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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaveph \n'b' Huge aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 136 (13d12 + 52) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7 Damage Vulnerabilities radiant Damage Resistances cold Senses blindsight 90 ft. (blind beyond this radius), passive Perception 10 Languages Void Speech Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Rampage . When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack . \n'b' Actions \n'b' Multiattack . The kaveph makes two smash attacks. \n'b' Smash . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph. \n'b' Rock . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. \n'b' Reactions \n'b' Revenge . When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker. \n'b' About \n'b' This massive purple creature, with legs like tree trunks and a pair of enormous arms, shakes the ground with its footsteps. Its eyeless head is bulbous, with an elongated mouth that is almost snout-like. \n'b' Allies of the Ghasts of Leng . The kaveph are massive creatures that originate from the lightless underground of the Plateau of Leng. They are usually found in the company of the greater ghasts of Leng, acting as powerful allies as the greater ghasts try to overtake prey. The kaveph are seen as expendable by the ghasts of Leng, and they are often sent in first to try and soften up more powerful enemies before the ghasts swarm in to devour them. \n'b' Alien Ecology . Like most of the creatures from the Plateau of Leng, the kaveph have an alien intelligence that is difficult to understand or study. When not serving the ghasts of Leng, they seem to follow no leader, and their interactions with one another are puzzling and often violent. At one moment they might coexist with others in peace, then-often for incomprehensible reasons- they lash out against each other in some sort of mindless blood frenzy until only one of them stands. Those that survive to regroup go on as if the fight never happened. This blood frenzy might be directed at other members of a family, members of outside groups, or even hunting parties. They do not seem to exhibit this behavior when under the guidance of the ghasts of Leng.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Orgy \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 207 (18d10 + 108) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 23 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10 Skills Perception +6 Damage Resistances piercing, slashing Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 16 Languages Aklo, Common, Undercommon Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Absorb Body . A corpse orgy can absorb the physical body of any incapacitated creature by moving over it and remaining in contact with it for at least one full round. An incapacitated opponent must make a DC 20 Constitution saving throw or be absorbed. A dead opponent gets no saving throw. When it absorbs a body, the target dies and the corpse orgy gains 12 temporary hit points . A creature whose body is absorbed can only be raised or resurrected if the corpse orgy that absorbed its body is slain and the corpse in question is recovered. \n'b' All-Around Vision . The corpse orgy sees in all directions at once. It cannot be flanked or surprised. \n'b' Actions \n'b' Multiattack . The corpse orgy makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 21 (4d8 + 6) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained . \n'b' Pain Shriek (recharge 6). All creatures within a 40 foot radius of the corpse orgy that can hear it must make a DC 16 Constitution savings throw, taking 35 (10d6) thunder 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'Kavrun Hound \n'b' Medium aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 78 (12d8+24) Speed 50 ft., Burrow 5 ft.\n'b' STATS STR: 17 (+3) DEX: 9 (-1) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 100 ft., passive Perception 16 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Superior Sonar . Due to the creature\xe2\x80\x99s incredibly sensitive sonar, it can detect any movement. This renders invisibility useless and means the creature cannot be surprised. It also has advantage on all perception checks. \n'b' Group Press . If more than one kavrun hound is attacking a target, that target is at disadvantage to save against their trip. Further, they strike in rapid succession. If a target is knocked prone by the first trip attack , all other kavrun get to strike the target while prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kavrun hound makes three attacks, two with its claws and one with its bite. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) Piercing Damage. The target may also be subject to a trip. \n'b' Trip . Any time the kavrun hits a creature of large size or smaller with its bite attack , the target must make a Strength save (DC 15) or be knocked prone . \n'b'\n'b' ABOUT \n'b' Kavrun hounds are vaguely dog-like creatures that live in caves, dungeons, and the like. Their armored heads are little more than bone-covered jaws, jagged fangs, and long hair-like stalks hanging from their lower jaw. They have neither eyes nor nose of which to speak. Bony plates protect the creature\xe2\x80\x99s back, flanks, and legs; the plates overlap, providing an inter-locking defense. On their bellies, their tissue is soft and pink. They have broad, flat, tails, also thickly armored. Thick claws designed to dig in through stone cap all four of their long legs. \n'b' Tunnel Fighters . The kavrun hound is heavily armored on the top and upon its head; however, the beast\xe2\x80\x99s brain actually lies in the base of its tail. This tail is highly flexible and able to coil up underneath the creature\xe2\x80\x99s belly, protecting it if the need arises. They do not see nor hear the world around them, but rather detect movement through the highly sensitive stalks upon their jaws. They are able to detect temperature variations as well as movement and any seismic activity. Though they dwell beneath the ground, they do venture out of their caverns, but shy away from wide-open spaces, preferring swamps, forests, jungles, and scrub-land. They do not nest, but rather lay eggs in holes or fissures. The eggs mature and hatch on their own and the young are born full-grown. \n'b' Pack Attackers . kavrun hounds are extremely aggressive, pack animals. The kavrun hound always attacks by charging its prey; head low to the ground with the object of flipping or tripping the creature so that it can leap on top of it. They attack in groups, one using its weight to knock an opponent off balance while the other(s) use their weight to trip them. \n'b' Tunnelers . The hound can tunnel with amazing speed, digging through dirt at 5 feet per round and stone up to 6 inches per round. The tunnel ranges about 2 by 3 feet in diameter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Anomaly, Inkfester \n'b' Family: Arcane Anomaly \n'b' Large construct (shapechanger), unaligned \n'b' Armor Class 12 \n'b' Hit Points 60 (8d10 + 16) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 \n'b' Damage Immunities poison \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \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 \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When an inkfester dies, it explodes in a burst of ink. Any creature within 5 feet of the inkfester must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. \n'b' Shapechanger . The inkfester\xe2\x80\x99s normal form is a twodimensional pattern of runes on a flat surface. Until it takes an action or moves, the inkfester is indistinguishable from ink on that surface. As part of its action to attack , the inkfester can change form. \n'b' Spider Climb . The inkfester can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Water Weakness . If the inkfester is doused in water or ends its turn submerged in water, the inkfester takes 3 (1d6) acid damage. Maximize this damage if the water is soapy. \n'b'\n'b' ACTIONS \n'b'\n'b' Fearful Glyphs . The inkfester chooses up to two creatures within 30 ft. of and able to see it. Each target must succeed on a DC 12 Wisdom saving throw or take 8 (2d6 + 1) psychic damage from disturbing symbolism and imagery. \n'b' Consuming Mist . The inkfester takes on the form of a cloud of dark ink. In this form the inkfester has a fly speed of 20 feet and can hover, and it can occupy a hostile creature\xe2\x80\x99s space. In this form, the inkfester has advantage on Strength , Dexterity , and Constitution saving throws, and it\xe2\x80\x99s immune to nonmagical damage other than from acid or water. Each creature that starts its turn in the inkfester\xe2\x80\x99s space must make a DC 12 Strength or Dexterity saving throw (target\xe2\x80\x99s choice). On a failure, a target takes 9 (2d6 + 2) acid damage. A Large or smaller creature is also grappled (escape DC 12). On a successful save, the target takes half the damage and isn\xe2\x80\x99t grappled . Any creature that remains in the inkfester\xe2\x80\x99s space can\xe2\x80\x99t breathe. A creature within 5 feet of the inkfester can pull a creature or object out of it by taking an action and succeeding on a DC 12 Strength ( Athletics ) check. However, the rescuer takes 3 (1d6) acid damage. \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'Kawa Akago \n'b' Small plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 126 (23d6+46) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Str +5 Damage Resistances fire Condition Immunities charmed , frightened Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Aquan Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The kawa akago makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. A successful save halves the damage and negates the poisoned condition. A poisoned creature can repeat this saving throw at the end of each of its turns to end this condition. If the target is already poisoned, the kawa akago can choose to break off one of its fangs into the creature. The poisoned creature must succeed a DC 14 Dexterity saving throw or become stunned so long as the fang remains within them or as long as they remain poisoned, whichever comes first. As an action, the fang can be removed with a successful DC 14 Wisdom ( Medicine ) ability check. \n'b' Mournful Cry . A kawa akago preys upon humanoids\xe2\x80\x99 desire to protect their young. It can make a sound like a baby in distress, which causes all humanoids within 60 feet to approach the kawa akago if it fails a DC 14 Wisdom saving throw. An affected creature will not willingly subject itself to danger (by going through water over its head or leaping off a cliff ), but it will go in waist or chest deep in water to reach the kawa akago. Creatures immune to being charmed are immune to this ability. \n'b' Wail of the Water\xe2\x80\x99s Dead (Recharge 5-6) . A kawa akago can unleash a keening wail that leaves a damaging and disruptive echo in the ears of those that hear it. All creatures and objects in a 20-foot radius take 7 (2d6) thunder damage and are deafened . A successful DC 14 Constitution saving throw halves the sonic damage and negates the deafened condition. A deafened creature can repeat the saving throw at the end of each of its turns to end this condition. \n'b'\n'b' ABOUT \n'b' Kawa akagos are plants that were spiritually fertilized by fragments of the restless spirits of drowned children, becoming carnivorous creatures that inhabit marshes and riversides. They resemble lily pads with a mouthlike opening guarded by fibrous strands like those of a flytrap plant. A kawa akago\xe2\x80\x99s gourdlike skin ranges from maroon to crimson when it is well fed, but more often, creatures encounter a kawa akago when it is hungry. In this case, it instead takes on the same hue as other lilypads in the area, usually an innocuous green. \n'b' Feign Distress . Carnivorous and cunning, kawa akagos hunt riverbanks and waterways for both animals and travelers on which to feed. Kawa akagos\xe2\x80\x99 thorn-tipped fangs excrete a pain-inducing sap that mimics the feeling of intense, burning heat. Though they prefer to fight in water, kawa akagos usually ambush from land, using their dangerous sap to drive would-be prey toward the nearby rivers or streams that will soothe the painful effects of their fangs. \n'b' Once the victim immerses itself, the plant creatures swarm their target if attacking in numbers, or a single plant strikes from the depths to wear down the victim. Although a kawa akago has no respiratory system, it\xe2\x80\x99s body is rife with pockets it can fill with air and expel as necessary. \n'b' This network of hollow chambers allows the creature to speak on the rare occasions it wishes to communicate, and is the source of the creature\xe2\x80\x99s terrible wail, which is capable of breaking bones and shattering glass. The sound is often described as similar to the simultaneous mournful cries of a dozen children in serious distress.