmenju find everyday occurrences unusually funny, often laughing at unhappy news or at inappropriate events, like funerals. \n'b'\n'b' If the jinmenju dies, these supernatural effects disappear after 1d10 days. \n'b' About \n'b' The incessant sound of laughter fills the air, as if dozens of mirthful spirits are tittering at an unheard joke. The sound seems to come from a magnificent apple tree that bears dozens upon dozens of white apples, all of which shake in an unfelt breeze. Closer inspection reveals that each apple bears a face howling with laughter. \n'b' Bearer of Laughing Fruit . Legends say that the first jinmenju tree sprouted from the severed head of a traveling jester. The tree that grew from the jester\xe2\x80\x99s head bore white fruit with a human face that laughed incessantly. If the jinmenju tree can be made to laugh uproariously, such as with a hideous laughter spell or a joke told with a successful DC 15 Charisma ( Performance ) check, a piece of fruit falls from the tree and rolls away, growing into a new jinmenju over 1d4 weeks if it stays on the ground. \n'b' Terrifying Jokester . Despite its unsettling appearance and demeanor, the jinmenju tree simply wants to bring happiness to other living creatures. The tree cannot move, but its magic is so powerful that people living near the tree have dreams calling them to sit beneath its boughs and blissfully eat its fruit. \n'b' Though the jinmenju means no harm by its psychic intrusions, its actions often destroy communities and spread horror across the land. The tree itself cannot talk, but its fruit can hear its thoughts and speak them one word at a time, split between all the fruit on the tree. When the jinmenju wishes to convey a particularly strong emotion-often in the punchline of a joke-all of its fruit speaks at once.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinmenju \n'b' Huge plant , neutral \n'b' Armor Class 18 (natural armor) Hit Points 256 (19d12+133) Speed 10 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 24 (+7) INT: 7 (-2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +12 Damage Immunities poison Condition Immunities poisoned Skills Perception +11 Senses darkvision 60 ft., passive Perception 21 Languages Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Addicting Head-Fruits . The jinmenju\xe2\x80\x99s head-fruits are addictive. Any creature that takes a bite of the head-fruit and is under the effects of its poison must succeed at a DC 18 Constitution saving throw or take another bite on their next turn, replacing their action. A creature can repeat this saving throw at the end of each of its turns. While under this effect, the creature is immune to being frightened . These fruits can be made into a draught for 25 gp that provides advantage on all saving throws against being frightened for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jinmenju makes one bite attack and two slam attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, 1reach 5 ft., one target. Hit : 34 (5d10 + 7) piercing damage. \n'b' Slam . Melee Weapon Attack : +12 to hit, 1reach 5 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Command the Afflicted (1/Day) . The jinmenju can cast dominate person on any creature who is currently eating the jinmenju\xe2\x80\x99s head-fruit. The DC for the saving throw against this spell is DC 18. \n'b'\n'b' ABOUT \n'b' The jinmenju is an eerie tree that grows in hilly regions far from civilization. While a jinmenju otherwise appears to be nothing more than a twisted, gnarled cherry tree, the fruit that hangs from its branches makes it impossible to mistake for any other flora, for each fleshy melon possesses the semblance of a human head. \n'b' Head-fruits . In their natural form, a jinmenju\xe2\x80\x99s head-fruits-which sag from the branches and look entirely too heavy for the short, stringy vines they hang from-resemble dark brown melons with vaguely humanoid facial features. A jinmenju can alter these head-fruits to resemble virtually any form, making the rotting melons attractive or at least intriguing to potential prey. Using its ability to delve into nearby creatures\xe2\x80\x99 memories, a jinmenju simulates the appearance of whichever creature (or fruit) will draw prey within range of its branches, which it uses to pummel enraptured creatures to unconsciousness before devouring them. A jinmenju\xe2\x80\x99s head-fruit retains a magical connection to the tree that bore it, so even after it is lopped from its branch, a transformed melon still bears the likeness chosen by the jinmenju, though the tree\xe2\x80\x99s compulsion effects remain distinctly tied to the tree itself. \n'b' A jinmenju\xe2\x80\x99s head-fruits are covered in a thick skin that is easy to bite into, with an outmost layer similar in texture to that of a lumpy peach. Whenever potential prey nears a jinmenju, it wills its fruit to prematurely begin the rotting process. In addition to enticing its prey with hallucinations, a jinmenju can instantly ferment its head-fruits, emitting a sweet, intoxicating odor that lures creatures to the tree and captivates them. Those who have tasted a head-fruit and lived to tell of the experience claim that the fruit\xe2\x80\x99s flesh has a mushy consistency that makes it hard to hold in one\xe2\x80\x99s hands, and as it slips from one\xe2\x80\x99s grip, the world seems to melt away as well. \n'b' Fling Fruit . A jinmenju can toss one of its fruits up to 60 feet away. The detached fruit retains the jinmenju\xe2\x80\x99s addicting, enticing, and laughing head-fruit abilities, as well as its intoxicating stench, for up to 1 hour. \n'b' Laughing Head-Fruits . A jinmenju cause its head-fruits to laugh, even those that are removed from the tree or are being eaten by another creature. All creatures within 60 feet of the jinmenju must make a successful Will save (DC 18) or be affected by hideous laughter .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinnborn Pirate, Air \n'b' Medium humanoid , any Non-Lawful Alignment \n'b' Armor Class 14 (Flamboyant Defense) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +3, Survival +3 Damage Resistances lightning Senses darkvision 60 ft., passive Perception 11 Languages Common, Auran Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Weapons . The jinnborn\xe2\x80\x99s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 lightning damage (included in the attack ). \n'b' Flamboyant Defense . While the jinnborn pirate is wearing no armor and wielding no shield, its AC includes its Charisma modifier. \n'b' Knows the Ropes . The jinnborn pirate has proficiency with airships, sandships, or waterborne ships (the jinnborn\xe2\x80\x99s choice). It adds its proficiency bonus to any check it makes to control the chosen type of ship, and it adds its proficiency bonus to any saving throws made while on the chosen type of vehicle. \n'b'\n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 3 (1d6) lightning damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, ranged 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The jinnborn pirate adds 2 to its AC against one melee attack that would hit it. To do so, the jinnborn must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Swinging across on a rope to land on the enemy\xe2\x80\x99s deck, this stocky, blue-skinned humanoid brandishes a rapier with great panache. The jinnborn are a race of wanderers found in the warm lands of the south. Descended from powerful elemental creatures called jinn, they claim to be the first mortals to have walked the world. \n'b' Calling themselves the \xe2\x80\x9cpeople of the path,\xe2\x80\x9d they roam the desert lands, following the traditional routes set down by their elders. The jinnborn descend from varied elemental lineages, leading to air, earth, fire, and water jinnborn. \n'b' Life of Piracy . Many jinnborn find piracy and banditry match their nomadic lifestyle, allowing them to conduct lucrative raids on the ships and caravans they encounter while traveling their ancestral paths. Jinnborn that leave their people and paths find that life aboard a ship is familiar yet free from the traditions of their people. Those jinnborn who become pirates tend to be brash and flashy mavericks. \n'b' Sailors of All Ships . Earth and fire jinnborn tribes commonly use sandships to raid desert caravans, while air jinnborn prefer airships powered by bound elementals or djinn.\xc2\xa0Water jinnborn are happy to sail on more traditional waterborne galleys, cogs, and caravels. \n'b' Variants \n'b' The mystical paths followed by the jinnborn tie them to one of the four elements: air, earth, fire, or water. To make a jinnborn pirate, use the statistics presented here, except as described below. \n'b' Damage Resistances . The jinnborn has resistance to acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. \n'b' Elemental Weapons . The jinnborn\xe2\x80\x99s weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. \n'b' Languages . The jinnborn knows Common and Aquan (water jinnborn), Auran (air jinnborn), Ignan (fire jinnborn), or Terran (earth jinnborn).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinshu Shu (Metal Rat) \n'b' Tiny elemental , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 25 (10d4) \n'b' Speed 20 ft., Climb 20 ft.\n'b' STATS STR: 5 (-3) DEX: 13 (+1) CON: 11 (+0) INT: 4 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Cha +0 \n'b' Skills Perception +3, Stealth +3 \n'b' Damage Vulnerabilities thunder \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious \n'b' Senses darkvision 30 ft., passive Perception 13 \n'b' Languages understands Terran, Ignan, and Auran but cannot speak \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While a metal rat remains motionless it is indistinguishable from a statuette. \n'b' Elemental Demise . If a metal rat dies, its body will disintegrate into a pile of worthless metallic dross but will also leave behind one or two of the tiny but perfect gemstones that served as its eyes and which are worth 100 gp each. \n'b' Keen Smell . A metal rat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Weakened by Fire . If a metal rat takes at least 5 points of fire damage in a round then it will lose its damage resistance to bludgeoning, piercing, and slashing from nonmagical weapons until the same point in the next round. \n'b' Wounding Bite . A metal rat has long, strong, razorsharp fangs that can cut deeply and shear through veins, tendons, and bone and cause terrible wounds that require greater than usual effort to treat. Anyone who suffers damage from a metal rat\xe2\x80\x99s bite must make a DC 10 Constitution saving throw and, failing it, will take 1 point of necrotic damage at the start of each of its turns until the wound is staunched. This can be accomplished with any sort of magical healing that restores hit points to the wounded creature or a successful DC 15 Wisdom ( Medicine ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1+1) piercing damage. \n'b' Deplete Oxygen . A metal rat can suck the oxygen out of an adjacent 5-foot-square, extinguishing normal flame like torches, lanterns, or campfires in such areas and forcing any air-breathing creature there to make a DC 10 Constitution saving throw or become lightheaded and suffer disadvantage on attacks and ability checks for a full round. A metal rat that does this will have advantage on the next attack , saving throw, or ability check that it makes until the end of its following turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half or fewer of its hit points . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Deplete Oxygen . A metal rat Swarm can suck the oxygen out of its or an adjacent 5-foot-square, extinguishing normal flame like torches, lanterns, or campfires in such areas and forcing any air-breathing creature in them to make a DC 15 Constitution saving throw or pass out and become unconscious . A metal rat Swarm that does this will have advantage on the next attack , saving throw, or ability check that it makes until the end of its following turn. \n'b'\n'b' ABOUT \n'b' Jinshu Shu are elemental creatures that look like rats made of various sorts of precious metal, silver (40%) and gold (30%) being the most common, but copper (20%) and platinum (10%) also being possible (swarms of Metal Rats might consist entirely or one sort of such creature or be a mix of two or more kinds of them, as the storyteller desires). Little beasts of this sort are created on the Elemental Plane of Earth through a convergence of metallurgic, metaphysical, and elemental fire and air energies and are the size of normal rats but much heavier, typically weighing between seven and 10 pounds. They have spiky metallic hairs and eyes that look like gemstones, typically sapphires for silver rats, rubies for gold ones, emeralds for copper ones, and diamonds for platinum ones. \n'b' Even though they are elementals, Metal Rats still eat and sleep like their non- elemental cousins. They are omnivorous and can subsist on a wide variety of foods \xe2\x80\x94 their favorite things being rotting organic material, lilac shrubs, and wood of all sorts \xe2\x80\x94 and will single-mindedly devour such things when they are available unless dissuaded in some way. \n'b' Metal Rats are very adaptable and might be found almost anywhere on the Prime Material Plane, although given the choice they are most likely to inhabit places where they can find their favorite foods, to include gardens, jungles, and graveyards. They might be active at any time of day or night but are especially likely to be found foraging and engaging in other activities in the hours right after dark when the Evening Star can be seen or before dawn when the Morning Star is present. \n'b' Metal Rats are not easily spooked and will generally respond favorably to creatures \xe2\x80\x94 especially Humans, demihumans, humanoids, and even monkeys and apes \xe2\x80\x94 that are friendly or kind to them in some way (e.g., feeding them, especially delicious things like sandalwood chips). \n'b' Revered Rodents . Metal Rats are often kept as pets, animal companions, familiars, or guards by Earth-dwelling beings like Dao; Dragons, which often view them as living treasures; and people that include alchemists, jewelers, metalworkers, and necromancers. They also sometimes dwell in the temples of various deities, especially those associated with the element of Earth, treasure, craftsmen, and death, where they typically serve as companion animals or guardians. In cultures that observe the Lunar New Year and adhere to the Asian Zodiac, spellcasters often summon Metal Rats to take part in annual celebrations (e.g., with Conjure Lesser Elementals, which will summon one such creature, or conjure lesser elemental , which will summon a swarm of them). They are then displayed, doted on, marched in parades, fed treats, and otherwise honored for the duration of their stays \xe2\x80\x94 and, in some traditions, sacrificed at their conclusion so that their valuable remains might be added to the temple treasuries. They might also be summoned in tactical situations for purposes of things like quickly destroying wooden structures. \n'b' Good Poop . One of the things that makes Metal Rats so valued is that their scat is pure metal commensurate with the sort associated with the animal (i.e., copper, silver, gold, or platinum), and every day one will produce 2d4 pellets, each equal in weight to a normal coin. A swarm of Metal Rats will produce 6d6+4 pellets of precious metal a day and it is at the storyteller\xe2\x80\x99s discretion whether these are all one sort of metal or a mix of two, three, or four types. \n'b' Destructive Devourers . Metal Rats attack inanimate wooden objects with advantage and swarms of them are therefore able to quickly destroy things like barrels, chests, doors, catapults, and the like. At the storyteller\xe2\x80\x99s option, up to once per round a creature in a space occupied by a metal rat swarm must make a DC 13 Dexterity saving throw or have destroyed one non-magical wooden item it possesses (e.g., a quarterstaff, a wooden shield, the haft of a spear). \n'b' Equine Antipathy . Metal Rats hate horses, to include creatures of similar appearance and those that are partially equine in form (e.g., donkeys, Centaurs). In combat they will tear into such creatures recklessly, whether individually or in swarms, gaining advantage on their melee attack rolls and +2 on their damage rolls , but attacks made against them when they are doing so are also at advantage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jinshu Shu/Metal Rat Swarm \n'b' Medium swarm of Tiny elementals , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 106 (20d8+16) \n'b' Speed 20 ft., Climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +0 \n'b' Skills Perception +8, Stealth +3 \n'b' Damage Resistances bludgeoning, piercing, slashing \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned , unconscious \n'b' Senses darkvision 30 ft., passive Perception 18 \n'b' Languages understands Terran, Ignan, and Auran but cannot speak \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Demise . If a metal rat swarm is destroyed, it will disintegrate into a pile of worthless metallic dross but will also leave behind d6+4 tiny but perfect gemstones that served its constituent creatures as eyes and which are worth 100 gp each. \n'b' Keen Smell . A metal rat Swarm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Wounding Bites . A metal rat Swarm\xe2\x80\x99s members have long, strong, razor-sharp fangs that can cut deeply and shear through veins, tendons, and bone and cause terrible wounds that require greater than usual effort to treat. Anyone who suffers damage from a metal rat swarm \xe2\x80\x99s bites must make a DC 15 Constitution saving throw and, failing it, will take 1d6 points of necrotic damage at the start of each of its turns until the wound is staunched. This can be accomplished with any sort of magical healing that restores at least 4 hit points to the wounded creature or a successful DC 20 Wisdom ( Medicine ) check. \n'b'\n'b' ABOUT \n'b' Jinshu Shu are elemental creatures that look like rats made of various sorts of precious metal, silver (40%) and gold (30%) being the most common, but copper (20%) and platinum (10%) also being possible (swarms of Metal Rats might consist entirely or one sort of such creature or be a mix of two or more kinds of them, as the storyteller desires). Little beasts of this sort are created on the Elemental Plane of Earth through a convergence of metallurgic, metaphysical, and elemental fire and air energies and are the size of normal rats but much heavier, typically weighing between seven and 10 pounds. They have spiky metallic hairs and eyes that look like gemstones, typically sapphires for silver rats, rubies for gold ones, emeralds for copper ones, and diamonds for platinum ones. \n'b' Even though they are elementals, Metal Rats still eat and sleep like their non- elemental cousins. They are omnivorous and can subsist on a wide variety of foods \xe2\x80\x94 their favorite things being rotting organic material, lilac shrubs, and wood of all sorts \xe2\x80\x94 and will single-mindedly devour such things when they are available unless dissuaded in some way. \n'b' Metal Rats are very adaptable and might be found almost anywhere on the Prime Material Plane, although given the choice they are most likely to inhabit places where they can find their favorite foods, to include gardens, jungles, and graveyards. They might be active at any time of day or night but are especially likely to be found foraging and engaging in other activities in the hours right after dark when the Evening Star can be seen or before dawn when the Morning Star is present. \n'b' Metal Rats are not easily spooked and will generally respond favorably to creatures \xe2\x80\x94 especially Humans, demihumans, humanoids, and even monkeys and apes \xe2\x80\x94 that are friendly or kind to them in some way (e.g., feeding them, especially delicious things like sandalwood chips). \n'b' Revered Rodents . Metal Rats are often kept as pets, animal companions, familiars, or guards by Earth-dwelling beings like Dao; Dragons, which often view them as living treasures; and people that include alchemists, jewelers, metalworkers, and necromancers. They also sometimes dwell in the temples of various deities, especially those associated with the element of Earth, treasure, craftsmen, and death, where they typically serve as companion animals or guardians. In cultures that observe the Lunar New Year and adhere to the Asian Zodiac, spellcasters often summon Metal Rats to take part in annual celebrations (e.g., with Conjure Lesser Elementals, which will summon one such creature, or conjure lesser elemental , which will summon a swarm of them). They are then displayed, doted on, marched in parades, fed treats, and otherwise honored for the duration of their stays \xe2\x80\x94 and, in some traditions, sacrificed at their conclusion so that their valuable remains might be added to the temple treasuries. They might also be summoned in tactical situations for purposes of things like quickly destroying wooden structures. \n'b' Good Poop . One of the things that makes Metal Rats so valued is that their scat is pure metal commensurate with the sort associated with the animal (i.e., copper, silver, gold, or platinum), and every day one will produce 2d4 pellets, each equal in weight to a normal coin. A swarm of Metal Rats will produce 6d6+4 pellets of precious metal a day and it is at the storyteller\xe2\x80\x99s discretion whether these are all one sort of metal or a mix of two, three, or four types. \n'b' Destructive Devourers . Metal Rats attack inanimate wooden objects with advantage and swarms of them are therefore able to quickly destroy things like barrels, chests, doors, catapults, and the like. At the storyteller\xe2\x80\x99s option, up to once per round a creature in a space occupied by a metal rat swarm must make a DC 13 Dexterity saving throw or have destroyed one non-magical wooden item it possesses (e.g., a quarterstaff, a wooden shield, the haft of a spear). \n'b' Equine Antipathy . Metal Rats hate horses, to include creatures of similar appearance and those that are partially equine in form (e.g., donkeys, Centaurs). In combat they will tear into such creatures recklessly, whether individually or in swarms, gaining advantage on their melee attack rolls and +2 on their damage rolls , but attacks made against them when they are doing so are also at advantage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jolmuen \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 153 (18d10+54) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 9 (-1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Superior Smell . The Jolmuen has an amazing sense of smell. It has advantage on all perception checks that involve scent. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Jolmuen can make 4 weapon attacks, 2 weapon attacks and 2 hoof attacks, one gore attack or attempt a trample. \n'b' Longsword . +6 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) slashing damage. \n'b' Hoof . +6 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b' Gore . +6 to hit, reach 10 ft., one target. Hit : 16 (2d12+3) piercing damage. \n'b' Trample . If the Jolmuen can run at least 10 feet towards a target, it can attempt to trample them. The target must make a Dexterity save (DC 15). If the target saves, they dodge the charge without further effect. If they miss the save, the target immediately takes 22 (3d12+3) piercing damage and is knocked prone . In addition, the Jolmuen can make 2 hoof attacks on the target with advantage. \n'b'\n'b' ABOUT \n'b' These strange creatures are a mix between a boar and a giant; with the body of a boar, and the upper torso of a dwarf. They have four arms, thickly muscled from which they wield weapons of stone or iron. Their bestial faces are thick, flat, and round, four huge tusks sprouting from the horizontal gash that is their mouth. A thick coarse hair covers much of their torso, almost as thick as the boar\xe2\x80\x99s body; this affords them a simple armor. Their eyes are small as are their ears, but their noses are broad and flat and very sensitive. They usually wear some type of harness in order to manage their weapons. \n'b' Nomadic Hunters . The jolmuen are fierce fighters, attacking most of everything they encounter. They are carnivorous and require a great deal of food to sustain them. They do not nest up or have lairs, carrying everything they own or value on their backs in the form of satchels, packs, barrels, and the like. They are nomadic but are very migratory, visiting the same seasonal locations as food waxes and wanes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Candle \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 55 (10d8 + 10) Speed fly 50 ft., swim 50 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 13 (+1) INT: 13 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Stealth +4 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages Common, Infernal Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The corpse candle can move through other creatures and objects in a body of water as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object or outside its body of water. \n'b' Sunlight Sensitivity . While in sunlight, the corpse candle has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Watery Touch . Melee Weapon Attack : +4 to hit, reach ft., one target. Hit : 9 (2d6 + 2) necrotic damage, and the target\xe2\x80\x99s 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 . A humanoid slain by this attack rises 24 hours later as a zombie unless the humanoid is restored to life or its body is destroyed. \n'b' Hypnotic Lights . The corpse candle creates a twisting, dancing pattern of ever-shifting colored lights in a 10-foot cube at a point it can see within 60 feet of itself. The pattern appears for a minute then vanishes. Each creature in the area who sees the pattern must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed , the creature is incapacitated and has a speed of 0. When a charmed creature takes damage it can repeat the saving throw, ending the effect on a success. A creature that starts its turn within the 10-foot cube of lights must succeed on a DC 13 Constitution saving throw or the target\xe2\x80\x99s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' About \n'b' A pale man with hollow eyes looks up impassively from beneath the rippling surface of the dark water, a dim glow gives his form a ghostly translucence. \n'b' Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims\xe2\x80\x99 spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle. Corpse candles hate the living and have a particular dislike for clerics. Corpse candles are bound to the area of their death in the sense that they cannot leave that particular body of water (be it a sea, river, lake, or ocean). \n'b' A corpse candle appears as a translucent image of its living self. Its body shows little, if any, signs of death, though as its \xe2\x80\x9cages\xe2\x80\x9d, the corpse candle\xe2\x80\x99s translucence seems to grow faint and fade (as if a light were burning out). Some sages have researched this phenomenon and believe that corpse candles can actually die of old age. Perhaps some remnant of their former lives binds them to the mortal world or perhaps sages are just reaching for answers to some unknown equation. \n'b' Corpse candles detest the living and seek to lure wayfarers to their doom using trickery and misdirection. Corpse candles use their ability of deception to lure unsuspecting victims to their doom. When a corpse candle successfully fascinates a creature, it waits until the creature draws near and then attacks relentlessly with its incorporeal claws. Corpse candles are particularly fond of luring sailors, swimmers, and other seafarers to their watery graves by first fascinating them, draining sapping them of their strength, and finally allowing them to drown as the lights sap their vitality. Drowned victims are left as food for any aquatic carnivores in the area.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jolnoch \n'b' Large beast , neutral \n'b' Armor Class 13 (Natural armor) Hit Points 85 (10d10+30) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 10 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) piercing damage. \n'b' Charge . If the Jolnoch can run at least 20 ft. towards a target and hit with a bite attack , it does an additional 9 (2d8) damage. Further, the target must make a Strength save (DC 13) or be knocked prone . \n'b'\n'b' ABOUT \n'b' The jolnoch are large boar-like beasts, down to the hooves and snout. Barrel-chested, these massive creatures stand up to six feet at the shoulder. Their light brown fur is very thick and short; spots intermix with two distinctive white stripes that run from the shoulder to the tail. Unlike regular boars these creatures are predators, hunting the plains for prey large and small. They prefer cold climates, though on occasion range into warmer regions. \n'b' Hunters and Trackers . The jolnoch hunts by scent, tracking its prey over great distances. \n'b' Special Skin . They are prized for their skin, for once it is properly cured it makes an astounding cloak. Such a cloak grants the wearer the same protection as if an endure elements (cold) spell were cast, but the effect wears out over time. \n'b' Reckless Attacker . The jolnoch stalks its prey; once located, it breaks into a charge, slamming the victim with its massive head and then rending it with fangs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Joral Fish \n'b' Large beast , neutral evil \n'b' Armor Class 17 (Natural armor) Hit Points 90 (12d10+24) Speed swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 30 ft., passive Perception 14 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The joral fish can only breathe underwater. \n'b' Ram . The joral fish can ram small watercraft, using its hard head as a battering ram and doing 11 (2d10) damage to the craft. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 17 (3d8+4) piercing damage. In addition, the target must make a Dexterity save (DC 15) or be grabbed. \n'b' Grab . While a target is grabbed, it is considered grappled and suffers 11 (2d6+4) bludgeoning damage at the end of each of its turns as the joral crushes it with its powerful jaws. The target remains grabbed until they succeed at an escape roll (DC 15). The joral has advantage on its attacks against the target while it is grabbed. \n'b'\n'b' ABOUT \n'b' This huge fish is found in most freshwater rivers and large lakes. As an adult, they range up to 8 feet in length, with powerful pectoral fins and a long spiny-dorsal fin. The joral fish is a deep blue above the lateral line but white or light blue below. A naked bone carapace marks the fish\xe2\x80\x99s head, the jaws coming together in a maw that consists of bone-teeth inseparable from the head itself. Two massive bone-teeth on the bottom and two on the top allow the joral fish to grip almost any prey. Two wide eyes are set just above the bone carapace. \n'b' Intelligent Hunters . The joral fish is a very intelligent creature and as such is able to learn from its experiences to solve problems. This makes the predator extremely dangerous. By the time they have reached adulthood they are able to recognize prey and understand how to get at them, whether knocking someone out of a boat, sinking a boat, or even swimming in shallow waters without getting stuck. The joral is far more than a fish. \n'b' Survival of the Fittest . When the fish breeds they drop live young in deep, slow-moving or still parts of whatever water they live in. There the fish feeds on smaller fish, crustaceans as well as scavenge for food. They grow only slowly and the young die at an extraordinary rate for they are aggressive and live in a predacious world. Those that live do so through experience, experiences they retain and utilize in future hunts. They are not partial to anything in particular, only flesh, but they are willing to ram boats to get it. \n'b' Accidental Hoarders . Joral fish nest in deep hollows beneath river banks. They often drag their prey there to devour and for this reason, many of their lairs are filled with items both magical and mundane. The fish itself is highly sought after, particularly in its infant stage, as they are put in castle moats to guard against intruders. \n'b' Dragged to their Doom . This highly predatory fish hunts almost any type of prey it feels it can bring under the water and drown. It particularly hunts creatures in boats, ramming the craft and attempting to dislodge anyone in it as they are far more likely to sink due to clothing and armor. Once they have picked their prey, they bite it and attempt to drag it under the water.