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kaxon Specter \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 1 (-5) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish, and Undercommon Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The specter 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' Sunlight Sensitivity . While in sunlight, the specter 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' Life Drain . Melee Spell Attack : +4 to hit, reach 5 ft., one creature. Hit : 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keel Crusher \n'b' Gargantuan beast , unaligned\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 24 (+7) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 19 (natural armor) Hit Points 192 (11d20 + 77) Speed 10 ft., swim 60 ft. Saving Throws Constitution +11, Wisdom +4 Damage Vulnerabilities cold Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Armored Shell . At the start of its turn, the keel crusher can retract itself in to its armored shell, gaining resistance to bludgeoning, piercing, and slashing damage from non-magical weapons until the start of its next turn. If it does so it cannot make any attacks or move until the start of its next turn. \n'b' Ship Breaker . The keel crusher inflicts double damage against objects and vessels. \n'b' Actions \n'b' Multiattack . The keel crusher makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 28 (4d8 + 10) slashing damage. \n'b' Ram . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 46 (8d8 + 10) bludgeoning damage. The keel crusher must move at least 30 ft. straight towards its target moving making the ram attack . The keel crusher then withdraws into its armored shell until the end of its next turn. \n'b' Tactics \n'b' Regardless of whether their prey is above or below the water, keel crushers attack with the same brutally effective style. In case of a sailing ship, the keel crusher will rush headlong at the vessel, retracting its head and forelegs into its armored shell just before impact and driving a huge hole deep into the ship\xe2\x80\x99s hull. The keel crusher then pulls itself out of the cavity and lets the water rush into the ship while it circles the area and eats the crew as they leap into the sea. \n'b' Description \n'b' Some compare these beasts to massive blue-black tortoises due to their immense shells and four gigantic flippers, but the keel crusher\xe2\x80\x99s bony head contains row upon row of jagged, shark-like teeth, which it employs against sea creatures and ships alike. While they usually hunt in shallow waters, it is said that they can dive into the coldest depths to pursue prey. \n'b' Always hungry . Dozens of new horrors rise each day to terrorize sailors on the Blood Sea, but few are as horrifying or deadly as the leviathan that sailor\xe2\x80\x99s legends simply call keel crushers. The keel crusher\xe2\x80\x99s immense size requires a constant intake of food, requiring the beast to hunt almost constantly and attack anything that offers a prospect of an easy meal. \n'b' Lurking beneath the surface . Keel crushers skim just under the surface of the waves, their bodies propelled at surprising speed by their powerful clawed flippers. Often their shells will emerge above water, making them appear to be tiny, fast moving islands. They hunt the shallow crimson waters near the coast, searching for creatures large enough to sate their constant appetite or the shadows of ships foolish enough to enter their domain.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keeper of Hounds \n'b' Medium humanoid (any race), any \n'b' Armor Class 15 (studded leather) Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6, Cha +6 Skills Animal Handling +5, Perception +5, Stealth +6, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Elvish, Umbral Challenge 5 (1, 800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hound\xe2\x80\x99s Tooth . The keeper can comprehend and verbally communicate with dogs and other canids (beasts only). \n'b' Pack Master . Allied beasts within 60 feet of the keeper have advantage on saving throws to resist charm and fear effects. \n'b' Pack Tactics . The keeper has advantage on an attack roll against a creature if at least one of the keeper\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the keeper has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The keeper has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The keeper makes two weapon attacks. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. \n'b' Command . The keeper casts the command spell, without expending a spell slot. Beasts have disadvantage on the saving throw. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Traveler (3/Day) . While in shadows, dim light or darkness, the keeper disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b'\n'b' ABOUT \n'b' Standing just behind a pair of menacing black dogs is a shadowy figure with crossed arms. A silver whistle dangles from his smirking lips. The evil-looking yellow light shining in his eyes is mirrored by the growling hounds. \n'b' Keepers of hounds are humanoids blessed by the shadow fey with the ability to form magical bonds with the hunting hounds bred in the Shadow Realm. \n'b' Born to Lead . While extensive training is required to become a keeper of hounds, most keepers are born with an innate affinity for beasts. Fey children who demonstrate skill with beast handling are quickly apprenticed to keepers in hopes of developing their talents. \n'b' Valued Courtiers . Hunting is a beloved pastime of shadow fey nobles, so maintaining a keeper of hounds as part of a noble\xe2\x80\x99s household staff confers great prestige. Beasts bred in the Shadow Realm tend toward evil dispositions, making the keeper\xe2\x80\x99s controlling influence all the more valuable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keeper of Madness \n'b' Medium aberration , lawful evil \n'b' Armor Class 16 (chainmail) Hit Points 84 (13d8 + 26) Speed 30 ft\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 14 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +6, Cha +6 Skills Arcana +8, Deception +6, Insight +6, Investigation +6, Perception +6, Persuasion +6 Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Common, Deep Speech, Undercommon, telepathy 120 ft. \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Extraplanar Salvation . If damage reduces the keeper of madness to 0 hit points , it may attempt an Intelligence saving throw with a DC of 5 + the damage taken. On a success, the keeper of madness drops to 1 hit point and can use its reaction to cast plane shift on itself, traveling to a location of its choice on another plane of existence. This casting of plane shift can be negated by counterspell and any other effects that interfere with casting a spell. \n'b' Magic Resistance . The keeper of madness has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The keeper of madness is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The keeper of madness can cast the following spells innately, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , mage hand , shocking grasp \n'b' 3/day each : detect thoughts , dispel , levitate \n'b'\n'b' ACTIONS \n'b'\n'b' Mental Breakdown . Melee Weapon Attack : +7 to hit, reach 5 ft., one stunned creature. Hit : The target takes 55 (10d10) psychic damage; if this damage reduces the target to 0 hit points , the target remains unconscious for 1d4 hours, regardless of any healing received. When the target awakens, it is afflicted by madness, giving it disadvantage on all ability checks and saving throws with Intelligence , Wisdom , or Charisma . The target also gains the following flaw: \xe2\x80\x9cI never feel safe, not even in my thoughts.\xe2\x80\x9d This effect is considered a curse, and can be removed by any effects that remove curses. \n'b' Touch of Insanity . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) psychic damage. If the target is a humanoid, it must succeed on a DC 16 Intelligence saving throw or become stunned . Stunned creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. Lesser restoration or similar, more powerful spells will also remove this effect. \n'b' Wave of Madness (Recharge 6) . The keeper of madness magically projects a cone 60 feet in length. Each creature in the area must attempt a DC 16 Wisdom saving throw, taking 36 (8d8) psychic damage on a failure and gaining one random effect from the Madness: Short-Term table. On a success, the damage is halved and the target does not go mad. This is considered a charm effect. \n'b'\n'b' Madness Effects: Short-Term \n'b'\n'b' d% \n'b' Effect (lasts 1d10 minutes) \n'b'\n'b' 01-20 \n'b' The creature retreats into its mind and becomes paralyzed . The effect ends if the creature takes any damage. \n'b'\n'b' 21-30 \n'b' The creature becomes incapacitated and spends the duration screaming, laughing, or weeping. \n'b'\n'b' 31-40 \n'b' The creature becomes frightened and must use its action and movement each round to flee from the source of the fear . \n'b'\n'b' 41-50 \n'b' The creature begins babbling and is incapable of normal speech or spellcasting. \n'b'\n'b' 51-60 \n'b' The creature must use its action each round to attack the nearest creature. \n'b'\n'b' 61-70 \n'b' The creature experiences vivid hallucinations and has disadvantage on ability checks. \n'b'\n'b' 71-75 \n'b' The creature does whatever anyone tells it to do that isn\xe2\x80\x99t obviously self-destructive. \n'b'\n'b' 76-80 \n'b' The creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal. \n'b'\n'b' 81-90 \n'b' The creature is stunned . \n'b'\n'b' 91-100 \n'b' The creature falls unconscious . \n'b'\n'b' Madness Effects: Emotional Manipulation \n'b'\n'b' d4 \n'b' Emotion \n'b' Stage One \n'b' Stage Two \n'b' Stage Three \n'b'\n'b' 1 \n'b' Fear \n'b' Flaw : \xe2\x80\x9cOne of my friends is trying to kill me.