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arbor Titan \n'b' Huge plant , chaotic neutral \n'b' Armor Class 22 Hit Points 527 (34d12 + 306) Speed 50 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 28 (+9) INT: 14 (+2) WIS: 18 (+4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +16, Wis +11 Skills Nature +9, Perception +11 Damage Immunities bludgeoning, piercing Damage Vulnerabilities fire Senses arborsight 60 ft., passive Perception (your passive Perception ) Languages Common, Druidic, Elvish, Sylvan Challenge 23 \n'b' SPECIAL TRAITS \n'b'\n'b' Arborsight . Creatures that aren\xe2\x80\x99t plants within 60 feet of the titan cannot be hidden or invisible to it. \n'b' False Appearance . While the titan remains motionless, it is indistinguishable from a nonmagical plant of its choice of the same size . \n'b' Magic Protection . The titan takes half damage from spells of 5th level or lower and automatically succeeds on saving throws against such spells. \n'b' Natural Defender . The titan deals double damage to objects and structures. On each of its turns, it can spend half of its movement to deal 50 points of bludgeoning damage to an object or structure within 5 feet of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The titan makes three attacks, or one attack and one other action. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 52 (8d10 + 8) bludgeoning damage. \n'b' Subsume (1/Day) . One living creature that isn\xe2\x80\x99t a plant that the titan can see within 5 feet of it must succeed on a DC 24 Constitution saving throw or have its body merge with the titan\xe2\x80\x99s ; the titan then disappears, and the target is incapacitated and loses control of its body. The titan now controls the body (acting on its turn) but doesn\xe2\x80\x99t deprive the target of awareness. The titan can\xe2\x80\x99t be targeted by any attack , spell, or other effect. It retains its alignment, Intelligence , Wisdom , and Charisma , and it cannot be charmed or frightened . It otherwise uses the merged target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, features, or proficiencies. At the start of each of its turns, the creature the titan is merged with has its hit point maximum reduced by 50. The merge lasts until the body drops to 0 hit points , the titan ends it as a bonus action, or the target receives 100 or more hit points of magical healing from an Epic effect. When the merge ends, the titan appears in an unoccupied space within 5 feet of the target. \n'b' Vine . Melee Weapon Attack : +15 to hit, reach 25 ft., one target. Hit : 22 (4d6 + 8) piercing damage and the target is grappled and restrained .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jorezistent \n'b' size\xe2\x80\x9d> Medium construct , unaligned \n'b' Armor Class 22 (natural armor) Hit Points 95 (10d8+50) Speed 40 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 20 (+5) CON: 20 (+5) INT: 10 (+0) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5, Wis +6, Cha +4 Skills Athletics +11, Insight +6, Perception +11, Stealth +10 Damage Vulnerabilities lightning Damage Resistances acid, fire, thunder Damage Immunities cold, poison, psychic Condition Immunities exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 21 Languages Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the jorezistent\xe2\x80\x99s darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jorezistent attacks twice. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 10 (1d8+6) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it is grappled (escape DC 19). \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) bludgeoning damage plus 18 (4d8) force damage. \n'b' Aether Bolt . Ranged Weapon Attack : +10 to hit, range 100/400 ft., one target. Hit : 27 (5d8+5) force damage. \n'b'\n'b' Reactions \n'b'\n'b' Self-Destruct . When the jorezistent would take damage, it can use its reaction to hurl itself up to 20 feet in any direction. At the end of this movement it explodes in a 5-foot radius sphere. Creatures in the area must make DC 18 Dexterity saving throw, taking 10 (3d6) lightning damage and 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This strange metallic crustacean stands on three legs and has two hideous, bulky arms, each ending in taloned hands.\xc2\xa0The whole of its back curves with a shelled carapace beginning from an artificially tusked head. \n'b' Not all of these automatons are inert however and those that still prowl the planet are dangerous opponents, albeit single-minded in their pursuits. Most of the time jorezistent are tasked with protecting a certain territory or to procure a specific object or creature-nothing short of an explosive end stops them. \n'b' As large as a small house, this terrifying humanoid monstrosity of crustaceous metal moves with uncanny grace, the intimidating blade extending from its huge right arm humming malevolently as its legs spring, ready to attack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jorganth \n'b'\n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 180 (19d10+76) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 19 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Str +9 \n'b' Damage Resistances cold \n'b' Damage Immunities lightning \n'b' Skills Athletics +9, Perception +8 \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 18 \n'b' Languages Aklo, Aquan \n'b' Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Electric Field . A jorganth has a passive electric field surrounding it with a radius of 30 feet. Any creatures wearing metal armor or using a metal weapon takes 7 (2d6) lightning damage at the start of their turns while in this electric field. \n'b' Innate Spellcasting . A jorganth\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : dancing lights \n'b'\n'b' Water Breathing . A jorganth can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The jorganth makes one bite attack and two tentacle attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 9 (1d6 + 6) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 9 (1d6 + 6) bludgeoning damage plus 14 (4d6) lightning damage. \n'b' Hyper Beam . The jorganth can fire off an explosive beam of lightning 5 feet wide and 120 feet long. Any creatures caught in this beam must succeed a DC 16 Dexterity saving throw or take 13 (3d8) lightning damage. When a jorganth uses this ability, its Electric Field trait shuts off for 1 round. \n'b' Will-o\xe2\x80\x99-the-Deep . The jorganth can shut off its Electric Field trait in order to summon a will-o\xe2\x80\x99-wisp within 30 feet of itself. This will-o\xe2\x80\x99-wisp has a swim speed of 50 feet and is completely loyal to the jorganth. Once this will-o\xe2\x80\x99-wisp is summoned, the jorganth must wait 1 minute before its Electric Field trait turns back on. \n'b'\n'b' About \n'b' Jorganths are otherworldly eel-serpents, invaders from beyond into the deepest and darkest reaches of the oceans on the homeworld of the player characters. At first glance they appear basically reptilian, though they combine wormlike and piscine features with insectile appendages and sensory organs. They are fierce predators and cunning hunters, able to track down their prey wherever they hide . An adult jorganth is nearly 20 feet long and weighs 1 ton. \n'b' Fey or Fiend . The jorganth is an otherworldly abomination of uncertain origins. They are found in numbers in the benighted ocean depths of the fey realms, where the joyous revels of aquatic faeries were never seen. There they feed upon the weaker inhabitants of the boundless reefs and pelagic abysms, as common camouflage and the glamours of the fey and their fey-touched pets are of no use against its hyperacute senses. However, they may not be native to the realms of Faerie, arriving instead by a chance transpatial thinness or rupture from a far-distant planet or dimension. Their advent occurred so far below the faerie seas that it went unnoticed for many long years, time enough for the jorganths to grow and multiply, such that even the mightiest hunters of the fey lords could never eradicate the nests of these alien predators. The rulers of the fey sought to lure these vicious beasts out of their own waters by enticing them into richer hunting grounds in the material world through planar vortices of their own, but while some took the bait enough remained that the threat was truly ended in neither place but instead now spread into the deep trenches of the mortal seafloor, there to once more seed new oceans with their terrifying progeny. \n'b' Feed on Fear . Jorganth are psychic parasites, scavenging the naked terror of the creatures it hunts with an avid glee and tormenting it with hit-and-run attacks, disappearing in the gloom and lurking just out of sight, only to rush in again bringing agony and panic in its wake. Their alien psychophysiology appears to require the consumption of this psychic fodder as well as physical provender in order for them to grow, and jorganths are certainly not above preying on their own kind. In fact, jorganths learn well the meaning of fear trying to survive their larval stages, as most are devoured by their kin before reaching adulthood. This cannibalistic terrorism is perhaps why the species has never risen beyond the level of lurking terror in the depths to become a true threat to the civilized races above. \n'b' Saltmarsh Jorganth . It is rare but not unheard of for jorganth to abandon the deep waters and crawl up onto the continental shelf and coastal reef waters, and thence even into tidewaters, bays, saltwater sloughs, and similar coastal wetlands. These jorganth are much like their deep-dwelling kin, but they are able to give birth to standard flying will-o\xe2\x80\x99-wisps rather than will-o\xe2\x80\x99-the-deeps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'J\xc3\xb6rmungandr \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 410 (20d20+200) \n'b' Speed 60 ft., climb 60 ft., swim 200 ft.\n'b' STATS STR: 27 (+8) DEX: 13 (+1) CON: 30 (+10) INT: 3 (\xe2\x80\x934) WIS: 20 (+5) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3 \n'b' Skills Athletics +15 \n'b' Damage Resistances cold, fire; bludgeoning, piercing, and slashing \n'b' Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned \n'b' Senses darkvision 300 ft., truesight 120 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . J\xc3\xb6rmungandr can breathe air and water. \n'b' Damage Threshold . J\xc3\xb6rmungandr does not take damage from an attack , spell, or other effect that deals 10 points or less of bludgeoning, piercing, or slashing damage (calculated after resistances). \n'b' Freedom of Movement . J\xc3\xb6rmungandr ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Legendary Resistance (3/Day) . If J\xc3\xb6rmungandr fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . J\xc3\xb6rmungandr has advantage on saving throws made against spells and other magical effects. \n'b' Magic Weapons . J\xc3\xb6rmungandr\xe2\x80\x99s weapon attacks are magical. \n'b' Ponderous Tail . Whenever J\xc3\xb6rmungandr makes a Colossal Tail attack , it does not strike until the end of its next turn. If the target of its attack has moved out of the area J\xc3\xb6rmungandr misses the target but may hit other creatures or objects still in the area. \n'b' Regeneration . J\xc3\xb6rmungandr regains 10 hit points at the start of its turn. If J\xc3\xb6rmungandr takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. J\xc3\xb6rmungandr dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . J\xc3\xb6rmungandr attacks twice: twice with its black venom, or once with its bite, and once with either colossal tail or constrict. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 44 (6d10+11) piercing damage plus 27 (6d8) acid damage. In addition, at the end of its next turn the creature makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage. \n'b' Colossal Tail . Melee Weapon Attack : +15 to hit, reach 120 ft., multiple targets more than 20 feet away from J\xc3\xb6rmungandr (120-foot cone centered on one target; roll separately for each creature and object in the area). Hit : 37 (4d12+11) bludgeoning damage and the target makes a DC 23 Strength saving throw or is knocked prone . \n'b' Constrict . Melee Weapon Attack : +15 to hit, reach 20 ft., one creature. Hit : 38 (6d8+11) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained , and J\xc3\xb6rmungandr can\xe2\x80\x99t constrict another target. \n'b' Black Venom . Ranged Weapon Attack : +8 to hit, range 50/100 ft., multiple targets (10-foot square; roll separately for each creature and object in the area). Hit : 27 (6d8) acid damage. In addition, at the end of its next turn the creature makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage. \n'b'\n'b' ABOUT \n'b' J\xc3\xb6rmungandr is as if the ocean itself were given a beastly form and it is just as ruthlessly uncaring. \n'b' When a creature is so unlucky as to draw the world serpent\xe2\x80\x99s attention the encounter that follows is almost always incredibly brief, the monster\xe2\x80\x99s might quickly destroying the offender. In the rare instance that more than one blow is required J\xc3\xb6rmungandr attacks whatever last meaningfully inflicted it harm , switching its targets with every strike it makes until all are obliterated. \n'b' There is no creature in existence longer than the world serpent, its body so impossibly long that it can wrap around a planet to bite its own tail\xe2\x80\x94and it\xe2\x80\x99s said that when it releases its grip that the end is nigh. Whether or not the myths about this massive wyrm are true it would be madness to deny the creature\xe2\x80\x99s enormity, it\xe2\x80\x99s tail stretching beyond the horizon. It is a thing of legend said to briefly surface only long enough to swallow a ship whole before disappearing back beneath the waves, sometimes undulating up into the air with its prey (whether vessel or giant sea creature) in its harbor-sized jaws. \n'b' Seamaster . At the start of any turn that J\xc3\xb6rmungandr has pulled at least 200 feet or more of its body out of the water, its absence sends the sea tumbling. Creatures within 50 feet of the part of J\xc3\xb6rmungandr\xe2\x80\x99s body that is still submerged must make a DC 23 Strength saving throw or be knocked prone and pushed 50 feet away from it. \n'b' When J\xc3\xb6rmungandr starts its turn with less than 200 feet of its body out of the water, creatures within 50 feet of it must make a DC 23 Strength ( Athletics ) check to move in the water. Any creature that has a swim speed makes this check with advantage. \n'b' Siege Monster . J\xc3\xb6rmungandr deals double damage to objects and structures. \n'b' World Tremors (Recharge 6) . J\xc3\xb6rmungandr can use a bonus action to innately cast earthquake (DC 21) without the need for material components, somatic components, or concentration.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jorogumo \n'b' Medium monstrosity (shapechanger), neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 287 (25d8+175) Speed 30 ft., climb 50 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 19 (+4) CON: 24 (+7) INT: 15 (+2) WIS: 17 (+3) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +12, Wis +8 Damage Immunities poison Condition Immunities poisoned Skills Deception +13, Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages Aklo, Common, Sylvan Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The jorogumo\xe2\x80\x99s spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , detect thoughts \n'b' 3/day each : bestow curse , suggestion \n'b' 1/day each : hold monster \n'b'\n'b' Bewitching Weaves . Any creature restrained by the jorogumo\xe2\x80\x99s web attack must succeed a DC 18 Wisdom saving throw or be charmed by the jorogumo and not take any actions to attempt to free itself from the web . A charmed creature can attempt another saving throw at the end of each of its turns to end this condition. \n'b' Flaming Allies . Any spider within 60 feet of the jorogumo can spit fire, functioning as burning hands , with a spell save DC of 21. Each individual spider or insect swarm (made of spiders) can do this once per day. \n'b' Spider Empathy . The jorogumo can speak with any species of spider and control them as her guardians. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jorogumo makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 34 (5d10 + 7) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 14 (4d6) poison damage, or half as much on a successful save. If the target is a creature it must succeed a DC 18 Constitution saving throw or be implanted with a clump of spider eggs. That clump of spider eggs opens up and in insect swarm crawls out of the creature 1d4 rounds later, completely loyal to the jorogumo. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +9 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 18 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' Shapechanger . The jorogumo can turn into a Tiny spider or a Medium human with a generic appearance. It retains its stats and abilities in either form, but it cannot use its bite, claw, or web attacks if not in its natural form. \n'b'\n'b' ABOUT \n'b' Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father\xe2\x80\x99s body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. \n'b' Jorogumos are enthusiastic enemies of kenkus and attack them on sight-they never take kenkus as \xe2\x80\x9cmates.\xe2\x80\x9d'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Fire (Muspelhest) \n'b' Family: Jotun \n'b' Huge monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 63 (6d12 + 24) Speed 60 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses passive Perception 11 Languages understands Giant but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Flyby . The muspelhest doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Illumination . The muspelhest sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b' Actions \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Ethereal Stride . The muspelhest and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Fire (Muspeljotun) \n'b' Family: Jotun \n'b' Gargantuan giant , any neutral \n'b' Armor Class 19 (byrnie and shield) Hit Points 410 (20d20 + 200) Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 30 (+10) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Constitution +17, Intelligence +12, Charisma +12 Skills Athletics +17, Deception +12, Nature +12, Perception +12, Persuasion +12, Stealth +9, Survival +12 Damage Immunities fire Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 22 Languages Common, Giant Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the muspeljotun hits with it (included in the attack ). \n'b' Collapsing Colossus . When the muspeljotun drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the muspeljotun must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Fire Aura . At the start of each of the muspeljotun\xe2\x80\x99s turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the muspeljotun or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet. \n'b' Spellcasting . The muspeljotun is a 9th-level cleric . Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : fire bolt, light , sacred flame , spare the dying \n'b' 1st level (4 slots) : guiding bolt , healing word , heroism , shield of faith \n'b' 2nd level (3 slots) : lesser restoration , scorching ray \n'b' 3rd level (3 slots) : blinding smite, crusader\xe2\x80\x99s mantle, revivify \n'b' 4th level (3 slots) : banishment , wall of fire \n'b' 5th level (1 slot) : flame strike \n'b'\n'b' Legendary Resistance (3/Day) . If the muspeljotun fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The muspeljotun has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The muspeljotun\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The muspeljotun deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the muspeljotun that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this muspeljotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Actions \n'b' Multiattack . The muspeljotun makes two melee attacks . \n'b' Flaming Heftisax . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Lavaball . Melee or Ranged Weapon Attack : +17 to hit, reach 15 ft. or range 60/240 ft., one target. Hit : 26 (3d10 + 10) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Stomp . The muspeljotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the muspeljotun uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the muspeljotun and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b' Reactions \n'b' Blinding Retaliation . As a reaction immediately after being hit by a melee attack , the muspeljotun can cause the attacker to be blinded until the end of the attacker\xe2\x80\x99s next turn, unless the attacker succeeds on a DC 25 Constitution saving throw.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Fire (Muspelrisi) \n'b' Family: Jotun \n'b' Huge giant (shapechanger), any neutral \n'b' Armor Class 16 (byrnie and shield) Hit Points 162 (13d12 + 69) Speed 50 ft.\n'b' STATS STR: 25 (+7) DEX: 9 (-1) CON: 23 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +11, Constitution +10, Intelligence +4, Charisma +5 Skills Athletics +11, Deception +5, Nature +4, Perception +6, Persuasion +5, Stealth +3, Survival +6 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the muspelrisi hits with it (included in the attack ). \n'b' Dive Attack . If the muspelrisi is flying and dives at least 30 feet toward a target and then hits with a beak attack , the attack deals an extra 10 (3d6) damage to the target. \n'b' Spellcasting . The muspelrisi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:\n'b'\n'b' Cantrips (at will) : control flames, fire bolt, light , minor illusion \n'b' 1st level (4 slots) : burning hands , searing flame \n'b' 2nd level (3 slots) : continual flame , flaming sphere , scorching ray \n'b' 3rd level (3 slots) : fireball \n'b' 4th level (1 slot) : wall of fire \n'b'\n'b' Magic Resistance . The muspelrisi has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The muspelrisi can use its action to polymorph into a giant eagle (10 ft., fly 80 ft.), or back into its giant form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its giant form if it dies. \n'b' Actions \n'b' Multiattack . The muspelrisi makes two melee attacks . \n'b' Heftisax . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) slashing damage plus 7 (2d6) fire damage. \n'b' Beak (Eagle Form only) . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 11 (1d8 + 7) piercing damage. \n'b' Talons (Eagle Form only) . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) slashing damage. \n'b' Lavaball . Melee or Ranged Weapon Attack : +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage plus 7 (2d6) fire damage. \n'b' Reactions \n'b' Burning Rebuke . When the muspelrisi takes damage from a creature the muspelrisi can see within 60 feet of it, the muspelrisi can force that creature to succeed on a DC 19 Constitution saving throw or take 11 (2d10) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Candle \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 91 (14d8+28) Speed fly 50 ft., swim 50 ft.\n'b' STATS STR: 1 (-5) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +6, Dex +6 Skills Deception +6, Perception +6, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The corpse candle can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Draining Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 3) necrotic damage, and the target\xe2\x80\x99s 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' Hypnotic Lights . The corpse candle can create a dancing, twisting pattern of ever-shifting lights that slowly change colors. These lights appear within 20 feet of the corpse candle. Creatures viewing the pattern within 50 feet must make a successful DC 13 Wisdom saving throw or become charmed . A charmed creature can repeat the saving throw at the end of each of its turns to end this effect. A creature that succeeds this saving throw is immune to that corpse candle\xe2\x80\x99s hypnotic lights for 24 hours. The lights remain for 1 minute. A charmed creature moves towards the lights, taking the most direct route available at its normal movement rate. The creature avoids obvious dangers and skirts around obstructions as possible, but it will swim towards the light if necessary, paying no heed for the need to breathe. Any creature starting its turn adjacent to the light has its Constitution score reduced by 1d2. 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'\n'b' ABOUT \n'b' Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims\xe2\x80\x99 spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle. Corpse candles hate the living and have a particular dislike for clerics. Corpse candles are bound to the area of their death in the sense that they cannot leave that particular body of water (be it a sea, river, lake, or ocean). \n'b' Aging Image . A corpse candle appears as a translucent image of its living self. Its body shows little, if any, signs of death, though as it \xe2\x80\x9cages,\xe2\x80\x9d the corpse candle\xe2\x80\x99s translucence seems to grow faint and fade (as if a light were burning out). \n'b' Some sages have researched this phenomenon and believe that corpse candles can actually die of old age. Perhaps some remnant of their former lives binds them to the mortal world or perhaps sages are just reaching for answers to some unknown equation. \n'b' Treacherous Signals . Corpse candles detest the living and seek to lure wayfarers to their doom using trickery and misdirection. Corpse candles use their ability of deception to lure unsuspecting victims to their doom. When a corpse candle successfully fascinates a creature, it waits until the creature draws near and then attacks relentlessly with its incorporeal claws. Corpse candles are particularly fond of luring sailors, swimmers, and other seafarers to their watery graves by first fascinating them, draining sapping them of their strength, and finally allowing them to drown as the lights sap their vitality. Drowned victims are left as food for any aquatic carnivores in the area.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Fire (Muspelthurs) \n'b' Family: Jotun \n'b' Large giant , any lawful \n'b' Armor Class 13 (byrnie) Hit Points 59 (7d10 + 21) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 7 (-2) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Constitution +5 Skills Athletics +6, Perception +0 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing when raging Condition Immunities charmed , frightened Senses passive Perception 10 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the muspelthurs hits with it (included in the attack ). \n'b' Mount . If the muspelthurs isn\xe2\x80\x99t mounted, it can use a bonus action to magically teleport onto an muspelhest serving as its mount, provided the muspelthurs and its muspelhest are on the same plane of existence. When it teleports, the muspelthurs appears astride the muspelhest along with any equipment it is wearing or carrying. While mounted and not incapacitated, the muspelthurs can\xe2\x80\x99t be surprised, and both it and its muspelhest gain advantage on Dexterity saving throws. If the muspelthurs is reduced to 0 hit points while riding its muspelhest, the muspelhest is reduced to 0 hit points as well. \n'b' Pack Tactics . The muspelthurs has advantage on an attack roll against a creature if at least one of the muspelthurs\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the muspelthurs can enter a rage that lasts for 1 minute. The rage ends early if the muspelthurs is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the muspelthurs gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b' Actions \n'b' Heftisax . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage or 16 (2d8 +7) slashing damage when raging plus 7 (2d6) fire damage. \n'b' Lavaball . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 16 (2d8 + 7) bludgeoning damage when raging plus 7 (2d6) fire damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Frost (Hrimjotun) \n'b' Family: Jotun \n'b' Gargantuan giant , any neutral \n'b' Armor Class 19 (byrnie and shield) Hit Points 410 (20d20 + 200) Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 15 (+2) CON: 30 (+10) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Constitution +17, Intelligence +12, Charisma +12 Skills Athletics +17, Deception +12, Nature +12, Perception +12, Persuasion +12, Stealth +9, Survival +12 Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 22 Languages Common, Giant Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the hrimjotun hits with it (included in the attack ). \n'b' Collapsing Colossus . When the hrimjotun drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the hrimjotun must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Freezing Body . A creature that touches the hrimjotun or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. \n'b' Ice Walk . The hrimjotun can move across and climb icy surfaces without needing to make an ability check. \n'b' Innate Spellcasting . The hrimjotun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : ray of frost \n'b' 3/day each : grasping hand (made of ice, immune to cold damage, deals bludgeoning instead of force), cone of cold , flesh to ice (as flesh to stone ), freezing sphere , ice storm , sleet storm , spike growth (spikes made of ice), wall of ice \n'b' 1/day each : control weather \n'b'\n'b' Legendary Resistance (3/Day) . If the hrimjotun fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The hrimjotun has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The hrimjotun\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The hrimjotun deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the hrimjotun that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this hrimjotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Snow Camouflage . The hrimjotun has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Actions \n'b' Multiattack . The hrimjotun makes two melee attacks . \n'b' Brynklungr . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage. \n'b' Iceball . Melee or Ranged Weapon Attack : +17 to hit, reach 15 ft. or range 60/240 ft., one target. Hit : 26 (3d10 + 10) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Animate Ice . The hrimjotun can create either an inanimate ice object or an animated ice creature. The ice object can\xe2\x80\x99t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (hrimjotun\xe2\x80\x99s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed , exhaustion , frightened , paralyzed , petrified , and poisoned . The ice creature obeys only its creator\xe2\x80\x99s commands. The object or creature appears in an unoccupied space within 60 feet of hrimjotun. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points . In extreme heat, it loses 5 (1d10) hit points per minute as it melts. \n'b' Stomp . The hrimjotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the hrimjotun uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the hrimjotun and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Frost (Hrimrisi) \n'b' Family: Jotun \n'b' Huge giant , any neutral \n'b' Armor Class 19 (byrnie and shield) Hit Points 138 (12d12 + 60) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +11, Intelligence +7, Charisma +10 Skills Athletics +12, Deception +10, Nature +7, Perception +9, Persuasion +10, Stealth +8, Survival +9 Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 19 Languages Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the hrimrisi hits with it (included in the attack ). \n'b' Ice Walk . The hrimrisi can move across and climb icy surfaces without needing to make an ability check. \n'b' Innate Spellcasting . The hrimrisi\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : ray of frost \n'b' 3/day each : cone of cold , ice storm , wall of ice \n'b' 1/day each : control weather \n'b'\n'b' Magic Resistance . The hrimrisi has advantage on saving throws against spells and other magical effects. \n'b' Snow Camouflage . The hrimrisi has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Actions \n'b' Multiattack . The hrimrisi makes two melee attacks . \n'b' Heftisax . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) slashing damage. \n'b' Iceball . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) cold damage. \n'b' Reactions \n'b' Frigid Rebuke . When the hrimrisi takes damage from a creature the hrimrisi can see within 60 feet of it, the hrimrisi can force that creature to succeed on a DC 19 Constitution saving throw or take 11 (2d10) cold damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arborcyte \n'b' Large plant , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities deafened Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Shearing . Whenever the arborcyte suffers 10 or more damage from a single attack , a length of its vines breaks free. This animated tendril is under the arborcyte\xe2\x80\x99s control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp , and a speed of 10 feet. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait. \n'b' Thorn Vine . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte\xe2\x80\x99s turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time. \n'b' Animated Tendril . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b'\n'b' About \n'b' A mound of thorn-covered vines writhes into motion, rearing up to reveal an assemblage of bleached bones at its core. A hellish light gleams from the empty sockets of its many skulls. \n'b' Though druids do not suffer twisted, unnatural things to survive in the wild, sometimes, in a cruel twist of fate, they become the very thing they abhor. \n'b' Seed of Desecration . An arborcyte is the corrupted soul of a druid slain in the failed defense of its woodland home. A mass of vines crawl to the dying druid to serve as a vessel into the afterlife.