\xe2\x80\x9d \n'b' Bond : \xe2\x80\x9cI must convince the rest of my friends that one of them is not to be trusted. I need them on my side.\xe2\x80\x9d \n'b' Bond : \xe2\x80\x9cThe traitor knows. I must stop the traitor before I\xe2\x80\x99m killed, by any means necessary.\xe2\x80\x9d \n'b'\n'b' 2 \n'b' Sadness \n'b' Ideal : \xe2\x80\x9cOpening up and sharing strengthens friendships. I should share my sorrows with my closest friends.\xe2\x80\x9d \n'b' Bond : \xe2\x80\x9cThis curious floating stone makes me feel at ease. Nothing else does. I should remain near it.\xe2\x80\x9d \n'b' Flaw : \xe2\x80\x9cAnyone who tries to cheer me up just can\xe2\x80\x99t see the truth. I must convince them the world is terrible.\xe2\x80\x9d \n'b'\n'b' 3 \n'b' Anger \n'b' Flaw : \xe2\x80\x9cEverything is an insult; some are just hidden behind false kindness.\xe2\x80\x9d \n'b' Bond : \xe2\x80\x9cI\xe2\x80\x99m going to punch the next person who disagrees with me.\xe2\x80\x9d \n'b' Ideal : \xe2\x80\x9cEvery dispute should be settled with violence. Last one conscious must be right.\xe2\x80\x9d \n'b'\n'b' 4 \n'b' Happiness \n'b' Ideal : \xe2\x80\x9cGood things come to those who wait! Why struggle when things will work themselves out?\xe2\x80\x9d \n'b' Flaw : \xe2\x80\x9cI can\xe2\x80\x99t get worked up about anything, not even a good cause. I\xe2\x80\x99m always happy with the ways things are.\xe2\x80\x9d \n'b' Flaw : \xe2\x80\x9cAnyone who tries to make me sad is a terrible villain. I should punish them for trying to steal the most precious thing.\xe2\x80\x9d \n'b'\n'b' Madness Effects: Long-Term \n'b'\n'b' d% \n'b' Effect (Lasts 1d10 X 10 Hours) \n'b'\n'b' 01-10 \n'b' The creature feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. \n'b'\n'b' 11-20 \n'b' The creature experiences vivid hallucinations and has disadvantage on ability checks. \n'b'\n'b' 21-30 \n'b' The creature suffers extreme paranoia and has disadvantage on Wisdom and Charisma ability checks. \n'b'\n'b' 31-40 \n'b' The creature regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/ sympathy spell. \n'b'\n'b' 41-45 \n'b' The creature experiences a powerful delusion. Choose a potion. The creature imagines that it is under its effects. \n'b'\n'b' 46-55 \n'b' The creature becomes attached to a \xe2\x80\x9clucky charm,\xe2\x80\x9d such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 ft. from it. \n'b'\n'b' 56-65 \n'b' The creature is blinded (25%) or deafened (75%). \n'b'\n'b' 66-75 \n'b' The creature experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity . \n'b'\n'b' 76-85 \n'b' The creature suffers from partial amnesia. It knows who it is and retains racial traits and class features, but it doesn\xe2\x80\x99t recognize other people or remember anything that happened before the madness took effect. \n'b'\n'b' 86-90 \n'b' Whenever the creature takes damage, it must succeed on a DC 15 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. \n'b'\n'b' 91-95 \n'b' The creature loses the ability to speak. \n'b'\n'b' 96-100 \n'b' The creature falls unconscious , and no amount of jostling or damage can wake it. \n'b'\n'b' Madness Effects: Indefinite \n'b'\n'b' d% \n'b' Flaw (Lasts Until Cured) \n'b'\n'b' 01-15 \n'b' \xe2\x80\x9cBeing drunk keeps me sane.\xe2\x80\x9d \n'b'\n'b' 16-25 \n'b' \xe2\x80\x9cI keep whatever I find.\xe2\x80\x9d \n'b'\n'b' 26-30 \n'b' \xe2\x80\x9cI must become more like someone else I know, adopting that person\xe2\x80\x99s style of dress, mannerisms, and name.\xe2\x80\x9d \n'b'\n'b' 31-35 \n'b' \xe2\x80\x9cI must bend the truth, exaggerate, or outright lie to be interesting to other people.\xe2\x80\x9d \n'b'\n'b' 36-45 \n'b' \xe2\x80\x9cAchieving my goal is the only thing of interest to me, and I\xe2\x80\x99ll ignore everything else to pursue it.\xe2\x80\x9d \n'b'\n'b' 46-50 \n'b' \xe2\x80\x9cI find it hard to care about anything that goes on around me.\xe2\x80\x9d \n'b'\n'b' 51-55 \n'b' \xe2\x80\x9cI don\xe2\x80\x99t like the way people judge me all the time.\xe2\x80\x9d \n'b'\n'b' 56-70 \n'b' \xe2\x80\x9cI am the smartest, wisest, fastest, and most beautiful person I know.\xe2\x80\x9d \n'b'\n'b' 71-80 \n'b' \xe2\x80\x9cI am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they\xe2\x80\x99re watching me all the time.\xe2\x80\x9d \n'b'\n'b' 81-85 \n'b' \xe2\x80\x9cThere\xe2\x80\x99s only one person I can trust. And only I can see this special friend.\xe2\x80\x9d \n'b'\n'b' 86-95 \n'b' \xe2\x80\x9cI can\xe2\x80\x99t take anything seriously. The more serious the situation, the funnier I find it.\xe2\x80\x9d \n'b'\n'b' 96-100 \n'b' \xe2\x80\x9cI\xe2\x80\x99ve discovered that I really like killing people.\xe2\x80\x9d'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keeper of Ravens \n'b' Medium humanoid (any race), any \n'b' Armor Class 15 (leather) Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5, Cha +5 Skills Animal Handling +4, Perception +4, Stealth +6, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Elvish, Umbral Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Raven Tongue . The keeper can comprehend and verbally communicate with ravens and other corvids (beasts only). \n'b' Sunlight Sensitivity . While in sunlight, the keeper has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The keeper has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The keeper makes two Rapier attacks or two Hand Crossbow attacks. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. \n'b' Change Shape (2/Day) . The keeper can polymorph into a swarm of ravens or back into their true form. While in raven form, the keeper can\xe2\x80\x99t speak, their walking speed is 5 feet, and they have a flying speed of 50 feet. Their statistics, other than their size and speed, are unchanged. Anything they are wearing transforms with them, but nothing they are carrying does. They revert to their true form if they die. \n'b' Raven Sight . The keeper of ravens can see through the eyes of any raven they are aware of within 10 miles. The keeper sees what the raven sees and hears what it hears until the start of the keeper\xe2\x80\x99s next turn. During this time, the keeper\xe2\x80\x99s own ears and eyes are deaf and blind. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape (Recharges after a Short or Long Rest) . The keeper magically transforms into a swarm of ravens or back into their true form. Their statistics, other than size , are the same in each form. Any equipment they are wearing or carrying in Humanoid form melds into the swarm of ravens form. They can\xe2\x80\x99t activate, use, wield, or otherwise benefit from any of their equipment. They revert to their Humanoid form if they die. \n'b' Shadow Traveler (3/Day) . While in shadows, dim light or darkness, the keeper disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b'\n'b' ABOUT \n'b' Before your eyes, the tall, spiraling column of closely packed ravens transforms into a pale-skinned woman, wearing a feathered cloak. \n'b' Blessed by the shadow fey, keepers of ravens are humanoids who bond with the ravens native to the Shadow Realm. These gifted few learn how to see through the birds\xe2\x80\x99 eyes and even transform their bodies into feathered swarms. \n'b' Master Informants . Keepers of ravens are prized as spies and informants throughout the faerie courts. \n'b' While most natives know to steer clear of a raven\xe2\x80\x99s watchful eye, visitors to the courts often have no idea their activities can be monitored this way. \n'b' Solitary Pursuit . While these keepers are in demand as spies, they are unpopular in most social circles. Forming the bond required to pursue their magic means keepers spend vastly more time socializing with beasts than with other fey, which isolates them from the politics of court.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keeper Of The Yellow Sign \n'b' Medium undead , chaotic evil \n'b' Armor Class 21 (natural armor) \n'b' Hit Points 218 (23d8 + 115) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 14 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Saving Throws Str +6, Dex +4, Con +6, Int +3, Wis +7, Cha +11 \n'b' Skills Arcana +7, Insight +6, Perception +6, Stealth +8 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages Common, Deep Speech, Giant \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Special Gear . The Sagging Man has a hat of scintillating colors (which functions as the robe). \n'b' Innate Spellcasting . The Sagging Man\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: \n'b'\n'b' 3/Day each : darkness , invisibility (self only) \n'b' 1/Day each : bestow curse , dream \n'b'\n'b' Legendary Resistance (3/Day). If the Sagging Man fails a saving throw, he can choose to succeed instead. \n'b' Spellcasting . The Sagging Man is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18). The Sagging Man regains his spell slots after a short or long rest. The Sagging Man knows the following warlock spells: \n'b'\n'b' Cantrips (at will) : chill touch , guidance , mage hand , mending , minor illusion , true strike , vicious mockery \n'b' 1st-5th level (2 5th-level slots) : charm person , comprehend languages , contact other plane , dimension door , fear , hideous laughter , hypnotic pattern , mirror image , scrying , sending \n'b'\n'b' Turn resistance . The Keeper of the Yellow Sign has advantage on saving throws against any effect that turns undead. \n'b' Yellow Sign Affinity . While the Keeper of the Yellow Sign stays within 1 mile of an active Yellow Sign for at least 24 hours it gains a +1 bonus to its AC and a +1 bonus on all saving throws. The Sagging Man\xe2\x80\x99s yellow sign is on display at H4 and is powered by the will of Hastur himself. These changes are included in the statistic block above. If the Sagging Man somehow leaves the area, he loses those bonuses until he again spends 24 hours within 1 mile of an active Yellow Sign. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Sagging Man uses Glare or Scintillating Chapeaux. Then the Sagging Man makes two slam attacks or uses Entropic Drain. \n'b' Entropic Drain . Melee Weapon Attack : +10 to hit, reach 5 ft. one target. Hit : 22 (4d8 + 5) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Keeper\xe2\x80\x99s use of its energy draining ability can result in a surge of entropy that consumes its body and disrupts life all around it. Every time the keeper\xe2\x80\x99s entropic drain attack results in a creature\xe2\x80\x99s death, the keeper must succeed at a DC 15 Constitution saving throw or be destroyed. If the keeper is destroyed, all creatures in a 15-foot radius around the keeper with an Intelligence of 4 or greater must make a DC 18 Consitution saving throw. On a failed save, a creature takes 20 necrotic damage and the creature\xe2\x80\x99s maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. A creature that fails its saving throw must then make a DC 18 Wisdom saving throw. On a failure, the creature suffers from long-term madness and dies after an hour unless the creature\xe2\x80\x99s maximum hit points are restored (such as by greater restoration ). \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft. one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Glare . The Sagging Man chooses one creature within 30 feet he can see. The target suffers disadvantage on Wisdom saving throws and attack rolls until the end of the Sagging Man\xe2\x80\x99s next turn. The effects end if the Sagging Man becomes incapacitated or dead, the target moves more than 30 feet away, or the Sagging Man uses this action again. If the Sagging Man is blinded , he must succeed at a DC 20 Wisdom saving throw or the effect ends on his target. \n'b' Scintillating Chapeaux (Recharge 5-6) . The Sagging Man\xe2\x80\x99s enchanted hat unleashes a cascade of dazzling colors in either a 10-foot radius or a 20-foot cone. Creatures in this area must make a DC 18 Dexterity saving throw. Those failing the save are blinded for 1 round, while those succeeding are dazzled for 1 round, gaining disadvantage on attack rolls and vision-based Wisdom ( Perception ) checks. Creatures that fail their save can attempt a new saving throw each round at the end of their turn; success ends the blindness and leaves them dazzled (as above) for 1 round. \n'b'\n'b' REACTIONS \n'b'\n'b' Painful Glare . When the target of Glare takes damage, the damage is increased by 10 (3d6), and the target must make a DC 18 Constitution saving throw, taking an additional 22 (2d10) necrotic damage on a failed save, or half that much on a successful save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Sagging Man can take 2 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Sagging Man regains spent legendary actions at the start of his turn. \n'b'\n'b' Cantrip . The Sagging Man casts a cantrip. Detect. The Sagging Man makes a Wisdom ( Perception ) check. \n'b' Shadowy Step (Costs 2 Actions) . The Sagging Man magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space he can see. \n'b' Spell (Costs 2 Actions) . The Sagging Man uses his spellcasting ability to cast a spell . \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing all initiative ties), the Sagging Man can use one of his lair action options. He can\xe2\x80\x99t do so while incapacitated or otherwise unable to take actions . If surprised, he can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b' Scatter . The Sagging Man uses the dozens of carefully placed mirrors and assorted colored crystals to reflect light from his hypnotic pattern spell and his Scintillating Chapeaux and increases the size of the area to affect the entire room, for 1 round. \n'b' Dazzle . The room alternates between pitch black and radiant, scattered illumination. The PCs must succeed at a DC 15 Wisdom check or be blinded until the end of their next turn. \n'b' The Yellow Sign . One PC must make a DC 18 Wisdom check or suffer the effects of confusion (as the spell) until the end of their next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Keepsake Warden \n'b' Large giant , neutral \n'b' Armor Class 15 (patchwork armor) Hit Points 168 (16d10 + 80) Speed 40 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 14 (+2) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +9, Wis +7 Skills Intimidation +6, Religion +6, Stealth +5 Senses darkvision 30 ft., passive Perception 13 Languages Common, Giant Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The warden\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The warden can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 2/day each : clairvoyance (on keepsake item only), locate object , speak with dead \n'b'\n'b' Rock Catching . If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. \n'b' Tethered Immortality . Keepsake wardens are enamored of and draw power from valuable grave goods. The keepsake warden can attune to up to 3 nonmagical items, designating them as keepsake items. The supernatural connection between the keepsake warden and its keepsake items is severed only when a keepsake item is broken or destroyed. Scrying and similar spells cast on the keepsake warden allow the caster to also simultaneously spy on the warden\xe2\x80\x99s keepsake items; spells that highlight or illuminate the warden, like faerie fire , cause keepsake items within 120 feet to glow. While the keepsake warden is within 120 feet of at least one of its keepsake items, the warden regains 10 hit points at the start of its turn, provided it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warden makes two war pick attacks. \n'b' War Pick . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) piercing damage. \n'b' Rock . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Token Casting . The warden knows when a keepsake item within 120 feet of it is destroyed and can use its Innate Spellcasting trait to cast its choice of mirror image , protection from energy , or see invisibility . \n'b'\n'b' ABOUT \n'b' Keepsake wardens are solitary watchers over Purgatory, cemeteries, and anywhere they can rob the graves of the forgotten to harness their strange necromantic powers. Although they commonly dwell among undead such as ghouls, skeletons, and zombies, keepsake wardens are themselves mortal-a fact which they feverishly deny and try to hide from would-be giant slayers. \n'b' Skulking between tombstones on moonlit nights, keepsake wardens do an excellent job of blending into their dour surroundings. To further the impression that they dwell in the twilit space between life and death, they outfit themselves in the trappings of the dead-jewels, hides, tokens, and bones-and seem always to bear the sweet, pungent odors of incense and decay. Their flesh ranges from deep burgundy to ashen gray, and their hair is typically a black or brown color. A keepsake warden always keeps a tool for excavation close at hand-preferably something that can double as a deadly weapon in combat. \n'b' A typical keepsake warden stands about 15 feet tall and weighs approximately 2,700 pounds. \n'b' A keepsake warden that has settled on a particular cemetery tends to keep one of its precious keepsake items on its person but spread its other treasures across the graveyard\xe2\x80\x99s grounds. This grants the giant some measure of safety as it wanders its lonely territory. However, should adventurers or grave robbers abscond with a keepsake item, knowingly or unknowingly, the keepsake warden is quick to fly into a rage until it reclaims its lost trinket.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carrion Crow \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 21 (6d4+6) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 13 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Mimicry . The carrion crow can mimic complex sounds it has heard, such as a specific person speaking, a bugle call, or various animal calls. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' ACTIONS \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage and the target must succeed on a DC 13 Constitution saving throw or lose 1 hit point each round from blood loss until it receives magical healing or until the target or an ally succeeds on a DC 10 Wisdom check to stop the bleeding. \n'b' Shriek . As an action, the carrion crow emits a raucous caw. Any creature other than a carrion crow within 10 feet of the carrion crow must succeed on a DC 13 Wisdom saving throw or be frightened until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, a creature is immune to the shriek of any carrion crow for 1 hour. \n'b' ABOUT \n'b' Feasting on the hearts of fallen evil warriors on battlefields has corrupted these crows. They resemble normal crows, but they are easily distinguished by their rust-colored, barbed beaks and a patch of feathers on their breasts of the same color. Sometimes, carrion crows use their mimicry to lure animals and people into danger, in hopes of having more dead meat on which to feast. \n'b' Evil spellcasters find carrion crows to be capable familiars. The creatures are happy to serve a master if they are provided with a steady supply of dead flesh and blood.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Rook \n'b' Large monstrosity , neutral evil \n'b' Armor Class 13 Hit Points 90 (12d10 + 24) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Survival +2 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Flyby . The corpse rook doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Three Heads . The corpse rook has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, or knocked unconscious. \n'b' Actions \n'b' Multiattack . The corpse rook makes three bite attacks and one claws attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. \n'b' About \n'b' This creature resembles a three-headed raven with oily black feathers and bright silver talons and beak. A pungent, almost sulfuric odor emanates from the creature. Its wings are tipped with silver feathers. \n'b' Corpse rooks are giant three-headed birds of prey that devour just about anything they can catch, preferring a diet of horses, giant lizards, dire rats, giant frogs, cattle, sheep, and humanoids. They build their nests at the top of broadleaved trees or high atop rocky outcroppings in less forested terrain. A corpse rook\xe2\x80\x99s nest is constructed from mud, grass, hair, leaves, and the bones of their victims. These creatures do not associate with other avian creatures and are often hunted by red dragons, green dragons, rocs, and wyverns (who savor the taste of their flesh). \n'b' Corpse rooks are solitary hunters with a hunting territory often covering 5 miles in each direction away from its nest. Hunting is always done during the day when the corpse rook has the advantage. During mating season (spring and early summer months) both the male and female corpse rook hunt for food, sometimes together, but most often in separate directions away from the nest. A nest typically contains 1d4 silver and gold-flecked eggs as well as treasure from slain prey. \n'b' Corpse rooks attack their foes from the air, slashing with their claws and biting with their sharpened beaks. They rarely land on the ground during battle, preferring to swoop in and out of melee to keep their opponents off balance. Multiple corpse rooks work together to bring down prey; one might land on the ground to draw the attention of the prey, while the other corpse rook swoops in behind to flank. Creatures killed by a corpse rook are carried back to the nest and either devoured or fed to the newborns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kelp Eel \n'b' Huge plant , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 157 (15d12 + 60) Speed 10 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 3 (-4) WIS: 15 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, bludgeoning, piercing Condition Immunities blinded , deafened, unconscious Senses blindsight 90 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Disperse . When the kelp eel is reduced to 0 hp , it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can\xe2\x80\x99t reform and the creature is destroyed. \n'b' False Appearance . While the kelp eel remains motionless, it is indistinguishable from ordinary kelp. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 31 (6d8 + 4) bludgeoning damage. \n'b' Kelp Tendril . Melee Weapon Attack : +8 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the kelp eel can\xe2\x80\x99t use the same kelp tendril on another target. In addition, at the start of the target\xe2\x80\x99s next turn, it begins to suffocate as the eel\xe2\x80\x99s grip crushes the breath out of it. \n'b' Reel . The kelp eel pulls each creature grappled by it up to 25 feet straight toward it. \n'b'\n'b' About \n'b' A thick, snakelike creature made of thousands of blades of kelp rises above the water\xe2\x80\x99s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey. \n'b' Kelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect. \n'b' Serpents of the Shallows . Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest. \n'b' Mariners\xe2\x80\x99 Nightmares . The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels. \n'b' Deep Hunters . While kelp eels live and breed in shallower waters, it isn\xe2\x80\x99t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kelpie \n'b' Medium fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances cold, poison Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The kelpie can breathe air or water. \n'b' Magic Resistance . The kelpie has advantage on saving throws against spells and other magical effects. \n'b' Mounting Challenges . The kelpie can be tamed briefly. A humanoid must make a successful DC 15 Animal Handling check. If successful, the humanoid can command the kelpie for 1 minute. However, the fey will not take any action that would harm itself. \n'b' Shapechange . The kelpie can use a bonus action to polymorph into a Large riding horse or back into its true humanoid form. Its statistics, other than its size , are the same in either from. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts back to its humanoid form if it dies. \n'b' Slippery . The kelpie has advantage on ability checks and saving throws made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Hooves (Horse Form) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Drown . The kelpie can choose to grapple (escape DC 13) a target they hit with a bite attack and drag it underwater. \n'b'\n'b' ABOUT \n'b' One of the most unusual creatures to encounter in a lake or river is the kelpie. This dark horse appears harmless at first glance. However, the nasty fey will attempt to drown anyone who gets close. Its true form is a fey humanoid that appears quite human. \n'b' Soaked to the Bone . When in horse form it always appears wet. In addition, the humanoid form of the kelpie has smooth, wet, and cold skin. These are clues that point to the creature\xe2\x80\x99s true nature. \n'b' Bridled Rage . Some humanoids will attempt to ride these fey. This is a challenging task and can result in the rider being drowned. If a kelpie is successfully tamed, it only lasts for a brief period of time. \n'b' Water Horses . Horses born from the mating of kelpies and horses can breathe underwater.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Anomaly, Tallow Toad \n'b' Family: Arcane Anomaly \n'b' Tiny construct , unaligned \n'b' Armor Class 12 \n'b' Hit Points 17 (5d4 + 5) \n'b' Speed 25 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 12 (+1) INT: 2 (\xe2\x80\x934) WIS: 9 (\xe2\x80\x931) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Damage Resistances cold \n'b' Condition Immunities charmed , exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the tallow toad dies, it explodes in a shower of hot wax. Each creature within 5 feet of the toad must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) fire damage. \n'b' Illumination . The tallow toad sheds dim light in a 10-foot radius. \n'b' Water Weakness . If the tallow toad is doused in water or ends its turn submerged in water, the toad takes 3 (1d6) acid damage. Maximize this damage if the water is soapy. \n'b'\n'b' ACTIONS \n'b'\n'b' Fire Tongue . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) fire damage. \n'b' Spit . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 7 (2d4 + 2) fire damage. The target takes half the original damage again at the end of its next turn. Any creature can use an action to remove the hot wax, preventing the extra damage. \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. 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'Kelpie \n'b' Family: Kelpie \n'b' Large fey , chaotic evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 745 (l9dl0+ 38) \n'b' Speed 40 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6 \n'b' Senses darkvision 60 ft., passive Perception 16 \n'b' Languages understands Common and Sylvan but can\xe2\x80\x99t speak it. \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The kelpie can breathe air and water. \n'b' Horse Form . The kelpie can transform into its horse form or its true form as a bonus action. Its statistics and abilities remain the same in each form. It reverts to its true form if it is killed. \n'b' Grappler . The kelpie has advantage on attack rolls against any creature that is grappled by it. \n'b' Sticky Body . Anyone that touches the kelpie becomes stuck to its body. A medium or smaller creature adhered to the kelpie is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage. The kelpie\xe2\x80\x99s body can magically stretch to accommodate up to three medium creatures being stuck to it. The kelpie\xe2\x80\x99s movement is not impeded by having creatures stuck to it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kelpie makes two attacks: one with its Bite and one with its Hooves. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5ft, one target. Hit: 9 (7 dl 0 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage. \n'b' Kelpie Call . The kelpie targets up to three humanoids that it can see within 30 feet. If the chosen targets can see the kelpie, they must succeed on a DC 16 Wisdom saving throw or be compelled to approach and pet the kelpie. A target automatically succeeds on this saving throw if they are immune to being charmed . \n'b'\n'b' ABOUT \n'b' Kelpies are cunning, ravenous creatures who make their homes in still water pools and ponds in forests and swamps around the continent. Although they will enthusiastically devour anyone that they can lure to their lairs, they prefer to feast on the flesh of children. \n'b' While on land, Kelpies appear as beautiful, well-bred black horses. But while they\xe2\x80\x99re in the water, they take on their true and monstrous form \xe2\x80\x93 a vaguely equine creature with bulging wild eyes, slick mottled skin, and a maw filled with jagged teeth. \n'b' On their home plane, Kelpies can be found anywhere that evil fey have dominion. On the Prime Material, Kelpies are drawn to bodies of fresh water that were the site of tragedies \xe2\x80\x93 especially those involving children. Once a Kelpie claims its home, its presence destroys all fish and creatures living there but causes reeds, kelp, and other water plants to become thick and overgrown. These areas would be hazardous enough on their own, but the Kelpie\xe2\x80\x99s malevolent presence increases the danger exponentially. \n'b' Kelpies are clever and patient predators. When they sense the presence of approaching people, they climb from their holes and take the form of a horse feeding by the water\xe2\x80\x99s edge. \n'b' Those that see them are unnaturally drawn to them, and once they touch the Kelpie\xe2\x80\x99s skin, they\xe2\x80\x99re ensnared by the viscous, tar-like mucus that covers their bodies. The Kelpie then drags their prey into the deep waters of their home and ravages them. \n'b' On occasion, a Kelpie may not have time to emerge from the water before unwary travelers are upon them. At that point, the Kelpie has another nefarious trick that it uses to trap potential meals. It swims into an area where it can be masked by overgrowth and sticks its head above the water, magically mimicking the cries of its last victim. Once the would-be rescuers wade into the waters of the Kelpie\xe2\x80\x99s pond, they\xe2\x80\x99re slowed by the thick tangles of weeds that blanket the creature\xe2\x80\x99s den and are quickly captured. \n'b' Normally, Kelpies spend their time chasing their own hunger and cruelty, but in some circumstances, they are called to guard the forests and territories of powerful hags or blighted druids. From their pools on the perimeters of these enclaves, Kelpies watch for trespassers, feeding on who they can and capturing those that would be of interest to their masters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kelpie \n'b' Family: Kelpie \n'b' Medium fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 84 (12d8+30) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 11 Languages Aquan, Common, Sylvan; telepathy (1 mile, previously touched creatures only) Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The kelpie makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, 5 ft. ft. reach, 1 target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Captivating Lure (1/Day) . The kelpie chooses one target within 60 feet. Unless it makes a DC 13 Wisdom saving throw, it must move towards the kelpie using the most direct means available. If the path leads through dangerous conditions, such as fire or a cliff, the creature makes an additional saving throw before moving into the hazard. Water is not considered a dangerous condition, even if the target cannot breathe water or swim. A creature captivated this way takes no actions on its turns. A creature so affected may make a new Wisdom saving throw at the start of each of its turns. \n'b' Change Shape . The kelpie can use its action to polymorph into a female humanoid, or a horse or hippocampus, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' A kelpie is a deadly shapechanging predator that, in its natural form, appears as a hideous combination of emaciated horse and sickly humanoid, with slimy, transparent skin and long, stringy hair. Its face is long and equine, with a mouth filled with jagged teeth. Few, however, ever see a kelpie in its true form, for kelpies almost always encounter other creatures while in disguise as a humanoid, horse, or hippocampus, reverting to their true form only after their targets have drowned so that they can feast on their victims, leaving behind only the heart and liver (as both of these organs are distasteful to most kelpies). A typical kelpie is 6 feet tall and weighs 170 pounds. \n'b' Kelpies can be found in saltwater and freshwater environments, including fens, rivers, swamps, and underground pools and lakes. Communities living near kelpie lairs believe that folk who die on the water or are killed by a kelpie become kelpies themselves. Kelpies may serve as steeds for aquatic fey or other water monsters while in their hippocampus forms, sometimes without their riders ever knowing the truth of the steed\xe2\x80\x99s sinister nature.