\xc2\xa0The druid\xe2\x80\x99s soul is then twisted by forces of desecration, and what arises is a shambling monstrosity consumed by the desire to destroy any life that enters its blighted glade. \n'b' Skeletal Remains . Those slain by an arborcyte are eventually stripped of flesh and other organic materials by the acidic sap oozing from its many tendrils. Those bones not left to litter the forest floor work their way into the arborcyte\xe2\x80\x99s core, joining the remnants of other victims and the slain druid in a verdant ossuary. \n'b' Insidious Destruction . An arbocyte becomes deadlier when it is attacked.\xc2\xa0As its vines are hacked apart, each of the thorny tendrils rises up to fight alongside the main mass of the creature, creating an undulating dance of death threatening anyone foolish enough to remain in proximity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Frost (Hrimthurs) \n'b' Family: Jotun \n'b' Large giant , any chaotic \n'b' Armor Class 15 (byrnie) Hit Points 84 (8d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4)) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 9 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +8 Skills Athletics +7, Nature +1, Perception +2, Stealth +4, Survival +2 Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing when raging Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the hrimthurs hits with it (included in the attack ). \n'b' Ice Walk . The hrimthurs can move across and climb icy surfaces without needing to make an ability check. \n'b' Snow Camouflage . The hrimthurs has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the hrimthurs can enter a rage that lasts for 1 minute. The rage ends early if the hrimthurs is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the hrimthurs gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b' Actions \n'b' Heftisax . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage or 16 (2d8 +7) slashing damage when raging. \n'b' Iceball . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 16 (2d8 + 7) bludgeoning damage when raging plus 7 (2d6) cold damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Mountain (Bergjotun) \n'b' Family: Jotun \n'b' Gargantuan giant (shapechanger), neutral \n'b' Armor Class 17 (natural armor) Hit Points 410 (20d20 + 200) Speed 60 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 12 (+1) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Constitution +17, Charisma +10 Skills Nature +8, Perception +8, Stealth +7, Survival +8 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities petrification, poisoned Senses darkvision 120 ft., passive Perception 18 Languages Common, Giant Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Collapsing Colossus . When the bergjotun drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the bergjotun must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Innate Spellcasting . The bergjotun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : meld into stone , move earth , wall of stone \n'b'\n'b' Legendary Resistance (3/Day) . If the bergjotun fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The bergjotun has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The bergjotun\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The bergjotun deals double damage to objects and structures. \n'b' Stone Camouflage . The bergjotun has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Towering Terror . Any enemy outside the bergjotun that starts its turn within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this bergjotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Actions \n'b' Multiattack . The bergjotun makes one melee attack with its whetstone and one with its shield. \n'b' Whetstone . Melee or Ranged Weapon Attack : +17 to hit, reach 15 ft. or 200/800 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage. If a 1 is rolled on an attack roll with a whetstone, it shatters and can no longer be used. \n'b' Shield Bash . Melee Weapon Attack : +17 to hit, reach 10 ft., one creature. Hit : 29 (3d12 + 10) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 25 Strength saving throw or be knocked prone . \n'b' Hurled Stone . Ranged Weapon Attack : +17 to hit, range 200/800 ft., one target. Hit : 43 (6d10 + 10) bludgeoning damage. \n'b' Stomp . The bergjotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foothigh cylinder centered on this point must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the bergjotun uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the bergjotun and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b' Change Shape . The bergjotun magically polymorphs into a Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the bergjotun is wearing or carrying isn\xe2\x80\x99t transformed. The bergjotun reverts to it true form if it dies. \n'b' Create Mokkurkalfi . The bergjotun can turn any corpse lying on unworked stone within 15 feet into a clay construct known as a mokkurkalfi . The corpse instantly transforms into a mokkurkalfi and acts on the same initiative count as the bergjotun. The mokkurkalfi obeys the bergjotun\xe2\x80\x99s commands and fights until destroyed. \n'b' Reactions \n'b' Rock Catching . If a rock or similar object is hurled at the bergjotun, the bergjotun can, with a successful DC 15 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Mountain (Bergrisi) \n'b' Family: Jotun \n'b' Huge giant , any neutral \n'b' Armor Class 19 (byrnie and shield) Hit Points 138 (12d12 + 60) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +11, Intelligence +7, Charisma +10 Skills Athletics +12, Deception +10, Nature +7, Perception +9, Persuasion +10, Stealth +8, Survival +9 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened, frightened , paralyzed , poisoned , stunned Senses tremorsense 10 ft., darkvision 60 ft., passive Perception 19 Languages Common, Giant Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the bergrisi hits with it (included in the attack ). \n'b' Innate Spellcasting . The giant\xe2\x80\x99s innate spellcasting ability is Wisdom . It can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : meld into stone , stone shape \n'b' 1/day each : stoneskin \n'b'\n'b' Magic Resistance . The bergrisi has advantage on saving throws against spells and other magical effects. \n'b' Stone Camouflage . The bergrisi has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Actions \n'b' Multiattack . The bergrisi makes two melee attacks . \n'b' Brynklungr . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Rock . Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Reactions \n'b' Unyielding . When the bergrisi is subjected to an effect that would move it, knock it prone , or both, it can use its reaction to be neither moved nor knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Mountain (Bergthurs) \n'b' Family: Jotun \n'b' Large giant , any chaotic \n'b' Armor Class 17 (natural armor) Hit Points 94 (9d10 + 40) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 8 (-1) CON: 20 (+5) INT: 5 (-3) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Constitution +8 Skills Athletics +7, Nature +0, Perception +2, Stealth +2, Survival +2 Damage Resistances bludgeoning, piercing, and slashing when raging Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Brute . A melee weapon deals one extra die of its damage when the bergthurs hits with it (included in the attack ). \n'b' Stone Camouflage . The bergthurs has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the bergthurs can enter a rage that lasts for 1 minute. The rage ends early if the bergthurs is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the bergthurs gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b' Stoneborn . The bergthurs\xe2\x80\x99 stone head and heart gives it advantage on saving throws against being blinded , charmed , deafened, frightened , paralyzed , poisoned , stunned, or put to sleep. \n'b' Actions \n'b' Heftisax . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage or 16 (2d8 +7) slashing damage when raging. \n'b' Rock . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage or 16 (2d8 + 7) bludgeoning damage when raging.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Storm (Sturmjotun) \n'b' Family: Jotun \n'b' Gargantuan giant , any neutral \n'b' Armor Class 18 (byrnie and shield) Hit Points 430 (21d20 + 210) Speed 60 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +17, Constitution +17, Intelligence +12, Charisma +12 Skills Athletics +17, Deception +12, Nature +12, Perception +12, Persuasion +12, Stealth +9, Survival +12 Damage Immunities lightning, thunder Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 22 Languages Common, Giant Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Amphibious . The sturmjotun can breathe air and water. \n'b' Brute . A melee weapon deals one extra die of its damage when the sturmjotun hits with it (included in the attack ). \n'b' Collapsing Colossus . When the sturmjotun drops to 0 hit points , it falls over. Any creature on the ground within 30 feet of the sturmjotun must make a DC 17 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained , blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained , blinded , and risk of suffocation conditions on a success. \n'b' Innate Spellcasting . The sturmjotun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , fog cloud , light \n'b' 3/day each : feather fall , fly , misty step , telekinesis \n'b' 1/day each : control weather , gaseous form \n'b'\n'b' Spellcasting . The sturmjotun is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The sturmjotun has the following bard spells prepared:\n'b'\n'b' Cantrips (at will) : minor illusion , prestidigitation , vicious mockery \n'b' 1st level (4 slots) : cure wounds , disguise self , silent image , hideous laughter \n'b' 2nd level (3 slots) : invisibility , suggestion \n'b' 3rd level (2 slots) : major image , tongues \n'b'\n'b' Legendary Resistance (3/Day) . If the sturmjotun fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The sturmjotun has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The sturmjotun\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The sturmjotun deals double damage to objects and structures. \n'b' Towering Terror . Any enemy outside the sturmjotun that starts its turn within 30 feet of it must succeed on a DC 20 Wisdom saving throw or be frightened until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this sturmjotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b' Wind Aura . A magical aura of wind surrounds the sturmjotun. The aura is a 30-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the sturmjotun gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. \n'b' Actions \n'b' Multiattack . The sturmjotun makes two Lightning Sword attacks or uses Wind Javelin twice. \n'b' Lightning Sword . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 41 (9d6 + 10) lightning damage. \n'b' Windjavelin . The sturmjotun coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 20 (3d6 + 10) piercing damage to the target, striking unerringly. The javelin disappears after it hits. \n'b' Stomp . The sturmjotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foothigh cylinder centered on this point must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone . Until the sturmjotun uses its Stomp again or moves, the creature is restrained . While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the sturmjotun and is no longer restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Storm (Sturmrisi) \n'b' Family: Jotun \n'b' Huge giant (shapechanger), any neutral \n'b' Armor Class 16 (byrnie and shield) Hit Points 184 (16d12 + 80) Speed 50 ft., swim 50 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +13, Constitution +10, Intelligence +6, Charisma +8 Skills Athletics +13, Deception +8, Nature +6, Perception +8, Persuasion +8, Stealth +5, Survival +8 Damage Immunities lightning, thunder Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 18 Languages Common, Giant Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Amphibious . The sturmrisi can breathe air and water. \n'b' Brute . A melee weapon deals one extra die of its damage when the sturmrisi hits with it (included in the attack ). \n'b' Dive Attack . If the sturmrisi is flying and dives at least 30 feet toward a target and then hits with a beak attack , the attack deals an extra 10 (3d6) damage to the target. \n'b' Innate Spellcasting . The sturmrisi\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect magic , fog cloud , light \n'b' 3/day each : feather fall , misty step , telekinesis \n'b' 1/day each : control weather , gaseous form \n'b'\n'b' Magic Resistance . The sturmrisi has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The sturmrisi can use its action to polymorph into a giant eagle (10 ft., fly 80 ft.), or back into its giant form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its giant form if it dies. \n'b' Actions \n'b' Multiattack . The sturmrisi makes two melee attacks . \n'b' Fleinn . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 24 (3d10 + 8) piercing damage plus . \n'b' Beak (Eagle Form only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 12 (1d8 + 8) piercing damage. \n'b' Talons (Eagle Form only) . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) slashing damage. \n'b' Lightning Strike (Recharge 5-6) . The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw, taking 54 (12d8) lightning 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'Corpse Crawler \n'b' Tiny undead , unaligned \n'b' Armor Class 12 Hit Points 1 (1d4 \xe2\x80\x93 1) Speed 20 ft., climb 20 ft., burrow 5 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'\n'b' Skills Stealth +4 Senses darkvision 30 ft., passive Perception 12 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The corpse crawler 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 corpse crawler knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The corpse crawler ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \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' Infest . Over the course of 1 minute, the corpse crawler can infest the corpse of a Medium or Small humanoid, turning it into a zombie under its control. Until the effect ends, a creature can ask the corpse up to three questions. The corpse crawler can speak through the corpse using any language the corpse knew in life. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This effect doesn\xe2\x80\x99t return the creature\xe2\x80\x99s soul to its body, only its animating spirit. Thus, the corpse can\xe2\x80\x99t learn new information, doesn\xe2\x80\x99t comprehend anything that has happened since it died, and can\xe2\x80\x99t speculate about future events. When the corpse crawler leaves the corpse (including dismissal), or the zombie is reduced to 0 hit points , there is a 25% chance that a hostile swarm of insects will appear occupying the corpse\xe2\x80\x99s space. \n'b'\n'b' ABOUT \n'b' Corpse crawlers greatly resemble glossy black spiders, with white discoloration across their backs giving the vaguest impression of a skull. Fresh graves, warzones, and lands ravaged by plague are likely to draw these dreaded necrotic arachnids who feed on the residual life force of fresh corpses. \n'b' Necrotic Nest . Corpse crawlers not only feed on necrotized flesh but also make of it their nests, burying rapid-gestating egg sacs between loose layers of muscle and broken-down tissue, saturating the dead flesh with nourishing necrotic energy. \n'b' Corpse crawlers do not require mates to reproduce, each of them able to create offspring on their own after consuming enough energy. Thanks to their rapid reproduction, areas with a large supply of fresh dead are at risk of being overrun if even one is able to nest amongst the corpses. \n'b' Puppet Master . In order for newly-hatched corpse crawlers to survive, they must feed on dead flesh that has been infused with necrotic energy by their parent. A result of this oversaturation is the animation of the infested corpse, including some semblance of its former mind, though it no longer bears any true intelligence. Corpse crawlers pilot their reanimated hosts until they are destroyed by the crawlers\xe2\x80\x99 own voracious young.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jotnar, Storm (Sturmthurs) \n'b' Family: Jotun \n'b' Large giant , any chaotic \n'b' Armor Class 13 (byrnie) Hit Points 95 (10d10 + 40) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +7 Skills Athletics +8, Nature +3, Perception +4, Stealth +2, Survival +4 Damage Resistances bludgeoning, piercing, and slashing when raging Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amphibious . The sturmthurs can breathe air and water. \n'b' Brute . A melee weapon deals one extra die of its damage when the sturmthurs hits with it (included in the attack ). \n'b' Rage (Recharges after a Short or Long Rest) . As a bonus action, the sturmthurs can enter a rage that lasts for 1 minute. The rage ends early if the sturmthurs is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since its last turn. While raging, the sturmthurs gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b' Underwater Camouflage . The sturmthurs has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Actions \n'b' Fleinn . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage or 19 (2d10 + 8) piercing damage when raging. \n'b' Rock . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage or 17 (2d8 + 8) bludgeoning damage when raging.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jubjub Bird \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 91 (14d10 + 14) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shrill Screech . When agitated, the jubjub bird makes a nearconstant shrill and high scream, giving it advantage on Charisma ( Intimidation ) checks. \n'b' Stubborn . The jubjub bird has advantage on saving throws against being charmed . In addition, Wisdom ( Animal Handling ) checks are made with disadvantage against the jubjub bird. \n'b' Unpredictable . Opportunity attacks against the jubjub bird are made with disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jubjub bird makes two Bite attacks, or it makes one Bite attack and one Constrict attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 14 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained , and the jubjub bird can\xe2\x80\x99t constrict another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Impassioned Riposte . When a creature the jubjub bird can see misses it with an attack while within 10 feet of it, the jubjub bird can make one Bite attack against the attacker. \n'b'\n'b' ABOUT \n'b' The large, colorful bird spreads its wings, shrieking as its snakelike tail sways, poised to strike. \n'b' A jubjub bird\xe2\x80\x99s brightly colored feathers and powerful body taper into a long, scaled snakelike tail. They make their homes in forests and grasslands, and they are large, swift hunters. \n'b' Flights of Passion . Jubjub birds are naturally aggressive and respond forcefully to any perceived threat or intrusion. They can and do chase humanoids for miles just for crossing through their territories. Luckily, they\xe2\x80\x99re terrible flyers. On at least one occasion, a jubjub bird, inflamed by travelers who built a cottage on its territory while it was away, proceeded to screech incessantly outside the dwelling day and night. The newcomers abandoned their new farmstead. \n'b' Jubjub bird aggression goes double with others of their kind. \n'b' Though they interact briefly while mating, they cannot share territory, eventually attacking each other and marking out exacting boundaries. Two jubjub\xe2\x80\x99s settled near one another makes a volatile mix, prone to spilling over into traveler campsites or even into nearby fields, orchards, or bridges over streams. When vigilant against another jubjub bird, they may guard settled sites, fields, and paths against all comers. \n'b' Earning Trust . With creatures other than their own kind, jubjub birds can form a bond of lifelong trust. Though it requires months of time and effort, trained jubjub birds are supportive companions and loyal pets. Some wealthy eccentrics make them into guardians for their lavish and sprawling estates, which the birds view as their own territory, defending it relentlessly. \n'b' Jubjub Eggs . These creatures\xe2\x80\x99 watermelon-sized eggs are very rare and highly sought after by collectors and would-be animal trainers\xe2\x80\x94and by chefs to the very wealthy. Jubjub birds lay only a single egg each season, and their breeding season spans multiple years. Jubjub hens often abandon their young, leading the chicks to develop rather quickly. Fortunately, young jubjub birds can take care of themselves not long after hatching.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jubjub Bird \n'b' Huge monstrosity , neutral \n'b' Armor Class 18 (natural armor) Hit Points 270 (20d12 + 140) Speed 50 ft., fly 20 ft.\n'b' STATS STR: 28 (+9) DEX: 15 (+2) CON: 24 (+7) INT: 2 (-4) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +7, Con +12, Wis +8 Skills Acrobatics +12, Perception +13 Damage Immunities acid Senses darkvision 60 ft., passive Perception 23 Languages \xe2\x80\x94 Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Critical Resistance . The jubjub bird has a 50% chance to treat a critical hit as a normal hit. \n'b' Magic Resistance . The jubjub bird has advantage on saving throws against spells and other magical effects. \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 jubjub bird makes two claw attacks, and one bite attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 20 (2d10+9) piercing damage. When the jubjub bird scores a critical hit with its bite, it rolls the damage dice three times instead of two. Creatures that are reduced to 0 hit points from a critical hit from the jubjub bird\xe2\x80\x99s bite are decapitated. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 18 (2d8+9) slashing damage. \n'b' Shriek (Recharge 5-6) . The jubjub bird voices a piercing screech. All creatures (other than jubjub birds) within 60 feet that fail a DC 18 Constitution saving throw take 35 (10d6) thunder damage, or half as much on a successful saving throw. Those failing their save also are stunned for 1d4 rounds, though they can attempt a new saving throw each round at the end of their turn to end the stunned condition. \n'b'\n'b' REACTIONS \n'b'\n'b' Adaptive Defense . Any time the jubjub bird would take cold, fire, lightning, or thunder damage, the jubjub bird can use its reaction to reduce the damage by half. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The jubjub bird 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 jubjub bird regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The jubjub bird moves a distance equal to its full movement without provoking opportunity attacks. \n'b' Claw . The jubjub bird makes a claw attack . \n'b' Carnage (Costs 2 Actions) . The jubjub bird makes a bite attack against each creature adjacent to it. \n'b'\n'b' ABOUT \n'b' The jubjub bird is a rare and dangerous bird that resembles a giant dodo bird , but with long, muscular legs and wings that provide functional, if awkward, flight. When attacked with magic, a jubjub bird\xe2\x80\x99s plumage shifts randomly in hue and pattern with each spell hurled against it. Like the bandersnatch and other legendary creatures such as the jabberwock, the jubjub bird originally hails from the primal world of the fey. It has the dubious honor of being among the least powerful and least intelligent of these creatures, which are known collectively as the \xe2\x80\x9cTane,\xe2\x80\x9d yet one should never assume that the jubjub bird is a pushover\xe2\x80\x94its penchant for snapping off heads with its razor-sharp beak can quickly put such ideas to rest. Powerful fey sometimes keep jubjub birds as guardians, and there are even reports of giants using them as mounts. Such avian allies must be carefully trained, for few are able to comfortably exist alongside a creature so prone to uttering such stunning shrieks so often. Jubjub birds stand about 20 feet tall and weigh roughly 6,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aaleear \n'b' Small fey , any good \n'b' Armor Class 12 Hit Points 4 (1d6) Speed : 20 ft..\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 10 (0) INT: 14 (+1) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +3, Stealth +4, Survival +5 Senses : darkvision 60 ft., passive Perception 13 Damage Vulnerabilities : cold iron Damage Resistances bludgeoning, piercing, slashing, stabbing from weapons that are not magical or made of cold iron Damage Immunities : poison Condition Immunities : charmed , poisoned Languages : Common, sylvan \n'b' Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting : The aaleear\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). Aaleear have four spell slots. Expended spell slots are recovered after the aaleear completes a long rest . They can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' Cantrips mending , minor illusion \n'b' 1st Level Alter self , detect magic , enlarge, faerie fire . \n'b'\n'b' Bardic Abilities : All common aaleear have the ability of 1st-level bards. Aaleear with more hit dice have the abilities and talents of a higher level bard . Aaleear characters that choose a different character path do not retain the ability of bardic knowledge but do not gain other abilities or benefits from that class. \n'b'\n'b' Actions \n'b'\n'b' Fey Bow . Ranged Weapon Attack : +4 to hit, range 30/120 ft., 1 target. Hit : 2 (1d4) piercing damage. \n'b' Dagger . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' About \n'b' In their distant past, the aaleear were fierce warriors of the fey realms. But sometime long ago their feet were turned from that path, and those days are known now only through myth and legend, captured in the songs of the aaleear. For in the modern world, the aaleear are creatures of music and art, and their songs are famed throughout the lands. \n'b' Aaleear stand roughly two to three feet high, tending more towards the plump (although their youths are still light of foot and strong of arm). Their hands, though, are delicate and fine -well wrought for sword craft and art craft both. \n'b' Advancing Aaleear \n'b' Aaleear gain additional abilities as they advance in level. For every four hit dice ( bard levels) they gain, the Aaleear also gains additional innate spells. At four HD, the aaleear gains charm person and invisibility , plus two additional level 2 spell slots. At 8 HD, the aaleear gains charm monster and improved invisibility , plus one additional level 3 spell slot and one level four slot. At 12th level the aaleear gains dominate person and a level five spell slot. At 16th level, the aaleear gains mass suggestion and a sixth level slot. These spells and slots are separate from those gained as a bard and do not combine. \n'b' For every four HD thus gained, the Aaleear\xe2\x80\x99s challenge increases by one level, and it may increase any two ability scores by +1 each.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adaro Mystic \n'b' Family: Adaro \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 162 (25d8+50) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Str + 6, Wis +7 Skills Perception +7, Stealth +7 Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 17 Languages Aquan, Common Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The adaro is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The adaro has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , sacred flame , spare the dying \n'b' 1st level (4 slots) : bane , command , cure wounds \n'b' 2nd level (3 slots) : blindness/deafness , hold person \n'b' 3rd level (3 slots) : protection from energy , spirit guardians \n'b' 4th level (1 slots) : control water \n'b'\n'b' Rain frenzy . Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy weather, adaros have advantage on Strength saving throws and saving throws against being frightened . In such conditions, at the start of its turn, the adaros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. An adaro gains this benefit even if it is underwater, but only as long as it remains within one turn away from the water\xe2\x80\x99s surface. \n'b' Speak with Sharks . An adaro can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as \xe2\x80\x9ccome,\xe2\x80\x9d \xe2\x80\x9cdefend,\xe2\x80\x9d or \xe2\x80\x9cattack.\xe2\x80\x9d \n'b' Water breathing . The adaro can only breathe underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The adaro makes two spear attacks. It may substitute a spear attack for one bite attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Spear . Melee Weapon Attack : +6 to hit, 5 ft. reach, one target. Hit : 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \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'Arboreal Grappler \n'b' Medium aberration , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36) Speed 10 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Boscage Brachiation . The arboreal grappler doesn\xe2\x80\x99t provoke opportunity attacks when it climbs out of an enemy\xe2\x80\x99s reach. \n'b' Mobile Grappler . The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has grappled . \n'b' Spider Climb . The arboreal grappler 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 arboreal grappler makes one Bite attack and two Tentacle attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained . The arboreal grappler has two tentacles, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below. \n'b' An arboreal grappler is a malformed creation of the gods, a primate whose limbs warped into long, muscular tentacles covered in shaggy, red fur. \n'b' Carry Prey to the Heights . Arboreal grapplers use their long limbs to snatch and drag prey behind them as they use their powerful forelimbs to ascend to the highest canopy. Victims are constricted until their struggles cease and then are devoured. \n'b' The grapplers\xe2\x80\x99 flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across. \n'b' Clans in the Canopy . Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom ( Perception ) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check. \n'b' Carnivorous Elf Hunters . Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Scholars suggest this arises from hatred as much as from hunger, citing records of various humanoids hunting arboreal grapplers millennia ago.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Juggernaut \n'b' Huge construct , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 270 (20d12 + 140) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 27 (+8) DEX: 11 (+0) CON: 24 (+7) INT: 3 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, necrotic Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Common and Ignan but can\xe2\x80\x99t speak Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Construct . The juggernaut obeys the simple commands of whoever activated it by placing a brain gem in its arm. It becomes inanimate if the brain gem is removed. \n'b' Fire Absorption . Whenever the juggernaut is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. \n'b' Immutable Form . The juggernaut is immune to any spell or effect that would alter its form. \n'b' Insanity . If an inauthentic brain gem was used to activate the juggernaut artifact, it goes insane after 1d4 + 1 rounds, attacking all creatures in its vicinity and refusing to obey commands. \n'b' Magic Resistance . The juggernaut has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The juggernaut\xe2\x80\x99s attacks are magical. \n'b' Secret Compartment . A secret compartment exists inside the back of the juggernaut, big enough for four Medium humanoids. \n'b' Vorpal Pincer . When it rolls a 20 on a Pincer attack roll against a creature of size Huge or less which has at least one head, the juggernaut has cut off one of the creature\xe2\x80\x99s heads. The creature dies if it cannot survive without the lost head. Creatures who do not have a head cut off instead suffer an extra 6d8 slashing damage from the hit. \n'b' Actions \n'b' Multiattack . The juggernaut makes eight Flail attacks, one Pincer attack, and one Prismatic Spray Cannon attack . \n'b' Flail . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) bludgeoning damage. \n'b' Pincer . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 29 (6d6 + 8) slashing damage. \n'b' Prismatic Spray Cannon . The juggernaut uses its bejeweled arm to cast prismatic spray (spell save DC 20) in a 100-foot cone. \n'b' About \n'b' Juggernauts protect locations dedicated to a particular faith, their massive forms infused with divine energy that animates them and infuses them with their deity\xe2\x80\x99s power. Some faiths use a juggernaut as a mobile shrine, anointing it with sacred materials and offering prayers to the divine.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jumper, Strong \n'b' Medium humanoid , any alignment \n'b' Armor Class 15 \n'b' Hit Points 58 (9d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 \n'b' Skills Deception +5, Perception +3, Sleight of Hand +6, Stealth +6 \n'b' Senses passive Perception 13 \n'b' Languages Terran \n'b' Challenge 3 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The jumper has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Surprise Teleport . When the jumper teleports before making an attack against a creature, it has advantage on the attack roll against any creature that hasn\xe2\x80\x99t taken a turn in combat yet and they have disadvantage eon any saving throws. In addition, when the jumper attacks with advantage after teleporting and both rolls hit the targets AC, the attack is a critical hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The jumper makes three attacks in any combination with its pistol whip or blaster pistol. \n'b' Pistol Whip . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) fire damage. \n'b' Blaster Pistol . Ranged Power Attack : +5 to hit, range 60/90 ft., one target. Hit : 4 (2d4) radiant damage. \n'b' Teleport (Recharge 4-6) . The jumper teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space it can see. Before or after teleporting, the jumper can make one attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Recharge . When a creature the jumper can see moves within 5 feet of it, if the jumper\xe2\x80\x99s teleport is recharged, it can use it as a reaction . The jumper rolls to recharge its teleport .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jumper, Weak \n'b' Medium humanoid , any alignment \n'b' Armor Class 13 \n'b' Hit Points Crony \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 \n'b' Skills Deception +4, Perception +3, Sleight of Hand +5, Stealth +5 \n'b' Senses passive Perception 13 \n'b' Languages Terran \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The jumper has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Pistol Whip . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Blaster Pistol . Ranged Weapon Attack : +5 to hit, range 60/90 ft., one target. Hit : 4 (2d4) radiant damage. \n'b' Teleport (Recharge 4-6) . The jumper teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the jumper can make one attack . \n'b'\n'b' REACTIONS \n'b'\n'b' Recharge . When a creature the jumper can see moves within 5 feet of it, if the jumper\xe2\x80\x99s teleport is recharged, it can use it as a reaction . The jumper rolls to recharge its teleport .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Hound \n'b' Small undead , chaotic evil \n'b' Armor Class 12 Hit Points 6 (2d6) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 8 (-2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0 Damage Immunities necrotic, poison Condition Immunities poisoned Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The corpse hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Ravenous . If the corpse hound makes a successful melee attack against a target, it can use its bonus action to make a second melee attack against the same target with advantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Pestilent Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit 7 (2d4 + 2) piercing damage plus 2 (1d4) poison damage. The target must succeed on a DC 10 Constitution saving throw or become infected. An infected creature has disadvantage on skill checks until it is cured by magic such as lesser restoration or heal . \n'b'\n'b' ABOUT \n'b' Neither sentient creatures nor animals alike are spared from reanimation as vile versions of their living selves. A necromancer may choose to reanimate once loyal hounds and keep them as guard animals or scouts due to their smaller, more agile forms. Some have even been known to resurrect large birds found feasting upon corpses of the newly slain such as crows or vultures, which spread both terror and disease wherever they fly and often herald the advance of undead legions. \n'b' Feral Undead Animals . Perhaps due to their lack of humanoid-like intelligence, undead animals are inherently more difficult to control compared to humanoids. Thus, while a necromancer may reanimate and control undead such as dogs, horses, wolves, or even bears, these creatures may break free from servitude toward their former masters. Such creatures are indiscriminate, fearless, and relentless killers that attack any living creature they come across. \n'b' Paradoxically, they retain some of their animal instinct, and their hunting tactics resemble that of their once living selves \xe2\x80\x93 reanimated dogs and wolves will hunt in packs for example. \n'b' Undead Nature . Reanimated beasts do not require air, food, water, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jung-Mule \n'b' Large beast , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d10+24) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 7 (-2) CON: 15 (+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 +3 Condition Immunities blinded Senses tremorsense 200 ft. Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The jung-mule can carry far more than its strength would normally allow. It can move normally carrying up to 1,000 pounds and is able to move up to 4,000 pounds. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, 5 ft., one target. Hit : 16 (2d10+5) bludgeoning damage. \n'b' Trample . If the jung-mule can move at least 15 feet towards a target and then makes a successful attack with its slam, it gets to trample the target. The target must make a Dexterity save (DC 14). On a failed save, the target is\xc2\xa0forced prone and takes an additional 11 (2d10) bludgeoning damage from the creature\xe2\x80\x99s feet stomping it. On a successful save, the target takes half damage and is not forced prone . \n'b'\n'b' ABOUT \n'b' These massive, eight-legged beasts have thick, armor-plated bodies. Shovel-like horns crown their broad heads, but beneath these where a snout should be, is a third horn; pointing down, this horn is sharper but as broad as the other two. Beneath this third horn lies their wide mouth, lined with razor-sharp, small teeth. Their eyes and ears are small and set deep in their armored plates, but these are almost useless organs, for the beast is equipped with an amazing ability to detect motion even in the most inhospitable environments. Thick, coarse hair covers them from head to six cloven feet. \n'b' Herd Animals . These creatures travel in small herds dominated by a matriarch. This dominant female determines what the herd does and where it goes. She always feeds first. If one jung-mule is spotted it is usually a buck searching for a mate. These are always aggressive. Generally, the jung-mule scavenges for its meal, however, they hunt anything and eat any other creature, living or dead. \n'b' Adapted for Cold . The horns, though used as a weapon, are an adaptation that allows them to move through the thick snow and ice. They are normally found in colder climes, but if the hunting is good often wander into warmer temperatures during the winter months. \n'b' Superior Mounts . They are excellent mounts, easy to tame and generally agreeable if they are regularly fed. They are able to move massive weight, up to 4,000 lbs, with their shovel-like horns. \n'b' Sonar . Their ability to detect motion through sound and put shape to it augments their poorly developed eyesight and hearing. Through this sonar, they are able to \xe2\x80\x9csee and hear\xe2\x80\x9d up to 200 feet away. This sonar is magical in nature and is not obstructed by weather patterns or even solid surfaces such as rock. It works in many respects as the spell clairaudience and clairvoyance , without the limitation that the jung-mule has to be familiar with the area he is detecting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jungle Mantis Swarm \n'b' Large swarm of Tiny beasts , unaligned \n'b' Armor Class 15 Hit Points 120 (16d10 + 32) Speed 20 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) Proficiency Bonus +3 \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 mantis. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Swarming Bites . Each creature in the swarm\xe2\x80\x99s area makes a DC 13 Dexterity saving throw. On a failed save, it takes 17 (5d6) piercing damage and is grappled (escape DC 13). On a success, it takes half as much damage and is not grappled . The swarm can move at full speed while carrying a Medium or smaller creature but can\xe2\x80\x99t fly . \n'b'\n'b' REACTIONS \n'b'\n'b' Angry Flutter . When the swarm is hit by an attack , the swarming mantises briefly take flight and disperse, spreading out to limit the damage before regrouping. The damage dealt to the swarm is halved. If the swarm is grappling a creature, that grapple ends. \n'b'\n'b' ABOUT \n'b' Although adventurers are used to dealing with swarms of bugs in dungeons, crypts, and caverns, the mantis swarms of tropical jungles are a different breed of pest altogether. So-called jungle mantis swarms include mantises of extraordinary size-the longest specimens are up to 1 foot long-with thick exoskeletons and serrated tibial spines. \n'b' It\xe2\x80\x99s these extra little claws on the ends of their already sharp limbs that set jungle mantises apart from garden variety mantids. When they combine their strength as a swarm, jungle mantises can grip, hold, and drag entire animals, up to and including large mammals. Though jungle mantis swarms thankfully cannot haul their prey up into the sky, the sight of an ally being dragged into the dark jungle undergrowth is shocking enough to keep most skittish explorers on edge. \n'b' Equally alarming are a jungle mantis swarm\xe2\x80\x99s surprisingly cunning tactics. \n'b' Jungle mantises know better than to stay put when their prey puts up a fight, and so they constantly bob and weave among nearby flora. They\xe2\x80\x99ve even been known to set up ambushes, separate packs of creatures from one another, and pick out weaker-looking or injured targets when confronting a group. Locals say that the behavior of a jungle mantis swarm is less like a group of wild insects and more like a mobile colony, though there doesn\xe2\x80\x99t seem to be a queen as an ant colony would have. Rather, jungle mantises operate as a finely tuned society of equal-minded-and equally voracious-carnivores. \n'b' Large and dangerous as the most well-known jungle mantis swarms are, rumors persist of even larger mantis swarms: flying apocalypses of dozens of towering giant mantids, capable of destroying entire settlements in an evening. \n'b' Some jungle-dwelling druids have made attempts to domesticate individual jungle mantises or rehabilitate small groups of insects that have become separated from their swarm. With enough training, a small group can be nurtured into a swarm of mantises and seem to have just enough intelligence to serve as a druid or ranger\xe2\x80\x99s animal companion. Many hopeful mantislovers have delved into the jungle specifically to acquire and tame such a swarm, though far fewer succeed in the endeavor.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jungle Squid \n'b' Huge monstrosity , neutral evil\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 17 (+3) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 19 (natural armor) Hit Points 184 (16d12 + 80) Speed 20 ft., climb 20 ft., swim 40 ft. Saving Throws Wisdom +9, Charisma +11 Skills Athletics +11, Insight +9, Perception +9, Stealth +8 Damage Resistances fire, lightning; bludgeoning from nonmagical weapons. \n'b' Damage Immunities poison Condition Immunities poisoned , prone Senses darkvision 60 ft., passive Perception 21 Languages Aquan, Druidic, Kraken , Titan Speech, and any one major local tongue Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Camouflage . While the jungle squid remains motionless in natural vegetation it has advantage on Dexterity ( Stealth ) checks. \n'b' Domination . When the jungle squid casts dominate monster and maintains concentration for the full duration of the spell, the effect becomes permanent, with no further concentration required, until dispelled or either the victim or the squid falls unconscious or dies. \n'b' Innate Spellcasting . The jungle squid\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components.\n'b'\n'b' At will : detect thoughts \n'b' 3/day each : charm person \n'b' 1/day each : dominate monster , dream \n'b'\n'b' Spellcasting . The jungle squid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The jungle squid has the following druid spells prepared:\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , poison spray \n'b' 1st level (4 slots) : animal friendship, entangle , faerie fire , speak with animals \n'b' 2nd level (3 slots) : gust of wind , hold person , pass without trace \n'b' 3rd level (3 slots) : meld into stone , speak with plants \n'b' 4th level (3 slots) : confusion , freedom of movement \n'b' 5th level (1 slots) : awaken , tree stride \n'b'\n'b' Tentacle Crush . When the squid starts its turn with creatures grappled by its tentacles, as a bonus action it can automatically do tentacle damage to those creatures. Tentacles so used cannot make additional attacks in the same turn. \n'b' Actions \n'b' Multiattack . The jungle squid makes one bite attack and up to six tentacle attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 6) piercing damage. If the target is a Medium or smaller creature grappled by the squid, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the squid, and it takes 21 (6d6) acid damage at the start of each of the squid\xe2\x80\x99s turns. If the squid takes 30 damage or more on a single turn from a creature inside it, the squid must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the squid. If the squid dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone . \n'b' Tentacle . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 21). \n'b' Tactics \n'b' A jungle squid usually drapes its camouflaged tentacles across foliage, appearing quite like thick vines, and simply waits for prey to approach. It is very difficult to surprise , as its charmed minions will report any unusual activity. It will often send one or two of its more powerful and aggressive minions to probe intruders\xe2\x80\x99 strengths and weaknesses, and then use that knowledge in its own attack . Against groups it might attempt to charm one or more opponents, but the savvy squid will only use its Domination ability against solitary targets. If it takes a fancy to a particular victim it might use its magic and minions to isolate that target, and then try to enslave it. Jungle squid are fond of using magic items and wearing the trinkets of fallen foes, and will certainly employ such things in combat, or for amusement. \n'b' Description \n'b' A giant cephalopod related to the kraken , this creature looks like a gigantic squid with a soft, mottled dark green body, a chitinous beak capable of swallowing a human whole, and six barbed tentacles. Each tentacle has 10 to 14 leafy protrusions that give it a vine-like appearance. \n'b' Slavemaster . Although terrifying combatants, jungle squid are feared most for their mental powers. They will often charm a creature and toy with it, as a cat playing with a mouse, before consuming it. \n'b' But more horrifying still is their ability to permanently enthrall humanoids and beasts, which they use to accumulate small armies of bodyguards, minions, and spies. A jungle squid will typically have as thralls one or two druids, a number of large beasts, and countless tiny forest denizens. They do occasionally derive twisted delight \xe2\x80\x93 humor, even \xe2\x80\x93 from enslaving odd or surprising creatures. That is, until they tire of the novelty and devour their erstwhile servant. \n'b' Invasive Species . Jungle squid can be found throughout jungles and swamps. These massive, tentacled horrors are notoriously territorial, and harbor an especially strong dislike of others of their kind: fights are almost guaranteed to break out between them when they cross paths, and that is especially true on those rare occasions when males and females come together to mate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Juniper Sheriff \n'b' Small fey , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 31 (7d6 + 7) Speed 40 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Investigation +3, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Honesty . A creature that enters a space within 10 feet of the juniper sheriff for the first time on a turn or starts its turn there must succeed on a DC 13 Charisma saving throw or be unable to speak a deliberate lie until it starts its turn more than 10 feet away from the sheriff. Creatures affected by this trait are aware of it, and the juniper sheriff knows whether a creature in the area succeeded or failed on its saving throw. \n'b' Sheriff\xe2\x80\x99s Duty . The juniper sheriff knows if it hears a lie and can\xe2\x80\x99t speak a deliberate lie. \n'b' Unfailing Memory . The juniper sheriff remembers every creature that has ever spoken to it. If a creature has spoken to the sheriff and speaks to the sheriff again while polymorphed or disguised, the sheriff has advantage on Intelligence ( Investigation ), Wisdom ( Insight ), and Wisdom ( Perception ) checks to identify or recognize that creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Saber . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit:7 (1d8 + 3) slashing damage. \n'b' Bitter Truth . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 8 (2d4 + 3) psychic damage, and the target has disadvantage on the next saving throw it makes against the juniper sheriff\xe2\x80\x99s Aura of Honesty within the next 1 minute. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Hop Away . The juniper sheriff takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' While it resembles a rabbit poised for flight, this childlike creature wears brown trousers and a blue blazer with a small branch of juniper berries pinned to its breast. \n'b' Long ago, fey kings and queens prohibited the juniper sheriffs from telling lies. They also decreed that, whenever a sheriff meets an intelligent creature, the sheriff must ask three questions and hear its answers (or follow it until it does). The fastidious sheriffs follow their instructions, and once every year they visit their ruler\xe2\x80\x99s court to report on all they have learned. The rulers record the reports in magical bottles, kept for their own enigmatic purposes. \n'b' Mountain Ramblers . Juniper sheriffs live on forested mountainsides and foothills, where their namesake juniper trees grow. They protect fairy rings, shadow roads, and fey portals. \n'b' Sheriffs perform their duties with utmost seriousness, which led other fey to nickname them \xe2\x80\x9cgrim guardians.\xe2\x80\x9d \n'b' Memory for Faces . A juniper sheriff never forgets the face, voice, or name of a creature it has spoken to, and it remembers the responses to its questions (if any). Even if a creature has taken another form and speaks with the sheriff years later, a juniper sheriff can often identify it by its voice or by quirks of speech, scent, or body language. \n'b' When a creature truthfully answers the juniper sheriff\xe2\x80\x99s three questions, it plucks one juniper berry from the branch pinned to its breast, imbuing the berry with a portion of its power. No matter how many a sheriff gives away, it always has more. If a creature given a sheriff\xe2\x80\x99s juniper berry presents the berry to a fey, that fey must accept it and be bound by the authority it represents. The creature that presents the berry is safe from the recipient\xe2\x80\x99s attentions for three days. During that time, the fey must not attack, deceive, or hinder the creature in any way. At the GM\xe2\x80\x99s discretion, presenting a sheriff\xe2\x80\x99s berry to a particularly powerful fey, such as a fey lady or lord, has no effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jupiter Bloodsucker \n'b' Medium plant , unaligned \n'b' Armor Class 8 (natural armor) Hit Points 26 (4d8 + 8) Speed 5 ft.\n'b' STATS STR: 12 (+1) DEX: 5 (-3) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Skills Athletics +3 Damage Vulnerabilities fire Damage Immunities psychic Condition Immunities charmed , frightened , stunned , unconscious Senses tremorsense 60 ft., passive Perception 10 Languages None Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . A Jupiter bloodsucker makes five melee attacks . \n'b' Vine . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) piercing damage and the target is grappled (escape DC 12). A Jupiter bloodsucker can have no more than five creatures grappled at one time. \n'b' Smother . One creature grappled by the Jupiter bloodsucker must make a successful DC 11 Constitution saving throw or begin suffocating. Suffocation continues for as long as the creature is grappled by the Jupiter bloodsucker. \n'b'\n'b' ABOUT \n'b' The Jupiter bloodsucker, also known as the vampire plant, is a seemingly ordinary plant. A creature looking closely at the roots may notice that the stems are transparent and that blood seems to course through them. The vines are lined with leaves, and on the underside of each leaf are many small but very sharp, hollow thorns. The plant stabs these thorns into a victim to siphon off the creature\xe2\x80\x99s blood. The Jupiter bloodsucker attacks with its vines, trying to grapple a foe with the ropy vine and then gulp down its blood through the leaves. At the same time, leaves cover the victim\xe2\x80\x99s face to smother it to prevent it from escaping the plant\xe2\x80\x99s weak grip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jynx \n'b' Small fey , chaotic neutral \n'b' Armor Class 13 Hit Points 27 (6d6 + 6) Speed 25 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 15 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Nature +4, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The jynx\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The jynx can cast the following spells without requiring material components:\n'b'\n'b' At will : detect evil and good , detect magic \n'b' 1/day each : color spray , detect thoughts , dispel magic , entangle \n'b'\n'b' Actions \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Jinx (1/Short or Long Rest) . The jinx chooses one target that it can see within 60 feet of it to make a DC 13 Wisdom saving throw. On a failed saving throw, the creature is jinxed for 1 minute. While jinxed, the creature has disadvantage on all attack rolls, saving throws, and skill checks until the jinx ends. The jinx can be ended early with remove curse . \n'b' About \n'b' This creature resembles a 3-foot-tall elf with slightly longer ears and a pair of glittering insect-like wings. Its clothes are varying shades of green, and the creature carries a small shortsword. \n'b' Jynx are small whimsical, fun-loving forest fey thought to be an offshoot of the elven race. They live in small moss-covered caves within their forests, with such caves often being located near well-traveled roads and paths, but still well hidden from prying eyes. This location makes it much easier for the jynx to partake in one of their favorite pastimes \xe2\x80\x93 leading travelers astray. Jynx rarely try to harm the target of their pranks; they simply delight in sewing confusion and watching the target\xe2\x80\x99s reactions to such events. Those that despoil the forests, on the other hand, are led astray and often led into jynx-placed traps that seek to maim or even kill such creatures. \n'b' Jynx have good relations with other forest-dwelling humanoids and creatures (elves, sprites, pixies, etc.) and can often be found in their midst. They are on good terms with neutral and good-aligned druids and rangers as well. \n'b' A typical jynx stands around 3 feet tall and weighs about 40 pounds. Skin color is usually tan and hair color varies wildly from the deepest blacks to the brightest blondes. Eyes are most often deep blue or dark green. A jynx\xe2\x80\x99s lifespan is about 300 years. \n'b' Jynx tend to avoid melee combat, preferring to assault their enemies with their spell-like abilities and shortbows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jyoti \n'b' Medium celestial , neutral \n'b' Armor Class 17 (natural armor) Hit Points 152 (16d8 + 80) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 21 (+5) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Cha +7 Skills Insight +6, Intimidation +7, Perception +6, Stealth +9 Damage Resistances fire, lightning Damage Immunities poison, radiant Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Auran, Garuda Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Breath of Life . Creatures within 30 feet of the jyoti have advantage on death saving throws. If the jyoti casts cure wounds on a creature at 0 hit points , that creature heals the maximum amount. \n'b' Divine Aversion . Jyoti dislike deities and their divine spellcasting servants. They have advantage on saving throws against magical spells or attacks cast by clerics and paladins, as well as those used by celestials and fiends. \n'b' Innate Spellcasting . The jyoti\xe2\x80\x99s spell casting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : cure wounds , (cast as a 3rd-level spell), daylight , guiding bolt \n'b' 1/day each : dimension door , lesser restoration \n'b'\n'b' Positive Affinity . The jyoti can exist comfortably on the Positive Plane. It is never harmed (and does not benefit) from environmental effects of the Positive Plane. In addition, because of their attunement to positive energy, any cure wounds spell or similar healing effect always heals the maximum amount when used on a jyoti. \n'b' Regeneration . The jyoti regains 10 hit points at the start of its turn. If it takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of its next turn. The jyoti dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The garuda makes one bite attack and two spear attacks, or attacks with its radiant breath. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and 3 (1d6) radiant damage. \n'b' Spear . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage two-handed and 10 (3d6) radiant damage. If the jyoti scores a critical hit with its spear against an undead or creature from the Negative Plane or Shadowfell, that creature takes an additional 21 (6d6) radiant damage. The jyoti\xe2\x80\x99s spear is a magical weapon in its hands. \n'b' Radiant Breath (Reset 5-6) . The jyoti breathes out a gout of radiant light in either a 60-foot line (5 feet wide) or in a 30-foot-long cone. Creatures in the area must make a DC 17 Dexterity saving throw or take 38 (11d6) radiant damage, or half as much on a successful save. Living creatures failing their Dexterity saving throw must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn. Undead failing their Dexterity saving throw take an additional 11 radiant damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arboreal Husk \n'b' Huge plant (husk) , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 149 (13d12 + 65) Speed 25 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the husk remains motionless, it is indistinguishable from a diseased or dead tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The husk can use Sow Despair. It then makes two blighted branch attacks. \n'b' Blighted Branch . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/120 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Raise Trees (1/Day) . The husk magically animates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as an arboreal husk, except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Blighted Branch action. An animated tree acts as an ally of the husk. The tree remains animate for 1 day or until it dies; until the husk dies or is more than 120 feet from the tree; or until the husk takes a bonus action to turn it back into a dead tree. The tree then topples over. \n'b' Sow Despair . Each creature of the husk\xe2\x80\x99s choice that is within 30 feet of the husk and can see it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the husk\xe2\x80\x99s Sow Despair for the next 24 hours \n'b'\n'b' ABOUT \n'b' Arboreal husks typically manifest from treants who fail to protect their forest wards from evil depredations. These brokenhearted, twisted guardians of the trees go on to sow the same kinds of despair they felt upon seeing their home so ravaged. \n'b' Whereas most arboreals attack only creatures whose aims are incompatible with the prosperity of the forest, such as loggers and invading warmongers, arboreal husks are not so picky when it comes to choosing foes. To these husks, all living creatures are potential despoilers of nature, from an elven druid experimenting on plants with her nourishing primal magic to the lowly squirrel stealing acorns for the winter. No amount of reason or charm can sway an arboreal husk from the basic assumption that anyone in its vicinity means harm to it and its ruined domain. \n'b' Some arboreals have tried to revert their disturbed husk relatives to their original goodly natures, though so far none have succeeded. An arboreal husk rooted in a healthy forest doesn\xe2\x80\x99t recover-in fact, the opposite occurs, as the forest around the husk wilts and dies in its ruinous presence. Thus, untainted arboreals have no choice but to slay their twisted siblings. Rather than hunt down and destroy known husks in their territory, arboreals often choose to hire adventurers to take on this terrible task. \n'b' If an arboreal is typically the guardian of a forest, then what do arboreal husks protect? The answer is at the root of the existential crisis that causes such husks to exist in the first place: nothing. Some woodland sages insist that all husks, including arboreal husks, can be redeemed if placed within a flourishing natural realm. \n'b' But husks themselves blanch at the thought and seem to revel in their despair. If there is any validity to this claim, then the act of transplanting a husk into a new home must be undertaken necessarily by force.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kabandha \n'b' Large giant , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 231 (22d12+88) Speed 30 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Str +12 Skills Perception +10, Performance +11 Senses darkvision 60 ft., passive Perception 20 Languages Common, Giant Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The kabandha\xe2\x80\x99s spell casting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : see invisibility \n'b' 3/day each : alarm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kabandha makes one bite attack and two slam attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, 10 ft. reach, one target. Hit : 35 (5d10 + 8) piercing damage. \n'b' Slam . Melee Weapon Attack : +12 to hit, 10 ft. reach, one target. Hit : 19 (2d10 + 8) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +12 to hit, 60/240 ft. range, one target. Hit : 73 (6d12 + 8) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Celestial Musician (3/Day) . The kabandha can choose a creature other than itself within 60 feet. That creature gains an inspiration die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time. \n'b'\n'b' ABOUT \n'b' These tall giants are distinct lack a head atop their broad shoulders. However, they are far from faceless, as they sport exaggerated facial features and a single huge, expressive eye residing in its barrel-like chest. Kabandhas have a variety of complexions, and sometimes grow magnificent moustaches. \n'b' They tend to dress in open shirts, robes, or armored coats worn with loincloths, trousers, or skirts, and they love to wear numerous bracelets, bracers, and other ornaments on their arms. \n'b' Endless Vigil . In the distant past, the ancestors of the reclusive kabandha made a bargain with some unknown entity or power to grant their people long lives in exchange for agreeing to serve as wardens of the hidden places of the world, such as the confluences of ley lines and other sites of mysterious power. Kabandhas have kept this pact through the millennia, and today they serve as tactically minded guardians with great longevity. Because their lives revolve around stewardship, kabandhas defend their domains violently. \n'b' Kabandhas live at of very close to their guarded sites, and a family or clan of vigilant kabandhas guards the same area for many generations. \n'b' Strange Appetites . Kabandhas are known for their insatiable appetites, preferring to eat rare but heavily seasoned roasted cuts of meat throughout long, music-filled feasts. They approach singing as a sort of competition, and prize volume over pitch or melody. Many adventurers who have witnessed a kabandha\xe2\x80\x99s lair report that it smells strongly of cinnamon-a spice that the giants prize above all others. \n'b' Rock Eggs . To reproduce, these giants lay single, rocklike eggs that require great heat to mature. The eggs hatch quickly, releasing young that reach full size within a year. Cold doesn\xe2\x80\x99t harm their eggs, but it does cause the eggs to enter stasis until properly tended.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kachlian \n'b' Huge aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 157 (15d12 + 60) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 19 (+4) INT: 16 (+3) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning Condition Immunities stunned, paralyzed , prone Senses darkvision 120 ft., passive Perception 12 Languages Deep Speech, Undercommon Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Consume Soul . A creature slain by the kachlian can\xe2\x80\x99t be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell. \n'b' Spellcasting . The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : chill touch , minor illusion , ray of frost , shocking grasp \n'b' 1st level (4 slots) : detect magic , hideous laughter , identify , magic missile \n'b' 2nd level (3 slots) : blindness/deafness , darkness , see invisibility \n'b' 3rd level (3 slots) : counterspell , slow \n'b' 4th level (1 slots) : confusion \n'b'\n'b' Actions \n'b' Multiattack . The kachlian makes three attacks with its tentacles. \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target. \n'b' About \n'b' This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. \n'b' The colors of its body shift slowly between grays, greens, and even deep purples. \n'b' Otherborn . Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness-breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth. \n'b' Eater of Souls . The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature\xe2\x80\x99s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a chimeric phantom. Despite the pain of their tormented creation and existence, chimeric phantoms often remain near the kachlian who created them, providing protection and limited companionship. \n'b' At Home Everywhere . Kachlians carry great shells on their backs, remains of unknown creatures from the kachlians\xe2\x80\x99 home plane. The interior of each shell has a pocket of extra-dimensional space that holds the kachlian\xe2\x80\x99s belongings. The older and more powerful the kachlian, the larger this extra-dimensional space. It is said some ancient kachlians have shells which contain several rooms filled with centuries of wealth. When a kachlian is slain, any creature can access the extra-dimensional space inside the shell; however, the space gradually fades over one month. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aboleth, Young \n'b' Family: Aboleth \n'b' Medium aberration (greater), any chaotic alignment or unaligned \n'b' Armor Class 14 (natural armor) Hit Points 93 (17d8 + 17); Wound Threshold 24 Speed 10 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 13 (+1) INT: 18 (+4) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Int +6 Skills History * +10, Nature * +10, Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages Deep Speech, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The young aboleth can breathe air and water. \n'b' Mucous Cloud . While underwater, the young aboleth is surrounded by transformative mucus. A creature that touches the young aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 12 Constitution saving throw. On a failure, the creature is diseased and poisoned for 1d4 hours. The diseased creature can breathe only underwater. \n'b' Probing Telepathy . If a creature communicates telepathically with the young aboleth, the young aboleth learns the creature\xe2\x80\x99s greatest desires if the young aboleth can see the creature. The target of this effect can make a DC 15 Charisma saving throw to resist, becoming immune to the young aboleth\xe2\x80\x99s probing telepathy for the next 24 hours if successful. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The young aboleth makes two tentacle attacks and one tail attack . \n'b' Tentacle . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Lesser Enslave (3/Day) . The young aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by the aboleth until the young aboleth dies or until it is on a different plane of existence from the target. The young aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the young aboleth. \n'b'\n'b' ABOUT \n'b' Aboleths are aquatic, tentacled aberrations that look like a mix of cliones, cuttlefish, sea anemones, and none of them all at once. Aboleths are nightmares of the deep, covered in a dangerous mucus and possessing the ability to invade dreams. They prowl dark waters and hatch terrible plans that threaten the future of the entire world. \n'b' An ancient mind in a young body: young aboleths are strange, as befits their kind. \n'b' They\xe2\x80\x99re created within the memory sanctum, and are born in limited numbers, because they carry the spirits of past aboleths or creatures straight from Blackwater. As a result of their rarity and the length of time it takes for them to mature, young aboleths are precious creatures. Yet, growing requires them to gain experience outside of past memories. Because of this, they cannot content themselves with staying sheltered and must head out into the world. \n'b' Origins of the Aboleths \n'b' On the surface, aboleths are all but unknown, while they are as mysterious as they are feared in the Netherworld. It\xe2\x80\x99s difficult to gather and analyze information concerning them. The texts they leave behind are written in Deep Speech, a language that has nothing in common with other tongues on Eana, neither in its structure nor phonemes. \n'b' It\xe2\x80\x99s possible to gain information from the chuuls\xe2\x80\x99 sacred chants and the walls of their temples. \n'b' Their perspective is biased, just like subterranean or surface-dwelling cults looking for salvation in the worship of Blackwater. These groups are aware of some facts and details, but rarely see the whole picture. \n'b' There are also ruins marked by their presence. These are cultural sites for chuuls and humanoids, sometimes including an adult aboleth\xe2\x80\x99s palace from where it dispenses revelations. \n'b' The Travelers brought many creatures to Eana through their portals, the ateaks. These beings, some of which are intelligent, learned to adapt to their new environment but frequently represent threats to natural balance as the druids see it. Bringing aboleths to Eana was certainly the Travelers\xe2\x80\x99 worst mistake, and they paid for it with the annihilation of their civilization at the hands of a meteorite summoned by the aboleths that fell in the region currently known as the Eolian Isles. \n'b' Masters of Plots \n'b' Nowadays, aboleths roam vast networks of aquatic underground tunnels. Endless canals constructed with magic or servants\xe2\x80\x99 hands-particularly the chuuls-allow them to swim between the depths of Cyfandir and Acoatl. Aboleths avoid acting in person: they dislike doing so, and their bodies are scarcely adapted to it. They make use of individuals\xe2\x80\x99 curiosity, greed, ambition, and despair to tempt them and coax them into carrying out beneficial actions. \n'b' The Aboleths\xe2\x80\x99 Memory \n'b' Aboleths preserve their memory in a nightmarish sanctum they access when dreaming. They deposit all their memories there, as well as most of those of their devoured victims. All this information is then shared among their whole kind. If one of them dies, their knowledge is not lost. \n'b' Psychurges enter this memory sanctum through their dreams, leading them to sometimes believe this place has no physical presence. Yet it does exist, deep in the Netherworld somewhere near Acoatl, under the Karakin sea. \n'b' The aboleths also use this site to keep in contact with Blackwater and are able to create new vessels (see Aberrant creatures: Category III Aberration, or Vessel). \n'b' One might speculate that destroying the memory sanctum would sever the bond to Blackwater and end its pernicious influence. Unfortunately, the energy emanating from this place is so strong that humanoid minds are almost invariably shattered and plunged into madness. To win, it is therefore necessary to have both precise information to find it, and sufficiently advanced knowledge about aberrations to resist their powers. \n'b' Seemingly Infinite Knowledge \n'b' Aboleths and their servants sometimes appear omniscient, reinforced by their solemn demeanor. \n'b' They\xe2\x80\x99re certain the stars will align for them, and that their victory is inevitable. What they reveal may be unnerving, sometimes disheartening. Some fall into despair when they\xe2\x80\x99re made aware of the sheer vastness of the unknown. \n'b' The greater aberrations\xe2\x80\x99 power is real and their knowledge far from a ploy. These creatures are experts in History and Nature thanks to their access to the memory sanctum of their kind, and the bond they keep with Blackwater\xe2\x80\x99s cosmic entity. They hold a depth of knowledge far greater than most of Eana\xe2\x80\x99s inhabitants. \n'b' Their knowledge is not absolute, however, and their propensity for certainties can even make them naive in a way, in contrast to the potency of their intelligence. These beings are so sure of the depth of their knowledge of the world that they may delude themselves. The leeway to take advantage of this is tiny, but sometimes even a single grain of sand is enough to tip the scales.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kafligkaal \n'b' Large undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 20 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Create Kafligkaal . Any humanoid that dies while transformed by a kafligkaal rises 1 hour later as an independent kafligkaal. \n'b' Immutable Form . The creature is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kafligkaal makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 19 (3d8 + 6) piercing damage, and the target is grappled (escape DC 16). \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 16 (3d6 + 6) slashing damage. \n'b' Despairing Drone (Recharge 5-6) . Each creature within 60 feet of the kafligkaal must succeed on a DC 16 Charisma saving throw or become unable to attack or target any creature with harmful abilities, spells, or other magical effects for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Face Removal . If the kafligkaal begins its turn grappling a creature, it cuts at the creature\xe2\x80\x99s face. The creature must make a DC 16 Constitution saving throw. On a failure, the creature takes 22 (4d10) slashing damage, loses its face (reducing its hp maximum by an amount equal to the slashing damage taken until it receives a regenerate or similar spell), and permanently polymorphs into an insect creature of the kafligkaal\xe2\x80\x99s choice (as the polymorph spell; it can be reversed by a polymorph spell). On a success, the creature takes half as much damage, retains its face, and does not polymorph . \n'b' Horrifying Visage . Each non-undead creature within 60 feet of the kafligkaal that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the kafligkaal\xe2\x80\x99s Horrifying Visage for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Long and thin, winged like some great, desiccated black mantis, this creature wears a ghastly mask fashioned from the dried and stretched face of a man. Black eyes glitter behind the empty eye sockets of its macabre mask. Its wings move slowly against one another, emitting a dry, keening moan. \n'b' Victims of Polymorph . Humanoids who die while unwillingly transformed into another creature and horrified by their transformation return as kafligkaals. Despite the circumstances of their change of shape or the actual shape they took when they died, kafligkaals have a uniform appearance. Scholars speculate that an insectoid demon lord with the ability to polymorph was responsible for the undead creatures\xe2\x80\x99 visage, a reflection of the demon lord\xe2\x80\x99s true form. If not for the kafligkaals\xe2\x80\x99 murderous nature, it might seem tragic that they remain locked in their gruesome shapes regardless of any magical attempts to revert them to their former appearances. \n'b' Homicidal Denial . A kafligkaal deludes itself in the belief it still retains its humanoid exterior and often attempts to comport itself as an ordinary member of society. A newly created kafligkaal that sees its reflection briefly realizes its horrific nature, which forces it to murder to maintain its facade. The kafligkaal doesn\xe2\x80\x99t care from what victim it harvests a face, and it often takes multiple faces in order to more effectively \xe2\x80\x9cblend in.\xe2\x80\x9d \n'b' A Spreading Curse . Kafligkaals curse their victims with similar transformations, inadvertently at first but relishing the cruelty of the change once they understand the effects. Rather than kill their victims, the undead prefer to excise their prey\xe2\x80\x99s faces and turn their prey loose after conversion. Unable to speak due to their insectoid natures, these victims run afoul of villagers or adventurers seeking to dispatch what they see as horrific abominations. Regrettably, this merely marks the genesis of more kafligkaals. \n'b' Undead Nature . The kafligkaal doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaiju, Daguros \n'b' Family: Kaiju \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 615 (30d20 + 300) Speed 100 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 30 (+10) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +18, Int +4, Wis +9 Damage Immunities acid, fire, lightning; bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 26 (90,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Friend to All Children . Daguros will never knowingly attack children (i.e. those under 12 human years of age or its equivalent). This restriction is absolute \xe2\x80\x93 even if Daguros is somehow charmed or magically controlled, any direct order to harm children automatically ends the charm or control, and Daguros attacks the individual who gave the order. In addition, if a child directly addresses Daguros, the kaiju needs to make a Wisdom save against a DC equal to the child\xe2\x80\x99s Charisma . On a failure, Daguros follows one command from the child that does not involve engaging in offensive actions, for example \xe2\x80\x9cPlease go home now,\xe2\x80\x9d or \xe2\x80\x9cPlease save my friend who is dangling over a precipice.\xe2\x80\x9d Once this command is fulfilled, Daguros returns to its normal activities and is immune to appeals from that child for another 24 hours. \n'b' Legendary Resistance (3/day) . If Daguros fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Daguros has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . Daguros deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Daguros uses its Frightful Presence and make one Bite, one Tail and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until the grapple ends, the target is restrained , and Daguros can\xe2\x80\x99t bite another target. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 28 (4d8 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +19 to hit, reach 20 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone . \n'b' Fire Breath (recharge 5-6) . Daguros exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Frightful Presence . Each creature of Daguros\xe2\x80\x99 choice within 120 feet of it and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Daguros is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Daguros\xe2\x80\x99 Frightful Presence for the next 24 hours. \n'b' Stomp (recharge 5-6) . Daguros makes a massive stomp with its enormous feet. It moves into a 20-foot-by-20-foot space immediately to its front, and any targets within this area must make a DC 24 Dexterity saving throw, taking 120 (20d10 + 10) bludgeoning damage on a failure or half as much damage on a successful save. Targets who fail their save are also knocked prone . In addition, all creatures within 1,000 feet of Daguros must succeed on DC 21 Dexterity saving throws or be knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' Daguros can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Daguros regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Daguros makes one claw attack or tail attack . \n'b' Move . Daguros moves up to half its speed. \n'b' Devastate (costs 2 actions) . Daguros makes one Fire Breath or one Stomp attack , provided that the attack has successfully recharged. \n'b'\n'b' ABOUT \n'b' About Kaiju : Legends hold that countless ages ago, when the Old Ones and other dread beings engaged in the Primordial Wars, terrifying monsters of enormous size , strength, and power also contended. These creatures were not slain or banished at the end of the wars, but only returned to their slumber under the seas, beneath mountains, or buried in the earth itself. On occasion, these kaiju, awakened by natural disasters, disturbed by greedy or unfortunate humans, or driven by unknowable instincts, stir once more and emerge to wreak havoc and destroy. \n'b' Many legends surround Daguros, and he (though no one is certain, it is usually assumed that Daguros is male) is one of the kaiju that is not considered purely a threat to humanity. Though Daguros is said to have engaged in mindless destruction on several occasions in the distant past, several stories exist of his appearance to battle and drive off other kaiju causing widespread death and devastation. Most recently, Daguros was summoned to deal with the ravages of its fellow kaiju Xarakhan in the Xha\xe2\x80\x99en Hegemony. The two beasts fought furiously and eventually fell into the sea, with neither emerging victorious. The local folk remember Daguros with some gratitude, for though he was a terrible monster, Xarakhan was far worse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaiju, Galazon \n'b' Family: Kaiju \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 555 (30d20 + 240) Speed 60 ft., fly 100 ft.\n'b' STATS STR: 26 (+8) DEX: 20 (+5) CON: 26 (+8) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +15, Wis +8 Damage Immunities acid, bludgeoning, piercing and slashing damage from nonmagical attacks, fire, thunder Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Senses blindsight 120 ft. passive Perception 11 Languages \xe2\x80\x93 Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If Galazon fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Galazon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . Galazon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Galazon uses its Frightful Presence and make one Bite and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 30 (4d10 + 8) piercing damage. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 22 (4d6 + 8) slashing damage. \n'b' Frightful Presence . Each creature of Galazon\xe2\x80\x99s choosing within 120 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Galazon is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Galazon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Hover . Galazon can remain stationary in the air at an altitude of up to 100 feet. Any creatures directly underneath Galazon in a 20-foot-by-20-foot area must make DC 20 Dexterity saves or be knocked prone . \n'b' Sonic Attack (recharge 5-6) . Galazon unleashes focused sound waves in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 88 (16d10) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Windstorm (recharge 6) . If Galazon is not using its hover action, it can direct a massive rush of wind with its titanic wings. This attack takes the form of a 120-foot cone. All creatures within this space must make a DC 22 Dexterity save or be thrown backward 10d10 feet and take 1d6 bludgeoning damage for each 10 feet traveled and be knocked prone . If the thrown creature hits a building, cliff, or other solid object, it stops its movement, but takes an additional 14 (4d6) points of bludgeoning damage. If the save is successful, the creature is still thrown and knocked prone , but takes half damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Galazon can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Galazon regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Galazon makes one Claw attack or Bite attack . \n'b' Move . Galazon moves up to its full speed. \n'b' Multiattack (costs 3 actions) . Galazon can make one Bite and two Claw attacks. \n'b'\n'b' ABOUT \n'b' About Kaiju : Legends hold that countless ages ago, when the Old Ones and other dread beings engaged in the Primordial Wars, terrifying monsters of enormous size , strength, and power also contended. These creatures were not slain or banished at the end of the wars, but only returned to their slumber under the seas, beneath mountains, or buried in the earth itself. On occasion, these kaiju, awakened by natural disasters, disturbed by greedy or unfortunate humans, or driven by unknowable instincts, stir once more and emerge to wreak havoc and destroy. \n'b' Though it is an entirely unnatural creature, Galazon most closely resembles a titanic bat. As with other kaiju, there are many stories told of this creature. Among these is its creation story, which claims that Galazon was created by ancient gods of destruction and that it once served as a mount for the titan Huimai\xe2\x80\x99zhi who fought in many wars during the Age of the Gods. Huimai\xe2\x80\x99zhi and Galazon fought together, and for many different factions, for it is said that they fought simply for the sheer joy of destruction. After Huimai\xe2\x80\x99zhi fell in battle and was destroyed or banished, Galazon fell into slumber beneath the earth, only to emerge in times of catastrophe, war, and mayhem.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaiju, Xarakhan \n'b' Family: Kaiju \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 717 (35d20 + 350) Speed 100 ft., fly 60 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 12 (+1) CON: 30 (+10) INT: 4 (-3) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Dex +9, Int +5 Damage Immunities acid, bludgeoning, piercing and slashing damage from nonmagical attacks, cold, lightning, poison Condition Immunities charmed , frightened , paralyzed , petrified , poisoned Damage Resistances necrotic, psychic Senses passive Perception 13, truesight 120 ft. Languages \xe2\x80\x93 Challenge 28 (120,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) . If Xarakhan fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . Xarakhan has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . Xarakhan deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Xarakhan uses its Frightful Presence and make one Bite attack and two Tentacle attacks. It can use its Absorb instead of its Bite. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 36 (4d12 + 10) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit : 28 (4d8 + 10) slashing damage plus 11 (2d10) acid damage. If the target is a creature, it is grappled (escape DC 20). Until the grapple ends, the target is restrained , and Xarakhan can\xe2\x80\x99t use that tentacle attack against another target. \n'b' Absorb . Xarakhan makes one Bite attack against a Large or smaller target it is grappling. If the attack hits, the target takes the Bite\xe2\x80\x99s damage, the target is absorbed, and the grapple ends. While absorbed, the creature is blinded and restrained , it has total cover against attacks and other effects outside Xarakhan, and it takes 56 (16d6) acid damage at the start of each of Xarakhan\xe2\x80\x99s turns. If Xarakhan takes 50 damage or more on a single turn from a creature inside it, Xarakhan 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 Xarakhan. If Xarakhan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b' Change Shape . Xarakhan can change its shape with a standard action, transforming from a walking jellyfish-like creature with a speed of 100 ft./swim 100 ft. into a roughly saucer-shaped flying creature with a speed of 0 ft./fly 60 ft. While flying, Xarakhan cannot use its bite or tentacle attacks, except against grappled targets. \n'b' Corrosive Slime (recharge 5-6) . Xarakhan exhales a burst of corrosive slime in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Creatures who failed their save are also drenched in slime that continues to inflict damage \xe2\x80\x94 36 (8d8) acid damage at the end of the target\xe2\x80\x99s next turn and 18 (4d4) acid damage on the next. Creatures who take ongoing damage may make DC 20 Constitution saving throws at the end of each turn they take damage, with a success reducing damage by half and ending any ongoing damage. \n'b' Frightful Presence . Each creature of Xarakhan\xe2\x80\x99s choosing within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Xarakhan is within line of sight, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to Xarakhan\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Xarakhan can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Xarakhan regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Xarakhan makes one Bite, Absorb, or Tentacle attack . \n'b' Move . Xarakhan moves up to half its speed. \n'b' Frightful Assault (costs 2 actions) . Xarakhan makes one Frightful Presence action and one Bite or Tentacle attack . \n'b'\n'b' ABOUT \n'b' About Kaiju : Legends hold that countless ages ago, when the Old Ones and other dread beings engaged in the Primordial Wars, terrifying monsters of enormous size, strength, and power also contended. These creatures were not slain or banished at the end of the wars, but only returned to their slumber under the seas, beneath mountains, or buried in the earth itself. On occasion, these kaiju, awakened by natural disasters, disturbed by greedy or unfortunate humans, or driven by unknowable instincts, stir once more and emerge to wreak havoc and destroy. \n'b' A great mass of water erupts from the sea, sending drenching torrents across the land as the horror emerges. It appears to be a great bell-shaped mass of jelly and slime, propelled along on countless coiling tentacles as it moves onto the land. Across its surface are numerous eye-like organs. It lashes out with its slime-coated tendrils and unleashes a torrent of jellied slime from its leech-like mouth. Thankfully, it slumbers in the Abyss, for its very presence draws hostile creatures to its vicinity. These include natural creatures such as sharks, giant squid, and carnivorous fish of all types, but the kaiju\xe2\x80\x99s proximity can also attract stranger and more dangerous creatures, including sea serpents, aquatic demons, and even intelligent sea-dwellers such as sahuagin and merrow . All such creatures are highly aggressive and hostile, driven to near-madness by the nearness of this terrifying force of destruction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaiju, Mogaru \n'b' Gargantuan monstrosity ( titan ), chaotic neutral \n'b' Armor Class 22 (natural armor) Hit Points 615 (30d20 + 300) Speed 100 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 21 (+5) CON: 30 (+10) INT: 3 (-4) WIS: 28 (+7) CHA: 26 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from attacks by creatures smaller than Gargantuan size Damage Immunities fire Condition Immunities frightened , paralyzed , petrified Skills Athletics +19, Perception +18 Senses darkvision 60 ft., passive Perception 28 Languages Aquan (can\xe2\x80\x99t speak) Challenge 29 (135,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . Mogaru breathes air and water. \n'b' Kaiju Sense . Mogaru knows the location of the closest Gargantuan monster. \n'b' Legendary Resistance (3/Day) . If Mogaru fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . Mogaru occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. He cannot be grappled , restrained , stunned , knocked prone , or Shoved by creatures smaller than Gargantuan size . \n'b' Regeneration . Mogaru regains 30 hit points at the beginning of its turn if he has at least 1 hit point. \n'b' Siege Monster . Mogaru deals double damage to objects and structures. \n'b' Susceptible to Song . Mogaru is susceptible to song, provided it notices. A creature must succeed at three consecutive DC 20 Charisma ( Performance ) ability checks within 1,000 feet of Mogaru in order to get its attention. If it succeeds at all three ability checks, it can influence Mogaru is if with the spell suggestion . If Mogaru is engaged in battle, there is only a 20% chance each round that it notices the singing. Mogaru can only be influenced in this way once per day. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Mogaru makes one bite attack or one stomp attack and two tail attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, 60 ft. reach, all targets in a 10-foot cube. Hit : 75 (10d12 + 10) piercing damage. \n'b' Stomp . Melee Weapon Attack : +14 to hit, 60 ft. reach, all targets in a 10-foot-radius cylinder, 30 feet high. Hit : 42 (5d12 + 10) bludgeoning damage, and creatures struck must succeed on a DC 25 Dexterity saving throw or be knocked prone and restrained (escape DC 25) until Mogaru moves or makes another Stomp attack . \n'b' Tail . Melee Weapon Attack : +14 to hit, 120 ft. reach, all targets in a 10-foot cube or 20-foot line, 5 feet wide. Hit : 48 (7d10 + 10) bludgeoning damage. \n'b' Energy Bolts . Ranged Weapon Attack : +14 to hit, 120 ft./480 ft. range, four targets. Hit : 31 (7d8) fire damage plus 31 (7d8) force damage. \n'b' Breath Weapon (Recharge 5-6) . Mogaru exhales energy either in a 60-foot cone or a 120-foot line that is 20 feet wide. Each creature in that affected area must make a DC 22 Dexterity saving throw, taking 45 (10d8) fire damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points by this breath weapon are disintegrated as per the disintegrate spell. A Gargantuan creature that is grappling or restraining Mogaru has disadvantage on its saving throw against his breath weapon. \n'b'\n'b' Reactions \n'b'\n'b' Power Battery . When Mogaru takes (or would take, if he were not immune to it) acid, cold, fire, lightning, or thunder damage, he absorbs some of that energy converts it into greater power for his Energy Bolts and Breath Weapon. The next time he uses either ability within 1 minute, increase damage dice from d8s to d10s. If he would take damage more than once before discharging his stored energy, increase damage dice from d8s to d12s. He cannot use this ability with damage from his own abilities. \n'b'\n'b' Legendary Actions \n'b' Mogaru 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. Mogaru regains spent legendary actions at the start of its turn. \n'b'\n'b' Absorb Energy . Mogaru can choose one of the types of damage it is resistant to (except bludgeoning, piercing, and slashing damage from non-magical attacks) and choose to instead be immune to it. This immunity lasts until the end of Mogaru\xe2\x80\x99s next turn. \n'b' Frightening Aura . All creatures within 60 feet of Mogaru must succeed a DC 23 Wisdom saving throw or become frightened of Mogaru. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. \n'b' Quick Breath . Mogaru can use its Breath Weapon, except it only deals 13 (3d8) fire and 13 (3d8) force damage. \n'b' Trample (Costs 2 Actions) . Mogaru can move up to half its speed and make a single Stomp attack at any point during its movement. \n'b'\n'b' About \n'b' Mogaru, known as the Final King to kaiju scholars, or simply as King Mogaru, is one of the most destructive of his kind. Although not the most powerful kaiju (a sobering thought in and of itself ), Mogaru is certainly the most active of the known kaiju. Additionally, Mogaru seems to be as eager to rampage through the works of humanity as he is to attack and kill other kaiju, making him something of a mixed blessing to kaiju-threatened cities. While the prospect of an attack by Mogaru is the stuff of nightmares, the possibility of his intervention during a different kaiju attack is the stuff of hope, though the damage dealt to a city during its defense may be significant. Mogaru appears as a towering dinosaur with twin tails, spines that glow red as he uses his breath weapon, and two powerful clawed forearms. Mogaru stands 140 feet high and weighs 20,000 tons and is nearly 300 feet long from nose to tail. \n'b' Unrivaled . King Mogaru dwells in the depths of a tropical jungle, sleeping silently at the bottom of an unusually deep lake until roused. Legends hold that Mogaru was born of the world itself, either formed from the spirits of countless plants and animals resulting from ages of hunting and predation by humanoids for food or sport or formed from the souls of the countless slain in an ancient apocalypse or war that devastated one of the first of the world\xe2\x80\x99s empires. \n'b' Regardless of the actual cause, the birth of Mogaru in these legends seems to be the same-soon after another kaiju that emerged from an erupting volcano, Mogaru rose to oppose the so-called Thrice-Headed Fiend in a vast battle that nearly slew that enemy while devastating an entire nation in the process. Mogaru is also rumored to have slain no fewer than a dozen other kaiju, including one who may have returned from the grave as the only undead kaiju in existence. \n'b' Sensitive to Song . Of particular note is the curious fact that Mogaru exhibits a particularly unique interest in song. \n'b' Legends of skilled singers being able to save their cities with a single mournful paean to the kaiju, or of vengeful bards using their craft to waken the monster from his lair to send him on a rampage are common along coastal regions with a history of kaiju attacks, and in such regions renowned singers are well respected for this ability to influence one of the world\xe2\x80\x99s most destructive creatures. \n'b' Kaiju scholars suspect that song manages to penetrate Mogaru\xe2\x80\x99s memories of some primeval event, but the reasons for the kaiju\xe2\x80\x99s reaction to the song are its own.