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kerberos \n'b'\n'b' Large fiend , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 127 (15d10 + 45) Speed 50 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 4 (-3) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities poisoned Skills Perception +59 Senses truesight 120 ft., passive Perception 169 Languages \xe2\x80\x93 Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The kerberos has advantage on Wisdom ( Perception ) checks that rely on sound or smell. \n'b' Multiple Heads . The kerberos has fifty heads. While it has more than one head, the kerberos has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the kerberos takes 2 or more damage in a single turn, one of its heads dies. If all its heads die, the kerberos dies. t one of its heads is awake. \n'b' Pounce . If the kereberos 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 17 Strength saving throw or be knocked prone . If the target is knocked prone, the kerberos can make two attacks-one with its bite and one with its snakes-against it as a bonus action. \n'b' Reactive Heads . For each head the kerberos has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Sunlight Sensitivity . While in sunlight, the kerberos has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Wakeful . While the kerberos sleeps, at least one of its other heads are awake. \n'b' Actions \n'b' Multiattack . The kerberos makes five attacks: three with its bite, one with its claw, and one with its snakes. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 3 (1d6) acid damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Snakes . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Terrifying Howl . The kerberos howls. Any beast or humanoid within 300 feet of the kerberos and able to hear its howl must succeed on a DC 17 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 effect 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 any kerberos\xe2\x80\x99 Terrifying Howl for the next 24 hours. \n'b' Acid Breath (Recharge 5-6) . The kerberos exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This large three-headed mastiff is noteworthy for more than just its extra forequarters. Its tail is that of a snake and its entire neck is ringed with smaller snakes. Its claws are that of a lion. \n'b' A kerberos is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. \n'b' Guardians of the Dead . Kerberos hounds are greatly coveted as faithful guardians of dark places, and their hearing is such that they can even hear ghosts. To that end they are often used as guardians of the underworld.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kerberus \n'b' Large giant , chaotic evil \n'b' Armor Class 11 ( hide ) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Three Heads . Kerberus has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Actions \n'b' Multiattack . Kerberus makes two greatclub attacks. \n'b' Greatclub . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 12 (2d6 + 5) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ketta \n'b' Large fiend (shapechanger), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., burrow 10 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Amphibious . The ketta can breathe air and water. \n'b' Shapechanger . The ketta can use its action to polymorph into a cat-humanoid hybrid or into a Large cat, or back into its true form, which is humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Hearing and Smell . The ketta has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pounce (Cat Form Only) . If the ketta moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone , the ketta can make one rend attack against it as a bonus action. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . In humanoid form, the ketta makes two claw attacks. In hybrid form, it can attack twice with its claws and once with its bite. \n'b' Bite (Cat or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. A humanoid slain by this attack rises 24 hours later as a grendel under the ketta\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The ketta can have no more than one Grendel under its control at one time. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' Rend (Cat Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 23 (4d8 + 5) slashing damage. \n'b' About \n'b' This enormous, hairless cat glares at you with glowing yellow eyes. \n'b' The ketta (she-cat) is considered the \xe2\x80\x9cmother\xe2\x80\x9d of haugbui in the sense that the creature can create such spawn by inhabiting mounds. \n'b' Haugbui Kin . Haugbui are stirred to undead life by a ketta\xe2\x80\x99s presence. They are extraterrestrial demonic forces that animate corpses for their own dark purposes. Ketta have long claws and are even more formidable than haugbui. \n'b' Vengeful Souls . Ketta are escaped souls from Helheim; they inhabit a cat which turns monstrous, transforming into something feral and vile that soon seeks solace in grave mounds. Ketta see haugbui they create as their children, and will not hesitate to enact revenge on those who slay their creations.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kezai \n'b' Medium monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 4 (-3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Nauseous Gas . The kezai produces a faint, nauseating gas. Any creature that starts its turn within 20 feet of the kezai must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage. The area within 20 feet of the kezai is lightly obscured by the thin gas. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kezai makes three attacks: one with its poison barb and two with its claws. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Poison Barb . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit : 6 (1d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn\xe2\x80\x99t poisoned . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns. \n'b' Searing Acid (Recharge 6) . The kezai\xe2\x80\x99s mandibles drip a searing acid, instantly igniting the gas around it. Each creature within 20 feet of the kezai must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The kezai\xe2\x80\x99s Nauseous Gas trait becomes inactive for 1 minute. The kezai can\xe2\x80\x99t use Searing Gas unless Nauseous Gas has been active for at least 1 minute. \n'b'\n'b' About \n'b' This creature looks much like a human-sized scorpion with wide, laced wings. The tip of its curled tail holds numerous barbs that drip sticky poison. \n'b' Chemical Killing Machine . The kezai is a creature that lives in hot climates and wages a chemical war on anything that opposes it. It emits a foul poison from its tail, coating the barbs that it hurls at enemies. If this wasn\xe2\x80\x99t deadly enough, it naturally produces a thin, flammable gas that it can ignite with a searing chemical produced in a gland near its mandibles. Fortunately for those who come across the kezai, the gland is slow-acting and takes time to produce the chemical necessary to ignite the gas.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Thief \n'b' This thin, androgynous creature stands with a noticeable hunch. \n'b' Medium humanoid , neutral \n'b' Armor Class 13 Hit Points 30 (4d8 + 12) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Object Reading. By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object\xe2\x80\x99s most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. \n'b' If the most recent owner is alive, the corpse thief sees through that person\xe2\x80\x99s eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. \n'b' If the most recent owner is dead, the corpse thief can learn five things about the person\xe2\x80\x99s life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present. \n'b' Actions \n'b' Multiattack . The corpse thief makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Steal . The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. \n'b' About \n'b' Its skin is patchy and discolored, and it wears dozens of trinkets on strings around its neck and shoulders. \n'b' Unable to feel strong emotion naturally, corpse thieves steal objects from other humanoids , reliving sensations tied to those possessions in an attempt to find some feeling of belonging. \n'b' Object Reading . By holding certain objects, a corpse thief can learn about the item\xe2\x80\x99s previous owner. It feels the sensations and emotions tied to the object, and such experiences are usually the only strong feelings it ever experiences in its life. The creature gets its name from its tendency to loot graves for such trinkets, although it is also adept at stealing them in the chaos of a battle. \n'b' Alien Minds . Corpse thieves cannot feel strong emotions such as joy, anger, and love without reading it on an object.\xc2\xa0They have a weak sense of personal identity, often confusing memories gained through stolen items with their own. A corpse thief that steals too many objects from one individual may start to believe it is that person. Always seeking emotional connection but forever unable to attain it, corpse thieves live in small communities on the edges of humanoid settlements in mock semblances of those humanoids \xe2\x80\x98 societies. \n'b' Unflattering Legends . In addition to the unfortunate name others have bestowed upon them, corpse thieves find themselves associated with several ugly myths. Some claim a corpse thief \xe2\x80\x98s discolored patches of skin come from the flesh of humanoid corpses sewn onto its body. Others believe the creatures sometimes disguise themselves as recently deceased humanoids . If somebody makes a miraculous recovery from illness but acts strangely afterward, people may believe the individual is really a corpse thief in disguise.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khamaseen \n'b' Tiny elemental , neutral \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d4 + 12) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 5 (\xe2\x80\x932) WIS: 10 (+0) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran, Terran Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Elemental Nature . The khamaseen doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Stinging Dust . The khamaseen is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. On a successful saving throw, the creature is immune to the khamaseen\xe2\x80\x99s Stinging Dust for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. \n'b' Choking Cloud (Recharge 6) . The khamaseen surrounds itself with a large cloud of dust and debris. Each creature within 10 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or be incapacitated for 1 minute. While incapacitated , the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Shock . If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 feet of the khamaseen, it must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) lightning damage. The wind whips sand, pebbles, and bracken into a storm shot through with crackling lightning. \n'b'\n'b' ABOUT \n'b' Khamaseen thrive in areas where the mortal plane borders the elemental Planes of Air and Earth. Their appearances tend to be brief and violent, as the creatures form during sandstorms and disappear soon after. Communication with a khamaseen is virtually impossible, because they become aggressive at the first sign of other creatures. \n'b' Bad News in the Badlands . Khamaseens appear only in arid regions, such as mesa-filled badlands or hot, dry deserts. \n'b' Even when conjured by a spellcaster, they answer the summons only if the terrain suits them. Once they appear, khamaseens are dervishes of destruction. They have an almost childlike desire to smash everything in their paths, and they go out of their way to find creatures to fight and objects to destroy. Khamaseens are especially attracted to iron and focus their destruction on creatures wielding metal weapons and wearing metal armor. \n'b' Fractured Elementals . Sages and naturalists have hypothesized that each individual khamaseen is a tiny portion of a composite elemental titan that resides on the border of the Plane of Air and Plane of Earth. Visitors to those elemental regions report a perpetually churning sandstorm does often seems to break off smaller dust devils that investigate disturbances or other creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khargi \n'b' Huge fiend , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d12 + 56) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8, Wis +6 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned , prone Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages understands Abyssal and Infernal but can\xe2\x80\x99t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Deadly Infestation . A creature that touches the khargi or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage as stinging insects rise up to protect the khargi. \n'b' Death Swarms . When the khargi dies, the insects crawling across and within it burst from its body, forming 2d4 swarms of insects that appear in unoccupied spaces within 5 feet of the khargi\xe2\x80\x99s space. \n'b' Infested Weapons . The khargi\xe2\x80\x99s weapon attacks are magical. When the khargi hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The khargi makes one Bite attack and two Leg attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. \n'b' Legs . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Swarming Breath (Recharge 5\xe2\x80\x936) . The khargi exhales biting, stinging insects in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much on a successful one. \n'b'\n'b'\xe2\x80\x9c \n'b' REACTIONS \n'b'\n'b' Adaptive Carapace. When the khargi takes acid, cold, force, lightning, or thunder damage, it can magically attune itself to that type of damage. Until the end of its next turn, the khargi has resistance to damage of the triggering type, and when it hits with any weapon, the target takes an extra 7 (2d6) damage of the triggering type. The huge fiendish beetle, its carapace swarming with hoards of vermin, roars with fury and exhales a swarm of biting, stinging insects from its gaping maw. \n'b'\n'b' ABOUT \n'b' Khargis are fiends that wander the wastes and badlands of the mortal world, killing for the sheer pleasure of death and blood. Some speculate they reach the Material Plane from gates to darker planes, but none have seen a khargi\xe2\x80\x99s arrival and lived to tell the tale. \n'b' Insect Affinity . Khargis are protective of insects and can sense the death of insects from vast distances. Some vengeful specimens, attracted by a large number of insect deaths, travel scores of miles to avenge them. Insects are likewise drawn to khargis, and the fiends are never without scores of stinging insects crawling across their bodies, resting beneath their elytra, or hiding within their maws. \n'b' Celebrated by Cultists . Cultists who worship demon lords associated with insects see khargis as greater servants of those they serve and as omens of good fortune. Some khargis travel with bands of such cultists as their allies; often the cultists are ready to die in the service of the kargi\xe2\x80\x99s dark desires.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kharozat \n'b' Large fiend , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 325 (26d10 + 182) Speed 50 ft.\n'b' STATS STR: 26 (+8) DEX: 21 (+5) CON: 24 (+7) INT: 27 (+8) WIS: 24 (+7) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Int +16, Wis +15, Cha +13 Skills Arcana +16, History +16, Insight +15, Intimidation +13, Perception +15, Religion +16 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities blinded , deafened , poisoned , stunned Senses blindsight 60 ft., truesight 120 ft., passive Perception 25 Languages Abyssal, Infernal; telepathy 120 ft. Challenge 25 (25,000 XP) Proficiency Bonus +8 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The kharozat\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 24). The kharozat can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : finger of death , web \n'b'\n'b' Legendary Resistance (2/Day) . If the kharozat fails a saving throw, it can choose to succeed instead. When it does so, one of its three heads closes its eyes until it finishes a short or long rest. If two heads close their eyes, it is no longer immune to being blinded , deafened , or stunned . \n'b' Trial . The kharozat spends 1 minute to select any number of creatures it can see within 120 feet of it, designating them as accused and determining a sentence they must complete. Until the accused completes its sentence or the kharozat commutes the sentence, the kharozat and its summoned creatures make attack rolls and ability checks against the accused with advantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kharozat makes three gavel attacks. \n'b' Gavel . Melee or Ranged Weapon Attack : +16 to hit, reach 5 ft. or range 100/200 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage plus 7 (2d6) thunder damage. On a hit or miss, the gavel returns to the kharozat\xe2\x80\x99s hand after the attack . \n'b' Babble (Recharge 5-6) . The kharozat\xe2\x80\x99s faces all talk at once. Each creature within 120 feet of the kharozat that can hear it must succeed on a DC 23 Wisdom saving throw or be stunned until the end of the creature\xe2\x80\x99s next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The kharozat can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The kharozat regains spent legendary actions at the start of its turn. \n'b'\n'b' Adjourn . The kharozat magically teleports to an unoccupied space it can see within 120 feet of it. \n'b' Gavel . The kharozat makes a gavel attack . \n'b' Hold in Contempt . The kharozat\xe2\x80\x99s judge face casts web . \n'b' Arraign (Costs 2 Actions) . The kharozat\xe2\x80\x99s prosecutor face fires a blast of concentrated anguish centered on a point that the kharozat can see within 100 feet of it. Each creature within a 30-foot-radius sphere must make a DC 23 Wisdom save, taking 21 (6d6) psychic damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Court is in Session (Costs 2 Actions) . The kharozat\xe2\x80\x99s judge face magically summons a fiend of Challenge Rating 5 or lower. The fiend appears in an unoccupied space within 60 feet of the kharozat and acts as its ally. It can\xe2\x80\x99t summon other fiends. It remains for 1 hour or until the kharozat dies or dismisses it. The kharozat can have no more than six fiends summoned at a time. \n'b' Execute (Costs 2 Actions) . The kharozat\xe2\x80\x99s executioner face casts finger of death . \n'b'\n'b' ABOUT \n'b' Whatever domain it calls its jurisdiction, a kharozat maintains order with stern practicality, declaring judgment and enacting whatever sentences it considers to be appropriate. The infernal judge fixates its attention on one trial at a time, bringing an entire kingdom or a single individual through a twisted jurisprudence. When establishing its courtroom, a kharozat recruits a variety of fiendish creatures as stenographers, bailiffs, clerks, counselors, executioners, and jurors. \n'b' Roughly humanoid in form, every kharozat has three masked faces, each representing a different aspect of the adjudication process and a corresponding alignment: judge (lawful neutral), prosecutor (lawful evil), and executioner (chaotic evil).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Devourer \n'b' Medium fiend (titanspawn), neutral evil\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 19 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft., climb 30 ft. Skills Arcana +9, Perception +5, Stealth +6 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Understands Infernal, Primordial, Titan Speech but cannot speak; telepathy 90 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Illumination . The arcane devourer sheds bright light in a 5-foot radius and dim light for an additional 5 feet. It can activate or suppress this feature at the start of its turn (no action required). \n'b' Innate Spellcasting . The arcane devourer\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : counterspell , identify , see invisibility \n'b' 3/day : flash, plane shift (self only) \n'b'\n'b' Magic Resistance . The arcane devourer has advantage on saving throws against spells and other magical effects. \n'b' Sense Magic . An arcane devourer can automatically sense magic and discern the location of any creature capable of casting spells within 60 feet. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arcane devourer makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) force damage. \n'b' Draining Slash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 7 (2d6) force damage, and if the target is a spellcaster, the target is drained of 1d3 unused spell slots, beginning with those of the highest level and moving down. If the target has no spell slots remaining or is not a spellcaster, then the highest-level spell or magical effect active upon the target is drained instead, ending as if the arcane devourer had cast dispel magic on it successfully. \n'b'\n'b' Tactics \n'b' An arcane devourer typically uses its ability to sense magic, ideally from hiding, before engaging enemies. That way, it can focus on the target using the most powerful spells or bearing the most powerful magic. They are intelligent adversaries and will retreat from a hopeless battle, using plane shift if necessary, but always stealing as much magic as they can before doing so. \n'b' Description \n'b' Arcane devourers travel the astral and material planes searching out magical energies, and thus are attracted to arcane spellcasters and magic items that store and discharge such energy. An arcane devourer appears as a tall, scaled humanoid with elongated limbs and digits, its supple fingers and toes ending in deadly talons. Its eyes glow, and its back is covered in crystalline cysts that also glimmer faintly. A typical devourer stands 6 to 7 feet tall and weighs 175 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khbiz, Skull-bearer \n'b' Family: Khbiz \n'b' Tiny beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 2 (1d4); Wound Threshold N/A \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands one humanoid language but can\xe2\x80\x99t speak \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The skull-bearer khbiz 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' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The skull-bearer khbiz can take the Disengage or Hide action as a bonus action on each of its turns. \n'b'\n'b' ABOUT \n'b' The khbiz is also called \xe2\x80\x9cjumping mouse of the mines.