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kalas-Toa \n'b' Medium humanoid , neutral evil \n'b' Armor Class 13 (natural armor, shield) Hit Points 18 (4d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 13 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages Undercommon, Kalas-Toan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Kalas-toa breathe both air and water. \n'b' Slimy . All rolls made by kalastoa in sunlight to attack or see with Wisdom (perception) are at disadvantage. \n'b' Sensitive Eyes . While in sunlight, the kalas-toa has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b' Net . Ranged Weapon Attack : +3 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target is restrained . A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. \n'b'\n'b' REACTIONS \n'b'\n'b' Goopy Shield . Melee attacks that miss a kalas-toa may become stuck on shield\xe2\x80\x99s goopy coating. The opponent must make a Strength saving throw (DC 11) or their weapon becomes stuck. Unless they let, go, the wielder becomes grappled and is unable to use their weapon. Weapons are pulled free from the shield using an action and making another Strength check (DC 11). \n'b'\n'b' ABOUT \n'b' The kalas-toa are a race of subterranean fishmen. They possess long, gangly bodies with dark scales and light underbellies. Their stomachs are typically distended and paunch. They have large, broad bulbous eyes, located on the sides of their thin fish-shaped heads, that constantly swivel and dark back and forth. Their voices sound like the gurgling noises of a drowning man. Their hands and feet are webbed, and their skin exudes a slimy coating. Kalas-toans do not wear armor, instead they use harnesses to carry equipment and decorate themselves with pearls, beads, and shells. They can breathe both air and water and move equally well on land or sea. \n'b' The kalas-toan are organized into a rigid theocracy. For every group of four warriors (4, 8, 12, and so on) there is a 1-2 on d6 cumulative chance of a cleric (6th or 7th level), called a Whip, leading the warband. Whips are devotees of an evil and obscure deity called the Matron of the Deep \xe2\x80\x93 a strange lobster-headed female of their species. The presence of a whip inspires kalas-toan warriors. \n'b' For every whip-led warband of kalas-toa, there is a cumulative 2 on d6 chance of an elite class of fanatical clerics called monitors. Monitors are normally between 7th to 10th level and move at double normal rate. \n'b' Monitors are ferocious religious zealots and eschew weapons in combat. They border on the edge of insanity. (1-2 on d6 chance they will go insane during combat. \n'b' A kalas-toan warband or patrol may (50%) include a group of 1d8+6 random slaves, normally with their tongues cut out. Slaves can include dwarves, derro, orcs, goblins, kobold, norkers, etc. Their deity, the Matron of the Deep, demands the ritualistic blood sacrifice of surface-dwellers and enemies. \n'b' They reproduce in special ritual spawning pools that are heavily-guarded and considered sacred. Kalastoan speak their own language. Warband leaders, whips and monitors may also speak duergar and drow. \n'b' They will speak other languages, subject to various races in their vicinity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kalas-Toa Monitor \n'b' Medium humanoid , neutral evil \n'b' Armor Class 19 (natural armor, shield) Hit Points 50 (9d8+9) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 17 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 120 ft., passive Perception 17 Languages Undercommon, Kalas-Toan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Kalas-toa breathe both air and water. \n'b' Slimy . All saves and ability checks to escape a grapple made by kalas-toa have advantage. \n'b' Sensitive Eyes . All rolls made by kalas-toa in sunlight to attack or see with Wisdom (perception) are at disadvantage. \n'b' Edge of Insanity . Monitors are ferocious religious zealots and eschew weapons in combat. They border on the edge of insanity. (1-2 on d6 chance they will go insane during the first round of combat. They will not be able to cast spells, but become immune to any mindaffecting effects, and gain advantage on Intelligence and Wisdom saving throws. They attack the nearest creature until slain. \n'b'\n'b' ACTIONS \n'b'\n'b' Harpoon . Ranged Weapon Attack : range 10/30 ft., one target. Hit : 9 (2d6 +2) piercing damage. If the target is hit, they must make a Strength save, DC 12 or be forced prone . The kalas-toa can pull the prone target 10 ft. towards itself as an action. The target can pull the harpoon out of the wound, causing 1d6 piercing damage as an action. The rope attached to the harpoon may also be cut on a successful attack against armor class 12. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 2) slashing damage. \n'b' Spellcasting . The kakas-toan monitor is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 To hit with spell attacks). Kalas-toan monitor cleric spell list example:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bless , command , cure wounds , darkness , protection from evil or good, thunderwave \n'b' 2nd level (3 slots) : blindness/deafness , hold person , gust of wind , prayer of healing , shatter \n'b' 3rd level (3 slots) : bestow curse , dispel magic , great shout, sleet storm , water walk \n'b' 4th level (3 slots) : control water , death ward , ice storm \n'b' 5th level (1 slot) : flame strike , mass cure wounds \n'b'\n'b' REACTIONS \n'b'\n'b' Goopy Shield . Melee attacks that miss a kalas-toa may become stuck on shield\xe2\x80\x99s goopy coating. The opponent must make a Strength saving throw (DC 11) or their weapon becomes stuck. Unless they let, go, the wielder becomes grappled and is unable to use their weapon. Weapons are pulled free from the shield using an action and making another Strength check (DC 11). \n'b'\n'b' ABOUT \n'b' The kalas-toa are a race of subterranean fishmen. They possess long, gangly bodies with dark scales and light underbellies. Their stomachs are typically distended and paunch. They have large, broad bulbous eyes, located on the sides of their thin fish-shaped heads, that constantly swivel and dark back and forth. Their voices sound like the gurgling noises of a drowning man. Their hands and feet are webbed, and their skin exudes a slimy coating. Kalas-toans do not wear armor, instead they use harnesses to carry equipment and decorate themselves with pearls, beads, and shells. They can breathe both air and water and move equally well on land or sea. \n'b' The kalas-toan are organized into a rigid theocracy. For every group of four warriors (4, 8, 12, and so on) there is a 1-2 on d6 cumulative chance of a cleric (6th or 7th level), called a Whip, leading the warband. Whips are devotees of an evil and obscure deity called the Matron of the Deep \xe2\x80\x93 a strange lobster-headed female of their species. The presence of a whip inspires kalas-toan warriors. \n'b' For every whip-led warband of kalas-toa, there is a cumulative 2 on d6 chance of an elite class of fanatical clerics called monitors. Monitors are normally between 7th to 10th level and move at double normal rate. \n'b' Monitors are ferocious religious zealots and eschew weapons in combat. They border on the edge of insanity. (1-2 on d6 chance they will go insane during combat. \n'b' A kalas-toan warband or patrol may (50%) include a group of 1d8+6 random slaves, normally with their tongues cut out. Slaves can include dwarves, derro, orcs, goblins, kobold , norkers, etc. Their deity, the Matron of the Deep, demands the ritualistic blood sacrifice of surface-dwellers and enemies. \n'b' They reproduce in special ritual spawning pools that are heavily-guarded and considered sacred. Kalastoan speak their own language. Warband leaders, whips and monitors may also speak duergar and drow . \n'b' They will speak other languages, subject to various races in their vicinity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kalas-Toa Whip \n'b' Medium humanoid , neutral evil \n'b' Armor Class 15 (natural armor, shield) Hit Points 50 (9d8+9) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 11 (+0) WIS: 17 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 120 ft., passive Perception 17 Languages Undercommon, Kalas-Toan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Kalas-toa breathe both air and water. \n'b' Slimy . All saves and ability checks to escape a grapple made by kalas-toa have advantage. \n'b' Sensitive Eyes . All rolls made by kalas-toa in sunlight to attack or see with Wisdom (perception) are at disadvantage. \n'b' Inspiring Presence . All other Kalas-toa gain +2 to damage on all attacks with weapons if a whip is within 30 ft. \n'b'\n'b' ACTIONS \n'b'\n'b' Man-Catcher . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 2) piercing damage. If this attack hits, the target must make a Strength save, DC 12, or be restrained . A restrained character may take an action using Strength (athletics) or Dexterity ( Acrobatics ) DC 11 to free themselves. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 2) slashing damage. \n'b' Spellcasting . The Kakas-toan Whip is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 To hit with spell attacks). The Kalas-toan Whip has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (3 slots) : bless , cure wounds , darkness , protection from evil or good \n'b' 2nd level (3 slots) : hold person , prayer of healing , silence , spiritual weapon \n'b' 3rd level (2 slots) : animate dead , dispel magic \n'b'\n'b' REACTIONS \n'b'\n'b' Goopy Shield . Melee attacks that miss a kalas-toa may become stuck on shield\xe2\x80\x99s goopy coating. The opponent must make a Strength saving throw (DC 11) or their weapon becomes stuck. Unless they let, go, the wielder becomes grappled and is unable to use their weapon. Weapons are pulled free from the shield using an action and making another Strength check (DC 11). \n'b'\n'b' ABOUT \n'b' The kalas-toa are a race of subterranean fishmen. They possess long, gangly bodies with dark scales and light underbellies. Their stomachs are typically distended and paunch. They have large, broad bulbous eyes, located on the sides of their thin fish-shaped heads, that constantly swivel and dark back and forth. Their voices sound like the gurgling noises of a drowning man. Their hands and feet are webbed, and their skin exudes a slimy coating. Kalas-toans do not wear armor, instead they use harnesses to carry equipment and decorate themselves with pearls, beads, and shells. They can breathe both air and water and move equally well on land or sea. \n'b' The kalas-toan are organized into a rigid theocracy. For every group of four warriors (4, 8, 12, and so on) there is a 1-2 on d6 cumulative chance of a cleric (6th or 7th level), called a Whip, leading the warband. Whips are devotees of an evil and obscure deity called the Matron of the Deep \xe2\x80\x93 a strange lobster-headed female of their species. The presence of a whip inspires kalas-toan warriors. \n'b' For every whip-led warband of kalas-toa, there is a cumulative 2 on d6 chance of an elite class of fanatical clerics called monitors. Monitors are normally between 7th to 10th level and move at double normal rate. \n'b' Monitors are ferocious religious zealots and eschew weapons in combat. They border on the edge of insanity. (1-2 on d6 chance they will go insane during combat. \n'b' A kalas-toan warband or patrol may (50%) include a group of 1d8+6 random slaves, normally with their tongues cut out. Slaves can include dwarves, derro, orcs, goblins, kobold, norkers, etc. Their deity, the Matron of the Deep, demands the ritualistic blood sacrifice of surface-dwellers and enemies. \n'b' They reproduce in special ritual spawning pools that are heavily-guarded and considered sacred. Kalastoan speak their own language. Warband leaders, whips and monitors may also speak duergar and drow. \n'b' They will speak other languages, subject to various races in their vicinity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcamag \n'b' Tiny monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) Hit Points 22 (5d4 + 10) Speed 10 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 10 (+0) CON: 15 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 18 (+4) \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 understands Common but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Camouflage . While attached to a host, the arcamag has advantage on Dexterity ( Stealth ) checks. \n'b' Shapechanger . The arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. 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' False Appearance (Object Form Only) . While motionless, the arcamag is indistinguishable from an ordinary object. \n'b'\n'b' Actions \n'b'\n'b' Attach . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature that can cast spells. Hit : The arcamag attaches to the target. While attached, the arcamag doesn\xe2\x80\x99t attack . Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check. The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn\xe2\x80\x99t require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level. \n'b' Teleport (1/day) . The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches. \n'b'\n'b' Changes To The Host \n'b' The following changes are made to a spellcaster that hosts an arcamag: \n'b'\n'b' Three times per short rest , the host can use a bonus action to cast a cantrip that would normally require an action. Each time this is done, the host loses hp equal to its spellcaster level. \n'b' The host gains one additional spell slot per level of spell it can cast. Each time this extra slot is used, the host must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion . \n'b' Each time the host casts a spell, roll a d20. On a 1, the spell doesn\xe2\x80\x99t successfully complete, but the host still expends a spell slot as the arcamag absorbs the power of the spell. \n'b'\n'b' About \n'b' A crystalline tick hops off the neck of the dead wizard and flies behind a bookshelf, where it changes into a harmless-looking silver ring bearing an arcane symbol. \n'b' A Bane of the Arcane . The arcamag is a creature that survives by feeding on the magical force within creatures, especially humanoid spellcasters. An arcamag looks like a tick comprised of jagged, clear-crystalline fragments.\xc2\xa0Barbed hooks springing from its mandibles allow it to attach to a host. \n'b' Symbiote or Parasite ? The arcamag waits until a spellcaster takes possession of it, stowing it in a backpack or belt pouch. At that point, it changes into its natural form and works its way beneath clothing to a covered piece of flesh: the small of the back or the inner thigh are prime locations. Once there, the arcamag attaches to the caster. In the short term, a caster might benefit from acting as a host, but, in the long term, the consequences can be devastating and potentially fatal. \n'b' Use in Battle . Arcamags are occasionally used by war wizards in battle, hoping to bolster the magical might of their troops.\xc2\xa0Sometimes this works, but, more often than not, inexperienced wizards are left dead on the battlefield.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kalidah \n'b' Family: Kalidah \n'b' Large beast (ozbeast), neutral evil \n'b' Armor Class 12 Hit Points 42 (5d10 + 15) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The kalidah has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the kalidah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the kalidah can make one bite attack against it as a bonus action. \n'b' Take to the Chest . If a piercing weapon made of wood is driven into a kalidah\xe2\x80\x99s chest while it is prone , the kalidah is restrained until the stake is removed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kalidah makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This hybrid being has the body of a bear and the head of a tiger. \n'b' Kalidahs are bear/tiger hybrids who lives in the dark forests of Oz. Their claws are long and sharp enough to tear a lion in two. Kalidahs attack anything they can catch, but coexist with monkeys, who avoid them. \n'b' Kalidahs are not particularly capable climbers but can swim. They dislike magic, which bypasses their resistance . They reside in a hidden lair where the Kalidah King rules over them all. \n'b' Kalidahs have a mysterious, magical king who oversees their hidden domain. This is a necessity, because kalidahs are no friend to man or beast.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amazon Champion \n'b' Family: Amazon \n'b' Medium humanoid (human) \n'b' Armor Class 18 (half-plate, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Persuasion +4, Vehicle (water and land) +3 Senses passive Perception 10 Languages Kagari (Common) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The champion has advantage on saving throws against being frightened . \n'b' Divine Smite . Once per turn on a hit, the champion can expend a spell slot to cause their melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to the target. If the champion expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. \n'b' Duelist . When fighting with a weapon in one hand only or with a weapon and shield combination, the champion adds +2 to the damage of the attack (included in the stats) \n'b' Spellcasting . The champion is a 3rd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They have the following cleric spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : command , shield of faith , protection from evil and good . \n'b' 2nd level (2 slots) : find steed , zone of truth \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The champion makes two weapon attacks. \n'b' Warspear . Melee or Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 9 (1d8 + 5) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Chakram . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 8 (1d6 + 5) slashing damage in melee or 6 (1d6 + 3) slashing damage at range. \n'b' Shield Bash . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \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'Kalidah King \n'b' Family: Kalidah \n'b' Large beast (ozbeast), neutral evil \n'b' Armor Class 12 Hit Points 119 (14d10 + 42) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Skills Perception +5, Stealth +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The kalidah has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the kalidah moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the kalidah can make one bite attack against it as a bonus action. \n'b' Spellcasting . The kalidah king is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, mending , resistance , thorn whip \n'b' 1st level (4 slots) : cure wounds , detect evil and good , false life , inflict wounds \n'b' 2nd level (3 slots) : blindness/deafness , hold person , spike growth \n'b' 3rd level (3 slots) : conjure animals , fear , feign death, plant growth \n'b' 4th level (3 slots) : banishment , blight , death ward , divination , locate creature \n'b' 5th level (2 slots) : antilife shell , cloudkill , contagion , greater restoration \n'b' 6th level (1 slot) : true seeing , wall of thorns \n'b' 7th level (1 slot) : mirage arcane , regenerate \n'b'\n'b' Stake to the Chest . If a piercing weapon made of wood is driven into a kalidah\xe2\x80\x99s chest while it is prone , the kalidah is restrained until the stake is removed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kalidah makes two attacks: one with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This hybrid being has the body of a bear and the head of a tiger. \n'b' Kalidahs are bear/tiger hybrids who lives in the dark forests of Oz. Their claws are long and sharp enough to tear a lion in two. Kalidahs attack anything they can catch, but coexist with monkeys, who avoid them. \n'b' Kalidahs are not particularly capable climbers but can swim. They dislike magic, which bypasses their resistance . They reside in a hidden lair where the Kalidah King rules over them all. \n'b' Kalidahs have a mysterious, magical king who oversees their hidden domain. This is a necessity, because kalidahs are no friend to man or beast.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kalke \n'b' Small fiend , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 7 (-2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +0, Sleight of Hand +4, Stealth +4 Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, Common, Infernal Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The kalke has advantage on saving throws against spells and magical effects. \n'b' Sense Magic . The kalke senses magic within 120 feet of it at will and can sense the general direction of spells being cast within 1 mile of it. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Use Magic Item (Recharge 5\xe2\x80\x936) . The kalke activates a magic item in its possession and can ignore all class, race, and level requirements on the item. The kalke must make a DC 11 Intelligence saving throw. On a success, the item activates normally. On a failure, the item doesn\xe2\x80\x99t activate and can\xe2\x80\x99t be used again until the next dawn. If the kalke fails the saving throw by 5 or more, it causes a magical backlash. Each creature within 5 feet of the kalke, including the kalke, must make a DC 11 Dexterity saving throw, taking 5 (2d4) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The kalke takes the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' Combining the head of a goat and the body of a monkey, this creature exhibits the social grace of a baboon with the pretensions of a scholar. \n'b' Fiendish pests that infest derelict wizards\xe2\x80\x99 towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity\xe2\x80\x99s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. \n'b' Being of fiendish blood, kalkes do not age. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals. \n'b' Hoard Magical Paraphernalia. The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. \n'b' Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what\xe2\x80\x99s magically useful from what isn\xe2\x80\x99t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. \n'b' Perform Rituals . Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform\xe2\x80\x94by way of dance, chanting, and sacrifice\xe2\x80\x94an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods). \n'b' Hagglers . The kalkes will return the goods they\xe2\x80\x99ve taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke\xe2\x80\x99s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kallidu Crawler \n'b' Family: Kallidu \n'b' Large construct , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 19 (+4) INT: 16 (+3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Athletics +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, poison Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common; telepathy 60 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Nowhere to Run . The crawler can make one beam attack as a bonus action against a creature it has grappled . \n'b' Sea Commander . While in the crawler, a kallidu can issue commands to any creature it can see within 60 feet of CR 1 or lower with an intelligence of 4 or less that has a swimming speed. \n'b' Magic Resistance . The crawler has advantage on saving throws against spells and other magical effects. \n'b' Minor Telekinesis . The crawler can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can\xe2\x80\x99t be used to attack , or to activate magic items. \n'b' Glassed Protection . While in the crawler, a kallidu can breathe normally, even when out of water and it can\xe2\x80\x99t be the target of spells. If the crawler reaches 0 hp , the kallidu inside is ejected 10 feet in a random direction. \n'b' Actions \n'b' Multiattack . The crawler makes three attacks: two with its claws and one with a beam. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crawler has two claws, each of which can grapple only one target. \n'b' Eldritch Beam . The crawler targets a creature it can see within 60 feet. The target rolls a DC 14 Dexterity saving throw, taking 35 (6d10) force damage on a failed save, or half as much damage on a successful one. \n'b' Fear Beam . The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened until the start of the crawler\xe2\x80\x99s next turn. \n'b' Paralyzing Beam (Recharge 5-6) . The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' Kallidus are found in a wide variety of colors and appearances and vary from two to three feet in length. Naturalists have found that the only physical difference between a kallidu and a typical tropical fish is the abnormally large size of a kallidu\xe2\x80\x99s skull. This large skull houses a powerful mind capable of building magic-powered machines. These intelligent fish are nearly defenseless, but make for powerful foes while operating one of their machines. \n'b' Gather & Build . Kallidus appear to have only two objectives in mind: gather resources and build magical machines. Their need to aggressively gather resources has led them to slaughter of surface dwellers trying to protect their property. Technologically-advanced people have been heavily targeted, and pay a bounty for any kallidus that are captured or killed. \n'b' A Mad Wizard\xe2\x80\x99s Creation . Kallidus were created by a renegade wizard. The wizard was hunted down, but the kallidus continue to grow in numbers and efficiently gather and build.\xc2\xa0Whether they have minds of their own or are just pawns in their creator\xe2\x80\x99s plan is still unclear. \n'b' Sea Commanders . Kallidus have few physical gifts, but they can accomplish great things by commanding lesser creatures with their psionic abilities. Kallidus typically order their minions to gather materials from shipwrecks, underwater ruins, and even surface communities.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kallidu Walker \n'b' Family: Kallidu \n'b' Large construct , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (9d10 + 27) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 17 (+3) INT: 16 (+3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, poison Senses darkvision 120 ft., passive Perception 10 Languages understands Aquan and Common; telepathy 60 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Nowhere to Run . The walker can make one morningstar attack as a bonus action against a creature it has grappled . \n'b' Sea Commander . While in the walker, a kallidu can issue commands to any creature it can see within 60 feet of CR 1 or lower with an intelligence of 4 or less that has a swimming speed. \n'b' Minor Telekinesis . While in the walker, a walker can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can\xe2\x80\x99t be used to attack , or to activate magic items. \n'b' Siege Monster . The walker deals double damage to objects and structures. \n'b' Glassed Protection . While in the walker, a kallidu can breathe normally, even when out of water and it can\xe2\x80\x99t be the target of spells. If the walker reaches 0 hp , the kallidu inside is ejected 5 ft in a random direction. \n'b' Actions \n'b' Multiattack . The walker makes two attacks: one with its hook and one with its morningstar. \n'b' Hook . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 14). \n'b' Morningstar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage. \n'b' About \n'b' Kallidus are found in a wide variety of colors and appearances and vary from two to three feet in length. Naturalists have found that the only physical difference between a kallidu and a typical tropical fish is the abnormally large size of a kallidu\xe2\x80\x99s skull. This large skull houses a powerful mind capable of building magic-powered machines. These intelligent fish are nearly defenseless, but make for powerful foes while operating one of their machines. \n'b' Gather & Build . Kallidus appear to have only two objectives in mind: gather resources and build magical machines. Their need to aggressively gather resources has led them to slaughter of surface dwellers trying to protect their property. Technologically-advanced people have been heavily targeted, and pay a bounty for any kallidus that are captured or killed. \n'b' A Mad Wizard\xe2\x80\x99s Creation . Kallidus were created by a renegade wizard. The wizard was hunted down, but the kallidus continue to grow in numbers and efficiently gather and build.\xc2\xa0Whether they have minds of their own or are just pawns in their creator\xe2\x80\x99s plan is still unclear. \n'b' Sea Commanders . Kallidus have few physical gifts, but they can accomplish great things by commanding lesser creatures with their psionic abilities. Kallidus typically order their minions to gather materials from shipwrecks, underwater ruins, and even surface communities.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kallikantzaros \n'b' This goat-legged creature has green or brown skin, dirty ivory tusks, and black eyes that burn red in the dark. It considers frogs and worms treats, and the creature has a leather pouch stuffed with both. \n'b' Small fey , chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 59 (17d6) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 10 (+0) INT: 6 (-2) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 9 Languages Sylvan, Undercommon Challenge 2 (450 XP) \n'b' Special Traits \n'b' Fey Ancestry . The kallikantzaros has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put a kallikantzaros to sleep . \n'b' Hateful Scents . A kallikantzaros who begins its turn within 20 feet of burning incense must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. The kallikantzaros can\xe2\x80\x99t voluntarily move toward the incense. Burning old shoes has the same effect. \n'b' Nimble Escape . The kallikantzaros can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Multiattack . The kallikantzaros makes two handsaw attacks or two spear attacks. \n'b' Handsaw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. The handsaw does an extra die of damage against a target that is wearing no armor. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Misery Whip . Two kallikantzaros can combine their actions to move up to their speed with a 5-foot, two-person saw held between them and attack a single creature in their path. The target must succeed on a DC 13 Dexterity saving throw or take 9 (2d6 + 2) slashing damage. If the creature is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is knocked prone , each kallikantzaros may make a handsaw attack against it as a bonus action . \n'b' About \n'b' The kallikantzaros are dark fey creatures that dwell deep beneath the surface of the mortal world, along the trunk of Yggdrasil, the World Tree. Every day, the kallikantzaros work to saw down Yggdrasil, though who set them to this task has been forgotten by even them. \n'b' Solstice Marauders . Each year, as the kallikantzaros draw close to succeeding in their purpose, the winter solstice arrives, a 12-day period where the kallikantzaros may cross over to the surface world to harass those who dwell there. Each year, the kallikantzaros are compelled to the surface to terrorize and plunder. And each year, upon returning to their lair, they are enraged to find that the World Tree has been healed. \n'b' Goblin Confusion . With their greenish skin and pointed ears, the kallikantzaros are often mistaken for goblins or dust goblins. This drives most of them into a fury, as they insist they share nothing with \xe2\x80\x9cworthless, lazy, foolish\xe2\x80\x9d goblins. Many will insist on an immediate and profuse apology or a duel to settle the point.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kamaitachi \n'b' Small monstrosity (shapechanger), chaotic neutral \n'b' Armor Class 14 Hit Points 84 (13d6 + 39) Speed 30 ft., climb 15 ft.\n'b' STATS STR: 12 (+1) DEX: 19 (+4) CON: 16 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Intimidation +3, Stealth +6 Damage Resistances cold Senses darkvision 60 ft., passive Perception 11 Languages understands Common and Sylvan but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Air Form (Wintry Swirl Form Only) . The kamaitachi can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Concealing Snow (True Form Only) . As a bonus action, the kamaitachi sheathes itself in blowing ice and snow, causing attack rolls against it to have disadvantage. The kamaitachi can use this trait only if it is in snowy terrain. \n'b' Flyby (Wintry Swirl Form Only) . The kamaitachi doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Smell . The kamaitachi has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The kamaitachi can use its action to polymorph into a swirl of wintry weather. It can revert back to its true form as a bonus action. 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 when it dies. While a wintry swirl, it has a flying speed of 40 feet, immunity to the grappled , petrified , prone , and restrained conditions, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. \n'b' Snow Devil (Wintry Swirl Form Only) . Until it attacks or uses Wintry Assault, the kamaitachi is indistinguishable from a natural swirl of snow unless a creature succeeds on a DC 15 Intelligence ( Investigation ) check. \n'b' Actions \n'b' Multiattack . The kamaitachi makes two sickle paw attacks. \n'b' Sickle Paw (True Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 18 (4d6 + 4) slashing damage. \n'b' Wintry Assault (Wintry Swirl Form Only) . Each creature in the kamaitachi\xe2\x80\x99s space must make a DC 15 Dexterity saving throw. On a failure, the creature takes 9 (2d8) slashing damage plus 9 (2d8) cold damage and is blinded until the end of its next turn. On a success, it takes half the damage and isn\xe2\x80\x99t blinded . \n'b' About \n'b' Despite having bony sickles for paws, this large weasel moves adroitly as snow and ice whip around it. \n'b' Related to Wind Weasels . Kamaitachis derive from a family group of wind weasels that migrated and acclimated to far northern forests. As a result, they lost their connection to the fey, shrinking and devolving into more natural beasts. Their claws fused to become one large, sickle-like claw on each paw. They retain the wind weasels\xe2\x80\x99 jealousy of humanoids and aggressively attack intruders. \n'b' Stinging Winds . Like their fey cousins, the kamaitachis can turn into a swirl of wind, but they incorporate ice and snow instead of leaves, chilling their victims. Even in their weasel forms, they surround themselves with wintry precipitation that obscures them from sight. \n'b' Summer Migrations . Kamaitachis thrive for most of the year in arctic forests. Prior to summer, they migrate closer to the pole to stay in contact with frozen water, most of which disappears in their forests during the warmer weeks. Once snows begin to fall again, they return to their forests and relentlessly drive out creatures that moved in during their absence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kamasuhn \n'b' Large celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 238 (28d10 + 84) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +6, Wisdom +6 Skills Acrobatics +12, Insight +10, Intimidation +11, Perception +10, Persuasion +11, Religion +9 Damage Resistances necrotic; bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 20 Languages Celestial, Common Challenge 12 (8,400 XP) \n'b' Actions \n'b' Multiattack . The Kamasuhn makes two attacks with its glaive. \n'b' Glaive . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d10 + 2) slashing damage. \n'b' Radiant Strike (Recharge 6) . On a successful strike with its glaive, the kamasuhn unleashes a burst of radiant energy in a 60-foot radius. All creatures in this area must make a DC 13 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This regal creature resembles a muscular winged humanoid warrior with a proud eagle\xe2\x80\x99s head and four wing-like arms ending in delicately clawed hands. It bears a double-bladed polearm and is clad in elaborate armor, enameled in white and chased in gold. \n'b' The hawk-headed kamasuhn are celestial warriors, serving in the retinues of many different lawful good gods, and performing tasks for their patrons in the Material Plane. They are most often employed as guardians of dangerous or sacred places, or to retrieve lost treasures and artifacts. In this last capacity, kamasuhn have been known to assist adventuring parties in their various quests, so long as their new friends agree to aid the kamasuhn in retrieving the item in question and, if necessary, destroying it. If tasked to bring the item back to their patron, kamasuhn will reluctantly battle recalcitrant parties for the item\xe2\x80\x99s possession. \n'b' Though they are merciless in their persecution of evil creatures, neither asking nor giving quarter, kamasuhn are reluctant to take the lives of good creatures. If good creatures are threatened with death at a kamasuhn\xe2\x80\x99s hands, it will instead attempt to knock out the creature rather than kill it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kami, Chinjugami \n'b' Family: Kami \n'b' Gargantuan fey (kami), neutral \n'b' Armor Class 18 (natural armor) Hit Points 256 (19d20 + 57) Speed 50 ft., fly 50 ft. (can hover)\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 17 (+3) INT: 16 (+3) WIS: 19 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +8, Wis +9, Cha +8 Skills Acrobatics +7, Nature +8, Religion +8, Perception +9 Condition Immunities charmed , frightened , petrified Damage Resistances acid, fire, lightning Senses darkvision 60 ft., blindsight 60 ft., passive Perception 19 Languages Common; telepathy 100 ft. Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Biomechanical Staff . As part of an attack , a chinjugami can manifest a staff in its grasp. A chinjugami can manifest only one staff at a time. If the kami loses hold of the staff, the weapon disintegrates. The kami can inflict piercing damage with the staff instead of bludgeoning. \n'b' Innate Spellcasting . The chinjugami\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). The chinjugami can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : thunderwave (as a 5th-level spell) \n'b' 1/day : chain lightning , control weather , creation , divination \n'b' 3/day : cure wounds (as a 5th-level spell), dispel magic (as a 5th-level spell), restoration \n'b'\n'b' Magic Weapons . The chinjugami\xe2\x80\x99s weapon attacks are magical. \n'b' Merge with Ward . A chinjugami claims a massive, fabricated ecosystem as its ward. As an action, a kami adjacent to its ward can merge body and mind with that ward. While merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It can take no actions while merged other than to emerge from its ward as an action. The kami can emerge adjacent to the ward, provided the kami\xe2\x80\x99s body is at least one size smaller than the ward. If the ward is a location, the kami can emerge at any point within that location. If the ward is destroyed while a kami is merged with it, the kami dies. If the ward is destroyed while the kami is not merged with it, the kami loses its merge with ward and regeneration traits, and the kami gains a level of exhaustion . It can take on a new ward by spending 7 days doing so. \n'b' Regeneration . The chinjugami regains 20 hit points at the start of its turn if it has at least 1 hit point. \n'b' Revitalization Contingency . A chinjugami that is reduced to 0 Hit Points disperses into light that merges with the chinjugami\xe2\x80\x99s ward. For 7 days, the chinjugami is unconscious as it regenerates its body and mind. After that time, the chinjugami regains consciousness and can reemerge from its ward. A chinjugami can be completely destroyed only if its ward is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chinjugami makes two staff attacks. \n'b' Biomechanical Staff . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 34 (8d6 + 6) bludgeoning damage. On a critical hit, the chinjugami chooses one of two effects\xe2\x80\x94 the staff either sprouts entangling vines or disrupts the target\xe2\x80\x99s body. Vines cause the target to become grappled (escape DC 21) and restrained as long as they are grappled . The disruption effect inflicts 17 (5d6) necrotic damage. \n'b' Life Bubble . The chinjugami touches a creature and grants it a breathable atmosphere, and protection from environmental heat, cold, and other extremes, for 8 hours. This does not protect against cold or fire damage, radiation flares, and other direct harm. \n'b'\n'b' ABOUT \n'b' A chinjugami is much larger than a tsukumogami and often selects a constructed ecosystem as its ward. Although a chinjugami prefers to stay merged with its ward, it can manifest as a titan of metal and greenery. When a kami claims an occupied ecosystem, it intervenes only in subtle ways, such as removing rust from pipes. When such constructed ecosystems are abandoned, chinjugami fully embrace their roles as protectors and stewards of their wards, patrolling, performing upkeep, maintaining ecological balance, and ensuring sustainability. Those chinjugami that guard abandoned spaces are suspicious of strangers, believing them to be interlopers that might try to reclaim the areactionly to forsake it again. A typical chinjugami is about 40 feet tall.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kami, Tsukumogami \n'b' Family: Kami \n'b' Tiny fey (kami), neutral evil \n'b' Armor Class 15 Hit Points 42 (17d4) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 10 (+0) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 Skills Acrobatics +7, Perception +5, Stealth +9 Damage Immunities poison Condition Immunities charmed , frightened , petrified , poisoned Damage Resistances acid, fire, lightning Senses darkvision 60 ft., blindsight 60 ft., passive Perception 15 Languages Common; telepathy 100 ft. Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the tsukumogami remains motionless, it is indistinguishable from an ordinary object. \n'b' Innate Spellcasting . The tsukumogami\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The tsukumogami can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : mending , minor illusion \n'b' 3/day : magic missile , major image , shocking grasp \n'b' 1/day : invisibility \n'b'\n'b' Regeneration . The tsukumogami regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +0 to hit, reach 0 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Spirits known as kami hold guardianship over various aspects of existence, caring for them in esoteric ways. \n'b' Legend holds that the gods created the kami, which propagated throughout the universe. Kami are said to spontaneously manifest as they find new objects to guard, from the tiniest flower to entire cities. Kami that fall to evil ways risk becoming oni. According to folktales, a personal object that is at least 100 years old can attract a tsukumogami, which thereafter claims the object as a ward and merges with it, the kami then becoming an anthropomorphic version of the object. In addition, the resultant amalgam develops a personality in accordance with the object\xe2\x80\x99s treatment. Treasured objects birth tsukumogami that are kind, while abandoned or abused objects become jealous and wrathful tsukumogami. These creatures often seek companionship from mortals, though tsukumogami that are envious of the living may become aggressive if rebuffed. \n'b' Though tsukumogami prefer to ward small personal items, their size belies the threat they pose.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanaphage \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 Hit Points 60 (8d8 + 24) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances bludgeoning, piercing, and slashing from magical weapons Condition Immunities blinded , charmed , deafened , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Arcane Discharge . When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage. \n'b' Hunger . Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can\xe2\x80\x99t have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest . \n'b' Ingest Magic . At the start of each of the arcanaphage\xe2\x80\x99s turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature\xe2\x80\x99s spell ends and the arcanaphage feeds. \n'b' Magic Immunity . The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arcanaphage makes two tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b'\n'b' Reactions \n'b'\n'b' Voracious . The arcanaphage\xe2\x80\x99s tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds. \n'b'\n'b' About \n'b' A soft-bodied, iridescent creature floats by, tentacles rippling along its back as it quests for its next meal. \n'b' Arcanaphage are commonly found in places imbued with magic, their colorful skin rhythmically pulsating as they graze on arcane energies. \n'b' Magivore . The arcanaphage diet consists exclusively of magic. It has no mouth; it feeds by absorbing nearby magical energy into a series of ropy tentacles that run the length of its body. With enough time, an arcanaphage can slowly slurp all of the power out of magical objects, traps, or spells permanently imbuing an area. Most arcanaphage are about the size of a large dog, though especially well-fed specimens the size of draft horses have been reported. \n'b' Docile Unless Angered . If left to feed undisturbed, an arcanaphage typically ignores its surroundings. However, when it feels threatened or when food is scarce and it senses magic nearby, it viciously attacks. \n'b' Unwitting Guardians . Its ability to neutralize magic in its immediate area, combined with its calm demeanor, makes an arcanaphage an excellent guardian against a wizard\xe2\x80\x99s ire. Some warlords even bring pet arcanaphage to battle as protection from spellcasters, although this is a gamble since the creatures like to sit on and absorb power from unattended magical objects, like a warlord\xe2\x80\x99s heirloom weapon, and can release a torrent of magical energy when slain. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter an arcanaphage without modifying its challenge rating. \n'b' Diviniphage . A diviniphage feeds solely on divine magic but still interacts with all types of magic. It is immune to damage from divine spells. It has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to three times the level of the spell and increases its Feed score by 2 each time it feeds in combat. Additionally, when it applies its Ingest Magic trait or uses its Voracious reaction, it can only feed on divine spells it ends or counters. Finally, when it dies and applies its Arcane Discharge trait, the force damage dealt by this trait is replaced with either radiant or necrotic damage. The diviniphage loses the arcanaphage\xe2\x80\x99s Magic Immunity trait, and other traits and reactions are modified as indicated above. \n'b' Magic Sight . The arcanaphage senses magic within 90 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. The arcanaphage\xe2\x80\x99s blindsight is reduced to 30 ft. \n'b' Selective Eater . The arcanaphage is predominantly exposed to one school of magic (abjuration, conjuration, and so on), so it has adapted its feeding to better consume such magic. It is immune to spells and magical effects from its chosen school and has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to four times the level of the spell and increases its Feed score by 2 for the selected school, but it regains hp equal to the level of the spell and increases its Feed score by 1/2 for all other schools. For purposes of its Arcane Discharge trait, ignore fractional values. Additionally, when its Ingest Magic trait applies, a creature maintaining concentration on a spell from the arcanaphage\xe2\x80\x99s selected school has disadvantage on its Constitution saving throw. Finally, when the arcanaphage uses its Voracious reaction, it has advantage on its spellcasting ability check when countering a spell from its chosen school. The arcanaphage loses its Magic Immunity trait, and other traits and reactions are modified as indicated above. \n'b' True Arcanaphage . A true arcanaphage feeds solely on arcane magic but still interacts with all types of magic. It is immune to damage from arcane spells. It has advantage on saving throws against other spells and magical effects. Its Hunger trait regains hp equal to three times the level of the spell and increases its Feed score by 2 each time it feeds in combat. \n'b' Additionally, when it applies its Ingest Magic trait or uses its Voracious reaction, it can only feed on arcane spells it ends or counters. Finally, its Arcane Discharge trait deals 4 (1d8) force damage per Feed score to a creature that fails its Dexterity saving throw and deals 9 (2d8) force damage to a creature that starts its turn in the affected area. \n'b' The true arcanaphage loses the arcanaphage\xe2\x80\x99s Magic Immunity trait, and other traits and reactions are modified as indicated above.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Mother \n'b' Gargantuan construct , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 162 (12d12 + 84) Speed 20 ft.\n'b' STATS STR: 24 (+7) DEX: 9 (-1) CON: 25 (+7) INT: 1 (-5) WIS: 1 (-5) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities lightning, 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 90 ft. Languages understands telepathic commands but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The corpse mother is immune to any spell or effect that would alter its form. \n'b' Lightning Absorption . Whenever the corpse mother 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' Magic Weapons . The corpse mother\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +7 to hit, reach 30 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Spawn Undead . The corpse mother produces its choice of one restless (page 151) or three human zombies or six shambling fragments (page 153) in unoccupied locations within 15 feet of the corpse mother. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The corpse mother 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 corpse mother regains spent legendary actions at the start of its turn. \n'b'\n'b' Hurl Forth (Costs 3 Actions) . The corpse mother moves up to its speed and uses Spawn Undead. \n'b' Slam . The corpse mother makes a slam attack. \n'b' Spawn Undead (Costs 2 Actions) . The corpse mother uses Spawn Undead. \n'b'\n'b' ABOUT \n'b' A large mass of corpses collected into the shape of a humanoid. Bodies and body parts drop off the collected mass every few seconds. \n'b' The corpse mother is a unique construct made from hundreds of corpses. The constructs collects bodies where it finds them, adding them to its own body as it gathers the dead. Corpse mothers defend themselves with deadly force when their work might be interrupted.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kanca Grub \n'b' Small humanoid , lawful neutral \n'b' Armor Class 12 (hide) Hit Points 13 (2d6+6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5 Skills Persuasion +5 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 10 Languages Common, Kanca Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Spider Climb . The grub can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Spiny Shield . Kanca grubs are covered in thin hair-like spines that drip caustic poisons. Any creature that hits the grub with a melee attack must make a DC 11 Constitution saving throw. On a failed save, it is poisoned for 1d4 rounds. \n'b' Actions \n'b' Poisonous Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) poison damage and the creature must make a DC 11 Constitution saving throw or be poisoned for 1d4 rounds. \n'b' About \n'b' The youth of the kanca are but small caterpillar-like creatures that all of their kind must transition through before metamorphosing to better serve the hive. Unlike their armored chitinous elders, the grubs are small, unimposing, and weak. Though they?re not without purpose, their easy-going nature and unintimidating stature make them the softer and kinder face of the kanca.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kappa \n'b' Lurking in the water is a strange child-sized humanoid that resembles a bizarre cross between a turtle, a lizard, and a monkey. It has a beak-like mouth, scaly reptilian skin, clawed and webbed hands, and a turtle-like shell on its back. In the top of its head is a bowl-like depression filled with water. \n'b' Small fey , chaotic neutral or chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 49 (11d6 + 11) Speed 25 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 7 (-2) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Medicine +4, Perception +4, Stealth +4 Senses passive Perception 14 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The kappa can breathe air and water. \n'b' Expert Wrestler . The kappa can grapple creatures that are two sizes larger than itself and can move at full speed when dragging a creature it has grappled . \n'b' Head Bowl . The kappa has a bowl-like indentation on its head which holds water from the river or lake where it lives. If the kappa\xe2\x80\x99s head bowl is empty, it has disadvantage on attack rolls and ability checks until the bowl is refilled with water. Normal movement and combat do not cause water to spill from the bowl, but an opponent can empty the bowl by knocking the kappa prone or by making two successful grapple attacks \xe2\x80\x93 one to grab the kappa, and one to tip its head while it is grappled . \n'b' Slippery . The kappa has advantage on ability checks and saving throws made to escape a grapple. \n'b' Sure-Footed . The kappa has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kappa makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kappa doesn\xe2\x80\x99t already have another creature grappled . \n'b'\n'b' About \n'b' Tricksters and Trouble-Makers . Kappa are impish fey spirits that live in the rivers, lakes, and swamps of the eastern lands. Mischievous, they will often play lewd, childish pranks on those passing close to their homes, such as pulling down a traveler\xe2\x80\x99s breeches or stealing its clothing while it is swimming. They love the taste of horse and cow flesh and can drag the large animals into the water to drown before sucking out the creatures\xe2\x80\x99 entrails.\xc2\xa0Dark-hearted kappas will attempt to wrestle and drown innocent mortals. \n'b' Weak Spot . The source of a kappa\xe2\x80\x99s power is the bowl-like cavity on the top of its head, which is filled with water from the river, lake, or other body of water where it resides. If this bowl ever becomes empty, the kappa is weakened and it will refill the bowl as soon as possible.\xc2\xa0Kappa are both scrupulously polite and not very bright. If approached with courtesy, a person bowing deeply can trick a kappa into returning the gesture, so that the water pours out of its head bowl. \n'b' Favorite Foodstuffs . A kappa\xe2\x80\x99s favorite food is the cucumber. Wise travelers who must cross a bridge over a river inhabited by a kappa will throw cucumbers carved with their names and those of their companions into the water to assuage the creature\xe2\x80\x99s appetite. Farmers have been known to befriend kappas with regular gifts of cucumbers, melons, eggplants, and the occasional cow. In return, the kappas may irrigate the farmer\xe2\x80\x99s fields, provide fresh fish, or teach the farmer how to set broken bones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kappa \n'b' Small humanoid (kappa), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 54 (12d6+12) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4 Damage Resistances acid, cold Skills Insight +4, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The kappa can breathe air and water. \n'b' Head Bowl . The basin atop a kappa\xe2\x80\x99s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature grappling the kappa for a minimum of 3 turns forces it to do so. If the water is emptied, the kappa becomes immobile. It can still take actions , but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn\xe2\x80\x99t have to be from the kappa\xe2\x80\x99s home, but the kappa refills its head bowl from there at its first opportunity. \n'b' Water Gourd . A kappa has a 25% chance to carry a gourd of water from its home with it. These are typically older, wiser kappas, as younger kappas are proud to the point of overconfidence in their ability to maintain their head bowl without spilling a drop. In the hands of the kappa, this gourd never runs out of water. The kappa can use this gourd to cast create and destroy water at will, but only use it to create water. Once per day, the kappa can allow a creature to drink from its gourd to gain the benefit of aid as if cast in a 3rd-level spell slot. The gourd does not function in this way for any creature other than the kappa. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kappa makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Ancient Shell . The kappa can \xe2\x80\x9cturtle up\xe2\x80\x9d in its shell, causing it to gain immunity to bludgeoning, piercing, and slashing damage from non-magical attacks, resistance to all other types of damage except psychic damage, and its Armor Class to increases to 16. The kappa cannot take any other actions except to leave its shell, which causes it to lose these benefits. \n'b'\n'b' ABOUT \n'b' A kappa is a strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring a stream or river to a lake or pond. It has a small shell on its back, a blunt face, and webbed hands and feet that end in short claws. A typical kappa is green in color, but kappa skin tones can vary toward blue or yellow hues. The creature has a shallow basin in the top of its head, in which the creature carries water from its home at all times. \n'b' Tricky . Kappas are puckish and like to play tricks on those who pass near or swim in their home. Kappa pranks are usually harmless and annoying, such as peeking under robes, stealing a bathers\xe2\x80\x99 clothing, or pretending to be an aquatic predator. A kappa might also challenge others to grappling matches, hoping potential foes underestimate its wrestling ability. An angry kappa can be dangerous, attempting to drown mounts, animal companions, or even people who enter its home waters. The most degenerate kappas have been known to drown bathers and eat them. \n'b' Peculiar Habits . Those wise to the ways of kappas know the creatures have a few weaknesses. First of all, kappas love cucumbers and horseflesh. If plied with such treats, a kappa is likely to not bother intruders, and might even be convinced to offer aid. Further, despite a kappa\xe2\x80\x99s penchant for pranks, it is unfailingly polite to courteous visitors. A kappa confronted with a verbal rebuke rather than combat quickly and almost shamefully apologizes for its pranks, begging for forgiveness. \n'b' If its head bowl is emptied, a kappa usually remains stationary and pleads for help, continuing to fight only if forced to. An opponent who refills the kappa\xe2\x80\x99s head bowl after spilling it receives the kappa\xe2\x80\x99s deepest gratitude. Only the wisest and smartest of kappa carry flasks of water with them when they are forced to travel far from their home- most kappa don\xe2\x80\x99t think this far ahead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kappa \n'b' Small humanoid (kappa), chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 54 (12d6+12) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 13 (+1) INT: 8 (\xe2\x80\x931) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4 Damage Resistances acid, cold Skills Insight +6, Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The kappa can breathe air and water. \n'b' Head Bowl . The basin atop a kappa\xe2\x80\x99s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature grappling the kappa for a minimum of 3 turns forces it to do so. If the water is emptied, the kappa becomes immobile. It can still take actions , but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn\xe2\x80\x99t have to be from the kappa\xe2\x80\x99s home, but the kappa refills its head bowl from there at its first opportunity. \n'b' Water Gourd . A kappa has a 25% chance to carry a gourd of water from its home with it. These are typically older, wiser kappas, as younger kappas are proud to the point of overconfidence in their ability to maintain their head bowl without spilling a drop. In the hands of the kappa, this gourd never runs out of water. The kappa can use this gourd to cast create and destroy water at will, but only use it to create water. Once per day, the kappa can allow a creature to drink from its gourd to gain the benefit of aid as if cast in a 3rd level spell slot. The gourd does not function in this way for any creature other than the kappa. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kappa makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, 5 ft. reach, one target. Hit : 5 (1d8 + 1) bludgeoning damage. \n'b' Ancient Shell . The kappa can \xe2\x80\x9cturtle up\xe2\x80\x9d in its shell, causing it to gain immunity to bludgeoning, piercing, and slashing damage from non-magical attacks, resistance to all other types of damage except psychic damage, and its Armor Class to increases to 16. The kappa cannot take any other actions except to leave its shell, which causes it to lose these benefits. \n'b'\n'b' ABOUT \n'b' A kappa is a strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring a stream or river to a lake or pond. It has a small shell on its back, a blunt face, and webbed hands and feet that end in short claws. A typical kappa is green in color, but kappa skin tones can vary toward blue or yellow hues. The creature has a shallow basin in the top of its head, in which the creature carries water from its home at all times. \n'b' Tricky . Kappas are puckish and like to play tricks on those who pass near or swim in their home. Kappa pranks are usually harmless and annoying, such as peeking under robes, stealing a bathers\xe2\x80\x99 clothing, or pretending to be an aquatic predator. A kappa might also challenge others to grappling matches, hoping potential foes underestimate its wrestling ability. An angry kappa can be dangerous, attempting to drown mounts, animal companions, or even people who enter its home waters. The most degenerate kappas have been known to drown bathers and eat them. \n'b' Peculiar Habits . Those wise to the ways of kappas know the creatures have a few weaknesses. First of all, kappas love cucumbers and horseflesh. If plied with such treats, a kappa is likely to not bother intruders, and might even be convinced to offer aid. Further, despite a kappa\xe2\x80\x99s penchant for pranks, it is unfailingly polite to courteous visitors. A kappa confronted with a verbal rebuke rather than combat quickly and almost shamefully apologizes for its pranks, begging for forgiveness. If its head bowl is emptied, a kappa usually remains stationary and pleads for help, continuing to fight only if forced to. An opponent who refills the kappa\xe2\x80\x99s head bowl after spilling it receives the kappa\xe2\x80\x99s deepest gratitude. Only the wisest and smartest of kappa carry flasks of water with them when they are forced to travel far from their home\xe2\x80\x94most kappa don\xe2\x80\x99t think this far ahead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kapre \n'b' Huge plant , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 241 (23d12+92) Speed 50 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 15 (+2) CON: 19 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +8, Con +8, Str +10 Condition Immunities charmed , frightened Skills Perception +10, Stealth +16 Senses darkvision 60 ft., passive Perception 20 Languages Common Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The kapre\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : invisibility , speak with plants \n'b'\n'b' Reprisal . A kapre reduced below half of its maximum hit points gains advantage on attack rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kapre makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, 1reach 5 ft., one target. Hit : 49 (6d10 + 6) bludgeoning damage. \n'b' Blow Smoke . The kapre can exhale a 30-foot cone of smoke. Any creature in the area must succeed at a DC 17 Constitution saving throw or be stunned for 1 round. Any creatures immune to being poisoned are immune to this effect. \n'b' Embers . The kapre can expel a 5-foot-diameter cluster of embers. The embers last for 5 rounds, and the kapre can direct their movement as a bonus action. The embers can move up to 10 feet per round. When they enter a square with a creature, it affects the creature as if faerie fire were cast on it. The kapre can choose to augment the effect as per the spell. \n'b' Tree Meld . A kapre can meld with any tree, similar to how the spell meld into stone functions. It can remain melded with a tree as long as it wishes. \n'b'\n'b' ABOUT \n'b' Formed of dense tree matter, they are as much part of the forest as their botanical brethren. Their intimidating physical size , territorial nature, and unusual approach to friendship often bring them into conflict with tribesmen and aggressive explorers. Furthermore, misleading myths paint them as vicious wife-stealers, violent demons, and even bringers of riches to those who can trap them. In truth, these arboreal giants are only dangerous to those who threaten the environs under their protection. \n'b' With slender limbs and thick, gnarled torsos made of twisted trunks and boughs, kapres are awkwardly humanoid in appearance, but have such rich personalities that those lucky enough call them \xe2\x80\x9cfriend\xe2\x80\x9d see them as more people than plants. Festooned with hanging vines or seasonal blossoms, kapres blend in perfectly with the surrounding forest. Were it not for the soft glow of their eyes, they could be mistaken for treants. \n'b' Green Guardians . Vehement defenders of unusual natural locations, kapres have a complicated relationship with the \xe2\x80\x9ccivilized\xe2\x80\x9d races. Exceedingly secretive and wary, kapres prefer to avoid conflict where possible, using their imposing size and confounding auras to intimidate would-be invaders. Leaning out of huge trees, they blow smoke onto lost explorers, persuading them to flee from the locations the kapre protects. \n'b' Even in peaceful discussions, they rarely drop their auras, aware that the most honeyed tongue can hide the cruelest intent. If things turn sour, they deal out fast and serious damage with their great wooden fists, and if their domain is breached, they fight to the death to turn invaders away. \n'b' Though kapres are fearsome when their ire is raised, they are careful (and reasonable) enough to allow retreating aggressors to escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karakura \n'b' The karakura is a creature of haze and shadow, its hypnotic presence often overpowering. \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 76 (17d8) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 11 (+0) INT: 15 (+2) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Charisma +8 Skills Deception +8, Perception +4, Persuasion +8, Stealth +7 Damage Vulnerabilities radiant Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Night Walkers . The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours. \n'b' Shapechanger . The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, 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' Telepathic Bond . The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes. \n'b' Actions \n'b' Multiattack . The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Charm . One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend\xe2\x80\x99s commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura\xe2\x80\x99s Charm for the next 24 hours. The karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' Shroud in Darkness (Recharge 5-6) . Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. The karakura can have only one target in its shroud at a time. It can release a target as a bonus action . While in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies. \n'b' Shadow Walk . The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa. \n'b' About \n'b' Charismatic Predators . Karakura are vampiric fiends that use their wit and charm to draw in prey rather than chase it down. They prefer to charm mortals and feed upon devotion and love, though flesh and blood will do in a pinch. \n'b' Corruptors for the Cause . Karakura often serve demon lords who direct them to seduce and corrupt mortals. As a mortal falls under the fiendish influence, a taint spreads upon its soul. It is transformed into a mane when it dies, which provides sustenance for the demon lords. The karakura regularly serve\xc2\xa0 the Demon Lord of Night, and his realm serves as a home to many karakura.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karina \n'b' Medium fey , chaotic evil \n'b' Armor Class 17 Hit Points 88 (16d8 + 16) Speed 30 ft., fly 60 ft. (owl form)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 13 (+1) INT: 14 (+2) WIS: 20 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +3, Wisdom +7 Skills Animal Handling +7, Insight +9, Perception +9, Persuasion +9, Stealth +8, Survival +9 Senses darkvision 60 ft., passive Perception 19 Languages Common, Elvish, Sylvan Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Flyby . When in owl form, the karina does not provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The karina\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The karina can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : chill touch , dancing lights \n'b' 3/day each : faerie fire , fog cloud \n'b' 1/day : moonbeam \n'b'\n'b' Keen Hearing and Sight . Karina have advantage on Wisdom ( Perception ) checks based on sight or hearing. \n'b' Owl Form . As a bonus action when under moonlight, a Karina can transform either into or from owl form. In owl form, the karina gains fly 60 ft. and natural attacks (see below). \n'b' Actions \n'b' Multiattack . A karina makes two dagger attacks or one bite and one talon attack . \n'b' Bite (Owl Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Dagger (Human Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing or slashing damage. \n'b' Talons (Owl Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' About \n'b' Before your eyes, bathed in moonlight, the darkly beautiful elven woman transforms into a great snowy owl! \n'b' When the moon sheds its light on the land below, karina are able to transform to and from their owl shape. This isn\xe2\x80\x99t always as advantageous as it sounds, for a karina is unable to change during nights with a new moon and \xe2\x80\x93 more importantly \xe2\x80\x93 on foggy or cloudy nights when the moon is obscured . Accordingly, karina often make their lairs on mountain slopes high above the cloud line. \n'b' Karina act as raiders and kidnappers for evil fey, sneaking into settlements or isolated homesteads, stealing children and animals or simply terrorizing families. Karina are known to savor the flesh of mortals as well, stalking hunters and travelers through the forest for hours or days before finally swooping in to finish off their victims and feast on the remains. Though karina receive gold and magic in exchange for their captives, they appear to derive great perverse pleasure from the suffering they inflict. \n'b' While they are chaotic and thoroughly wicked, karina are not unwilling to deal with mortals. If a karina is unable or unwilling to come to an agreement with fellow fey in exchange for prisoners or plunder, she may turn to mortal clients, offering stolen lives and property in exchange for wealth or other services. Services may include acting on the karina\xe2\x80\x99s behalf in kidnappings, theft, burglary or even murder. Those who owe favors to a karina invariably regret their decision, for a karina\xe2\x80\x99s whims often end in disaster. Mortals who especially tickle a karina\xe2\x80\x99s fancy may find themselves as her lover, a position even more precarious than normal, but many greedy and lustful humans cannot resist a karina\xe2\x80\x99s otherworldly appeal. \n'b' Greatly feared by the folk of the northern forests, the karina is a fey shapeshifter, able to appear as either a beautiful elven woman with dark hair and pale skin or a giant snowy owl with fierce red eyes and deadly talons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karkadann \n'b' Huge monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 157 (15d12 + 60) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 7 (\xe2\x80\x932) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4 Skills Perception +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Common Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Impaling Charge . If the karkadann moves at least 20 feet straight toward a target and then hits it with a Horn attack on the same turn, the karkadann impales the target on its horn, grappling the target if it is a Large or smaller creature (escape DC 15). Until the grapple ends, the target is restrained , takes 18 (4d8) piercing damage at the start of each of its turns, and the karkadann can\xe2\x80\x99t make horn attacks against other targets. \n'b' Magic Resistance . The karkadann has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The karkadann makes two Hooves attacks or one Horn attack and one Hooves attack . \n'b' Hooves . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Horn . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) piercing damage. \n'b' Toss . One Large or smaller creature impaled by the karkadann is thrown up to 30 feet in a random direction and forced prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced prone . \n'b' Healing Touch (3/Day) . The karkadann touches another creature with its horn. The target magically regains 22 (4d8 + 2) hp and is cured of all diseases and poisons afflicting it. \n'b'\n'b' ABOUT \n'b' Taller than an elephant, this one-horned beast combines a mottled leathery hide, a tail like a lion\xe2\x80\x99s, and three-hoofed toes on each foot. Its low, mournful wail echoes across the grasslands. \n'b' Living on warm grassy plains and in windswept desert lands, the karkadann is a solitary creature, sometimes known as the \xe2\x80\x9cLord of the Desert.\xe2\x80\x9d It uses its long, black horn to defends its vast territory from other creatures, and its ferocity is legendary. The karkadann has a particular dislike of elephants, driving them from its turf by stabbing their flanks and haunches with its deadly horn. \n'b' Haunting Wail . The karkadann has a loud, haunting call, a wail which carries for miles across flat terrain. Some speculate that it is calling for a mate; others that it is crying out in loneliness, for there are few karkadanns left in the world. Their formidable nature makes them attractive targets for trophy hunters, and their horns are highly prized as components for antidotes and for curing disease. \n'b' Musical Solace . Despite its aggression, not every encounter with a karkadann ends in violence. The great beast finds the cooing of ring doves very soothing, and it will lie peacefully under trees where they are nesting. Those suffering illness and seeking assistance from the karkadann sometimes wait beneath such trees, hoping to be healed by the karkadann\xe2\x80\x99s magic horn while it listens to the cooing doves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karkinoi \n'b'\n'b' Large humanoid (karkinoi), chaotic evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 153 (18d10+54) \n'b' Speed 30 ft., swim 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Str +9 \n'b' Skills Athletics +9, Perception +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Aquan \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Constrict . A karkinoi can only have two creatures grappled at once. If a creature is grappled by the karkinoi at the beginning of its turn, it takes 22 (4d6+6) bludgeoning damage. \n'b' Sideways Scuttle . Whenever the karkinoi takes the Dash action, it can move twice its normal movement speed. \n'b' Water Dependency . A karkinoi can only breathe underwater but can hold its breath out of water for 3 hours. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The karkinoi makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 19 (3d8 + 6) bludgeoning damage. Instead of dealing damage, the karkinoi can grapple the target (escape DC 15). \n'b'\n'b' About \n'b' Monstrous hunters and bullies of the ocean depths, karkinoi are hulking crab-like humanoid brutes that live only to destroy creatures that dare cross their path and then feed on the corpses of the vanquished. While karkinoi can walk on land, they do not enjoy long periods away from the sea, as they dry out, crack, and eventually suffocate. Karkinoi stand over 9 feet tall and weigh over 800 pounds. \n'b' Brutal . Though not mindless, they have no inclination to build civilizations or even settlements, living in roving gangs or nomadic tribes. The tools they use in their more humanoid appendages are always scavenged, usually from victims, and are discarded when broken or of no more immediate use. \n'b' Pursuits such as crafting, learning, and diplomacy are a waste to them; they see these as the activities of food-creatures not strong enough to see the world as it is\xe2\x80\x94a stage for domination, feeding, and spawning. Even when these brutes band together, it is usually to spawn or to face sources of food that are too strong for only one or two karkinoi alone. \n'b' Shore Raiders . Large hordes of karkinoi come together to hunt inhabitants of coastal settlements. Striking at night, they do as much damage as possible before dragging their meals into the sea. \n'b' They make such attacks night after night until the settlement is destroyed or the resistance becomes too fierce, at which point the horde disbands and each karkinoi makes its own way in the sea. \n'b' Coastal raids are part of the karkinoi breeding cycle. The corpses that they drag off into the ocean are tethered to masses of eggs and serve as food for karkinoi spawn. The spawn develop a taste for land-meat and crave it, ensuring the next generation of hungry raiders.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Mound \n'b' Huge undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 21 (+5) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Int +2, Wis +4 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Absorb the Dead . Whenever a Large or smaller creature that isn\xe2\x80\x99t a Construct or Undead dies within 10 feet of the corpse mound, that creature\xe2\x80\x99s remains join with the mound, and the mound regains hp equal to twice the CR or level of the absorbed creature. The absorbed creature can\xe2\x80\x99t be returned to life by any spell or effect that requires a body, unless the body is retrieved from the corpse mound. \n'b' Noxious Aura . At the end of each of the corpse mound\xe2\x80\x99s turns, each creature within 20 feet of it must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn. On a successful saving throw, the creature is immune to the mound\xe2\x80\x99s Noxious Aura for 24 hours. \n'b' Undead Nature . The corpse mound doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Zombie Drop . At the start of each of the corpse mound\xe2\x80\x99s turns, it can choose to have one corpse fall from it and immediately rise as a zombie under its control. The mound can have no more than ten zombies under its control at one time. Zombies take their turns immediately after the corpse mound\xe2\x80\x99s turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The corpse mound makes two Slam or Bone Shard attacks. If both Slam attacks hit a Large or smaller target, the corpse mound can immediately use Envelop on it. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained . \n'b' Bone Shard . Ranged Weapon Attack : +11 to hit, range 30/120 ft., one target. Hit : 14 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 17 Strength saving throw or be forced prone and restrained as it is pinned to the ground by the shard. A creature, including the restrained target, can take its action to free the target by succeeding on a DC 17 Strength check. \n'b' Envelop . The corpse mound envelops a Large or smaller creature within 5 feet of it that is restrained by its Bone Shard or a Large or smaller creature grappled by it. The enveloped target is blinded , restrained , and unable to breathe, and it must succeed on a DC 17 Strength saving throw at the start of each of the mound\xe2\x80\x99s turns or take 18 (2d10 + 7) bludgeoning damage. If the mound moves, the enveloped target moves with it. The mound can have no more than four creatures enveloped at a time. A creature within 5 feet of the mound, including the enveloped creature, can free the enveloped creature by succeeding on a DC 17 Strength check. Any creature that makes such an attempt takes 10 (3d6) necrotic damage. \n'b'\n'b' ABOUT \n'b' The reeking pile of bodies and bones, as large as a giant, lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption. \n'b' Rise from Mass Graves. In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form. \n'b' Absorb Bodies . A corpse mound is driven by the anger and loneliness of the dead within it to kill and absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires, no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Anomaly, Chalk Chatterling \n'b' Family: Arcane Anomaly \n'b' Small construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 22 (5d6 + 5) \n'b' Speed 25 ft., fly 25 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 15 (+2) CON: 12 (+1) INT: 4 (\xe2\x80\x933) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 (seems to speak, but it\xe2\x80\x99s gibberish) \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the chalk chatterling dies, it explodes in a burst of dust. Any creature within 5 feet of the chalk chatterling must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. \n'b' Distracting Chatter . Any creature that starts its turn within 30 feet of and able to hear the chalk chatterling must succeed on a DC 11 Wisdom saving throw or be unable to cast or maintain concentration on a spell. Constructs and undead are immune. A creature who intended to cast a spell can choose another course of action. \n'b' Water Weakness . If the chalk chatterling is doused in water or ends its turn submerged in water, the chalk chatterling takes 3 (1d6) acid damage. Maximize this damage if the water is soapy. \n'b'\n'b' ACTIONS \n'b'\n'b' Dust Whip . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Maddening Chatter (Recharge 6) . Each creature within 30 feet of and able to hear the chalk chatterling must make a DC 11 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, and half as much damage on a successful one. Constructs and undead are immune. A creature that fails the saving throw can\xe2\x80\x99t take reactions until the end of the chalk chatterling\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Careless Magic . The Arcanist Inquisition contends that all magic is dangerous, not just that wielded by demons and nefarious sorcerers. Their blanket denunciation of all mages might be harsh, but their zealous belief in the perils of magic isn\xe2\x80\x99t unfounded. Even a well-meaning mage can invite catastrophe with a slip of the tongue, a misaligned gesture, or momentary lapse in concentration. \n'b' Arcane anomalies, as some mages euphemistically call them, are one such product of careless magic. Ritual objects used in particularly powerful spells, when not disposed of properly, can gain a malevolent sentience. \n'b' Many an apprentice has learned the hard way that \xe2\x80\x9cGo wash up!\xe2\x80\x9d is not only a chore, but an essential safety practice. As one might imagine, water is a particular weakness of all arcane anomalies. \n'b' Tallow Toad . Candles for ritual purposes are often made of strange waxes mixed with rare oils and herbs. \n'b' Once a ritual is complete, unless ground up or melted down, these candles can transform into toad-like lumps of wax that wield tongues of flame and have an unquenchable desire to burn. \n'b' Chalk Chatterling . Chalk pentagrams and runes must be scrubbed after use, for even faint traces can birth a chalk chatterling, a tiny whirlwind of colored chalk dust that incessantly squeals the sounds its original markings were meant to signify. \n'b' Inkfester . Woe to any wizard who fails to pay attention to the expiration of their magical inks. If left untreated, old ink coalesces into bizarre two-dimensional creatures that masquerade as graffiti and psychically hurt victims through disturbing glyphs and imagery. These creatures can detach from walls, transforming into clouds of liquid ink to dissolve and drown unwary victims. \n'b'\n'b' DC 10 Intelligence ( Arcana ) : Arcane anomalies are constructs immune to poison and being charmed . \n'b' DC 15 Intelligence ( Arcana ) : The tallow toad can spit hot wax that must be removed, or it continues to blister skin. Coming too close to a chalk chatterling can make spellcasting difficult. An inkfester can psychically assault the mind in one form or, in another, surround and consume victims. All these anomalies explode when destroyed. \n'b' DC 20 Intelligence ( Arcana ) : Immersing any arcane anomaly in water hurts it. Wizards frequently scrub their laboratories clean to prevent these beings from emerging.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karkinos \n'b'\n'b' Large beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 3 (-4) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Skills Perception +1, Stealth +1 Senses blindsight 30 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amphibious . The karkinos can breathe air and water. \n'b' Shell Camouflage . While the karkinos remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence ( Nature ) check. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The karkinos has two claws, each of which can grapple only one target \n'b' About \n'b' This giant crab blends in with the swamp muck, but it\xe2\x80\x99s larger than a man and even more aggressive. \n'b' Karkinos are crabs that have symbiotic relationships with hydras. They clean hydras and eat carrion they leave behind. Karkinoi will defend their host if sufficiently provoked. \n'b' Sacred to Hera . Karkinoi are often employed as tools of Hera\xe2\x80\x99s vengeance. Although they are not particularly powerful opponents, they are dangerous in groups or when paired with other creatures. Hera is fond of sending swarms of them after sleeping heroes who rest too close to the shore or in swamps.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karn-tor \n'b' Large humanoid (karn-tor), neutral evil \n'b' Armor Class 18 (battle harness) Hit Points 117 (18d10 + 18) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +4 Skills Athletics +7, Intimidation +5, Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Karn-Tor Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Natural Leaper . The karn-tor ignores difficult terrain when it moves. If the karn-tor moves more than 10 feet in a round before it attacks, it deals an additional 7 (2d6) damage with its melee attacks . In addition, a karn-tor can jump through the space of allies without interfering with its movement, or even through the space of an enemy as long as it succeeds on a contested Strength ( Athletics ) check to move through its space. Success means that it moves without being impeded, and failure means that it cannot move past the enemy. All opportunity attacks against the Karn-Tor are made with disadvantage. \n'b' Savage Death Throes . The karn-tor enters a rage when its hit point total reaches 0. The Karn-Tor has advantage on all attacks and can make an additional bite attack per round. While in this state, the karn-tor dies either in three rounds, or after it has been damaged an additional three times after reaching 0 hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The karn-tor makes two melee attacks , each one with a different weapon. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 +4) slashing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 +4) piercing damage. \n'b' Spear . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit:13 (2d8 +4) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 11 (2d6 +4) piercing damage. \n'b'\n'b' ABOUT \n'b' The karn-tor are a primitive race of saurian humanoids that inhabit the jungles and swamps of Anshar\xe2\x80\x99s warmer moons. They live in small tribes of hunter-scavengers typically under the command of a powerful warlord chieftain. They are covered in mottled, scaly flesh and typically wear bloodstained hides. \n'b' Scavenged Technology . While karn-tor tend to live simply, they aren\xe2\x80\x99t unintelligent and prove incredibly resourceful in terms of survival and making do with whatever resources they seize during their raids. While they have no way of manufacturing technological items, they have figured out how to use those they can steal from more civilized races when they encounter them. Of course, they are most interested in military weapons such as guns and bombs but steal whatever tech they can during raids. Beyond plundering, they rarely interact with outsiders, including members of their own species.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Karnnoloup \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 33 (6d8+6) \n'b' Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Worg \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Charge (Wolf Form Only) . If the karnnoloup moves at least 20 feet straight towards a target and then hits it with a ram attack on the same turn, the target takes and extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. \n'b' Keen Hearing and Smell . The karnnoloup has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pack Tactics . The karnnoloup has advantage on an attack roll against a creature if at least one of the karnnoloup\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Shapechanger . During the three months of winter, the karnnoloup can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, 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' Spellcasting . The karnnoloup is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It requires to material components to cast its spells. The karnnoloup has the following sorcerer spells prepared: \n'b'\n'b' Cantrips (at will) : blade ward, chill touch, mage hand, prestidigitation, ray of frost \n'b' 1st level (4 slots) : fog cloud, shield, sleep \n'b' 2nd level (3 slots) : misty step, scorching ray \n'b' 3rd level (3 slots) : counterspell, sleet storm \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (Wolf Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. \n'b' Ram (Wolf Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b'\n'b' ABOUT \n'b' The karnnoloup is a cunning wolf-like creature with antlers and sorcerous powers, that can take human form in the winter. Packs of these creatures live in the woods of cold lands during the warm season, but they most often transform into humanoids and seek shelter in towns and villages during the winter. \n'b' A karnnoloup usually hoards pelts and valuables from its preys to exchange for food and money when coming to city; it tends to choose the same place every year, posing as a hunter or a herder and making stable seasonal friendships and bargains.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kathlin \n'b' Large monstrosity , neutral good \n'b' Armor Class 12 Hit Points 34 (4d10 + 12) Speed 60 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Brave . A kathlin has advantage on saving throws against being frightened . \n'b' Great Endurance . A kathlin can run at a gallop for up to 4 hours before succumbing to exhaustion . \n'b' Trampling Charge . If the kathlin moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone, the kathlin can make another attack with its hooves against it as a bonus action. \n'b' Actions \n'b' Multiattack . The kathlin makes one hooves attack and one bite attack. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' About \n'b' This creature resembles a blackish-brown warhorse that rears, exposing six muscular legs and terrible hooves. \n'b' Kathlins are powerful, six-legged horses that spend their time roaming the temperate plains they call home. They generally avoid contact with civilized races, preferring the seclusion of their homeland above all else. \n'b' Kathlin congregate in herds and two types of herds can be encountered; bachelor or mixed. A bachelor herd consists of all males. Each male in such a herd is young and hasn\xe2\x80\x99t reached full maturity yet. The second type of kathlin herd is a mixed herd that contains both females and males. In a mixed herd, there will always be at least one male for every three females (it\xe2\x80\x99s part of the harem-like structure of the kathlin society). \n'b' When a bachelor male reaches maturity, it leaves the bachelor herd and seeks out a mixed herd where it selects up to three females to mate with. Should the kathlin select a female that is mated with another male, a battle ensues. The male that wins this fight claims the female as its own. \n'b' Kathlins can be trained as mounts or beasts of burden. Young are usually easier to train than older kathlins, and males make better mounts than females. They can also be trained to serve as a mount in combat. They are fearless creatures and do quite well in such situations. Trained properly, a kathlin makes an excellent combat steed. When fighting, a kathlin rears back on its hind legs and slashes with its hooves or gnashes at a foe with its bite. \n'b' Non-domesticated or untrained kathlin back away from combat if overwhelmed. They do not do so out of fear but are intelligent enough to know when they are beaten. \n'b' Training a Kathlin \n'b' A kathlin requires training before it can bear a rider in combat. To be trained, a kathlin must have a friendly attitude toward the trainer. Training a friendly kathlin requires six weeks of work and a successful DC 15 Wisdom ( Animal Handling ) check. \n'b' Kathlin young are worth 5,000 gp on the open market. Professional trainers charge 1,000 gp to rear or train a kathlin. \n'b' Carrying Capacity Carrying Capacity: A kathlin is unencumbered up to 300 pounds; lightly encumbered from 301 to 600 pounds; and encumbered from 601 to 900 pounds. It cannot carry more than 900 pounds, A kathlin can drag 4,500 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaulvrex Drone \n'b' Medium monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 71 (11d8+22) Speed 40 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +1, Wis +3 Skills Acrobatics +4, Athletics +3, Intimidation +4, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages chemical communication Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chemical Communication . Kaulvrexes can communicate with other kaulvrexes within 60 feet via pheromone transmission. In a kaulvrex hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication only kaulvrexes can understand. \n'b' Third Arm . A kaulvrex has an extra arm that does not give it any extra attacks or actions per round. However, it can manipulate or hold items as a normal arm does. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kaulvrex makes three attacks: one with its bite, one with its claws, and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, plus 3 (1d6) acid damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, plus 5 (1d10) fire damage, and the target is chemically marked. A kaulvrex has advantage on Wisdom ( Perception ) checks against a marked target and has blindsight with a radius of 30 feet with respect to it, using its sense of smell. A kaulvrex has advantage on attack rolls against a target that was chemically marked before the beginning of its turn. The marked creature must spend an hour scrubbing off the chemical brand to render the mark undetectable to kaulvrexes. \n'b' Acid Spit . Ranged Weapon Attack : +4 to hit, range 10/30 ft., one target. Hit : 9 (2d6 + 2) acid damage. \n'b'\n'b' ABOUT \n'b' Ancient insectile beings engineered kaulvrexes as a servitor species with proficiency in combat. They are highly adaptive creatures and can live and thrive in all but the most hostile environments, a feature that allowed them to serve as their creators\xe2\x80\x99 proxies in wars (sometimes between the creators) on a variety of planets. Kaulvrexes emancipated themselves from their makers helped in part by a devastating disease that wiped out most of the creators while leaving kaulvrexes untouched. They retained their warlike instincts but generally refuse to fight one another en masse, preferring champions to settle disputes between hives. They also retreated to more inhospitable locations on the worlds where they were stranded and maintain a distance from other habitations. They have relatively short lifespans, appropriate to their engineered nature, with the longest-lived specimens reaching the age of 50. \n'b' Hive Leaders . Kaulvrexes gather in hives led by a kaulvrex who becomes agendered when it assumes leadership. Sages who study kaulvrexes do not know whether this transformation was \xe2\x80\x9cprogrammed\xe2\x80\x9d in by their creators to prevent romantic distractions during battle or the kaulvrexes developed this after they won their freedom. Roles. Kaulvrexes of both genders serve equally as soldiers and workers. Their bodies adapt to the role they currently carry out. Soldiers\xe2\x80\x99 carapaces harden, and their musculature increases, while workers are weaker, but their third arms are defter. An individual kaulvrex usually remains in a specific role for its entire life but switching between roles is not uncommon. The most commonly encountered kaulvrexes are soldiers, who protect the hive or hire themselves out as mercenaries. Second Language. Kaulvrexes who work outside a hive develop strong bonds with their partners and allies and adapt their communication to the languages spoken by other species. Among other species, they often develop odd phrases meaningful to their shared experiences and use these to replicate the chemical communication they otherwise share with other kaulvrexes. Non-kaulvrexes view this as a propensity on the kaulvrexes\xe2\x80\x99 part for developing \xe2\x80\x9cinside jokes,\xe2\x80\x9d and react with a level of amusement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaulvrex Master Controller \n'b' Medium monstrosity , neutral \n'b' Armor Class 17 (natural armor) Hit Points 71 (11d8+22) Speed 40 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +4, Wis +4 Skills Acrobatics +9, Athletics +7, Intimidation +8, Perception +7, Persuasion +8, Stealth +9 Senses darkvision 60 ft., passive Perception 17 Languages chemical communication Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chemical Communication . As a kaulvrex drone. \n'b' Cunning Action . The master controller can take a bonus action on each of its turns in combat. This action can be used only to take the Dash , Disengage , or Hide action. \n'b' Expertise . A master controller\xe2\x80\x99s proficiency bonus (+3) is doubled for any ability check it makes using a tool with which it is proficient. \n'b' Third Arm . As a kaulvrex drone. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kaulvrex makes three attacks: one with its bite, one with its claws, and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, plus 3 (1d6) acid damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Tail Slap . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, plus 5 (1d10) fire damage, and the target is chemically marked, as a kaulvrex drone. \n'b' Acid Spit . Ranged Weapon Attack : +6 to hit, range 10/30 ft., one target. Hit : 10 (2d6 + 3) acid damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaulvrex Master Soldier \n'b' Medium monstrosity , neutral \n'b' Armor Class 17 (natural armor) Hit Points 97 (13d8+39) Speed 40 ft., burrow 20 ft., swim 20 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 17 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Int +2, Wis +4 Skills Acrobatics +5, Athletics +6, Intimidation +8, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages chemical communication Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Chemical Communication . As a kaulvrex drone. Third Arm. As a kaulvrex drone. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kaulvrex makes three attacks: one with its bite, one with its claws, and one with its tail slap. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, plus 3 (1d6) acid damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. If the master soldier scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Tail Slap . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, plus 5 (1d10) fire damage, and the target is chemically marked, as a kaulvrex drone. \n'b' Acid Spit . Ranged Weapon Attack : +6 to hit, range 10/30 ft., one target. Hit : 10 (2d6 + 3) acid damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Punish (Recharges After a Short or Long Rest) . At the end of another creature\xe2\x80\x99s turn, the master soldier makes a tail slap.'} |
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