\xe2\x80\x9d A cousin of the lemur, it has the same big red eyes, and is as soft as it is mischievous. Its black fur is as thick and silky as a chinchilla\xe2\x80\x99s. Bouncing around sneakily on its long hind legs, it can climb all surfaces. \n'b' Wild khbiz live in matriarchal clans within dark tunnels, usually close to ossuaries or bone piles. A behavioral peculiarity of these small creatures is that they wear the skulls of small animals (bird, bat , cat, rodent, etc.) on their heads. There is no better way to tame or please a khbiz than to gift it a lovingly sculpted cap! It is also very stealthy, and can manipulate objects up to its size with its prehensile tail that can stretch up to 5 feet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khbiz, Snatching \n'b' Family: Khbiz \n'b' Tiny fey (enrooted), any \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 17 (5d4 + 5); Wound Threshold 5 \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception * +5, Stealth +5 \n'b' Tools thieves\xe2\x80\x99 tools \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Sylvan, Undercommon, and any one language \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The snatching khbiz\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The snatching khbiz can innately cast the following spells like a 1st-level spellcaster, requiring no material components: \n'b'\n'b' At will : vicious mockery \n'b' 3/day each : detect magic , hideous laughter , magic theft* \n'b' 1/day each : find traps , locate object , silence \n'b'\n'b' Spider Climb . The snatching khbiz can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ABOUT \n'b' As its name indicates, the snatching khbiz likes to sneak into well-guarded places and test its watchers. Some of these fey are consummate burglars, hoarding fortunes in their lairs, while others use their talents to protect sensitive places from intrusions, making sure that there are no faults to exploit.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khimaira \n'b'\n'b' Large monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 4 (-3) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities poisoned Skills Perception +5 Senses passive Perception 15 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the khimaira moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the khimaira can make one bite attack against it as a bonus action. \n'b' Keen Smell . The khimaira has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Multiple Heads . The khimaira has three heads. While it has more than one head, the khimaira has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the khimaira takes 33 or more damage in a single turn, one of its heads dies. If all its heads die, the khimaira dies. \n'b' Reactive Heads . The khimaira gets an extra reaction that can be used only for opportunity attacks. \n'b' Running Leap . With a 10-foot running start, the khimaira can long jump up to 25 feet. \n'b' Wakeful . While the khimaira sleeps, at least one of its heads is awake. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The khimaira makes three attacks: one with its bite or claws, one with its ram, and one with its snakebite. When its fire breath is available, it can use the breath in place of its horns. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Ram . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Snakebite . Melee Weapon Attack : +8 to hit, reach 15 ft., one creature. Hit : 7 (1d6 + 4) 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' Fire Breath (Recharge 5-6) . The goat head exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This horrible monstrosity is an amalgamation of three animals: goat, lion, and snake. It has the head and body of a lion, an additional head and hind legs of a goat, and has a snake for a tail. \n'b' A khimaira is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. The khimaira prefers to surprise prey. It often lies concealed until it charges.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khodumodumo \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 186 (12d20 + 60) Speed 25 ft.\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 21 (+5) INT: 4 (-3) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10 Skills Perception +7, Stealth +10 Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 Languages \xe2\x80\x93 Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' False Appearance . While the khodumodumo remains motionless, it is indistinguishable from an ordinary earthen hill. \n'b' Impaling Tongues . The khodumodumo can have up to six impaling tongues at a time. Each tongue can be attacked (AC 20; 15 hp ; immunity to poison and psychic damage). Destroying a tongue deals no damage to the khodumodumo. A tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. Destroyed tongues regrow by the time the khodumodumo finishes a long rest . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The khodumodumo makes three attacks with its tongues, uses Reel, and makes one attack with its bite. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one creature. Hit : 33 (6d8 + 6) piercing damage. If the target is a Large or smaller creature grappled by the khodumodumo, 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 khodumodumo, and it takes 21 (6d6) acid damage at the start of each of the khodumodumo\xe2\x80\x99s turns. If the khodumodumo takes 30 damage or more on a single turn from a creature inside it, the khodumodumo must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the khodumodumo. If the khodumodumo 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' Tongue . Melee Weapon Attack : +11 to hit, reach 50 ft., one creature. Hit : The target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the khodumodumo can\xe2\x80\x99t use the same tongue on another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 8 (1d4 + 6) piercing damage. \n'b' Reel . The khodumodumo pulls each creature grappled by it up to 25 feet straight toward it. \n'b'\n'b' About \n'b' The hillock suddenly sprouts to life, rising up from its surroundings to reveal a sightless, toad-like monster with a cavernous maw. Six long red tongues emerge from this orifice, each as thick as a man\xe2\x80\x99s torso and ending in a razor-sharp point. \n'b' The Hills Have Tongues . The khodumodumo is one of the apex predators of the hills and badlands in which it lives, disguising itself as a moderately-sized hillock to lure creatures closer before animating and impaling them on one of its many tongues. While not evil, the khodumodumo is a voracious predator that constantly needs to eat, and it attempts to devour just about anything that comes within reach. \n'b' Rite of Passage . Slaying a khodumodumo in single combat is often considered a rite of passage for a fire giant seeking to contest the leadership of a clan, especially because the creature is naturally resistant to fire. Powerful red dragons have also been known to hunt khodumodumos for sport.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Khonsu-khaibet \n'b' Medium humanoid ( human ), chaotic good \n'b' Armor Class 18 (+1 hide armor, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 46 (+3) CON: 34 (+2) INT: 20 (+0) WIS: 06 (+3) CHA: 33 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +6 Skills Animal Handling +6, Insight +6, Perception +6, Survival +6 Senses passive Perception 16 Languages Common, Khemitian Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Defensive Tactics: Escape the Horde . Opportunity attacks against Khonsu-khaibet are made with disadvantage. \n'b' Favored Enemy . Khonsu-khaibet has advantage on Wisdom ( Survival ) checks to track monstrosities, as well as on Intelligence checks to recall information about monstrosities. \n'b' Hunter\xe2\x80\x99s Prey . Horde Breaker. Once on each of Khonsu-khaibet\xe2\x80\x99s turns when he makes a weapon attack , he can make another attack with the same weapon against a different creature that is within five feet of the original target and within range of his weapon. \n'b' Land\xe2\x80\x99s Stride . Moving through nonmagical difficult terrain costs Khonsu-khaibet no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, he has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. \n'b' Natural Explorer . When Khonsu-khaibet makes an Intelligence or Wisdom check related to the desert, his proficiency bonus is doubled if he is using a skill in which he is proficient. \n'b' Primeval Awareness . Khonsu-khaibet can use his action and expend one spell slot to focus his awareness on the region around him. For one minute per level of the spell slot expended, he can sense whether aberrations, celestials, dragons, elementals, fey, fiends, or undead are within one mile of him (or six miles in the desert). This feature doesn\xe2\x80\x99t reveal the creatures\xe2\x80\x99 location or number. \n'b' Spellcasting . Khonsu-khaibet is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Khonsu-khaibet has the following spells prepared:\n'b'\n'b'\n'b' 1st level (4 slots) : ensnaring strike, hunter\xe2\x80\x99s mark \n'b' 2nd level (3 slots) : darkvision , find traps , pass without trace \n'b' 3rd level (2 slots) : conjure barrage \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Khonsu-khaibet makes two attacks. \n'b' +1 Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 5) slashing damage. \n'b' +1 Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. \n'b' +1 Spear . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' GEAR \n'b' +1 spear, +1 longsword, potion of heroism , 2 potions of greater healing , +1 dagger, longbow, 20 arrows, +1 crocodile hide armor (treat as +1 hide armor), shield, holy symbol , backpack with 200 sp, and 40 gp. \n'b' ABOUT \n'b' This man is the only son of a free farmer, but his abilities enabled him to attend school at the Temple of Thoth without cost to his family \xe2\x80\x93 something they couldn\xe2\x80\x99t have afforded. Khonsu was then \xe2\x80\x9cadopted\xe2\x80\x9d by the high priest there, raised as if he were the son of an aristocratic Khemitite, and thus gained accordingly, more so if he is to assume the role of an agent for the Temple of Thoth. Khonsu is taller than average (around 6 feet 3 inches), and big-boned and muscular. His physique, dark brown hair, and gray eyes from his ancestry set him apart and make him handsome indeed. Whether or not an agent, Khonsu is a great fellow and will \xe2\x80\x93 if the characters are well-intentioned, friendly, and of good alignment \xe2\x80\x93 assist them as he sees fit in light of their behavior and communications with him.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ki-rin\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 15 (+2) WIS: 20 (+5) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +7, Cha +6 Skills History +4, Insight +7, Religion +4 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed , poisoned Senses truesight 120 ft., passive Perception 15 Languages all, telepathy 60 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The ki-rin\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b'\n'b' At will : detect evil and good , detect thoughts \n'b' 3/day each : bless , heroism , sanctuary \n'b' 1/day : dispel evil and good \n'b'\n'b' Magic Resistance . The ki-rin has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The ki-rin\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The ki-rin makes one attack with its Horn and one attack with its Hooves. \n'b' Horn . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' Divine Breath (recharge 5-6) . The ki-rin exhales divine fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant 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 Vulture \n'b' Medium undead , chaotic evil \n'b' Armor Class 10 Hit Points 9 (2d4 + 4) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 10 (+0) CON: 15 (+2) INT: 3 (-4) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Damage Immunities necrotic, poison Condition Immunities frightened , poisoned Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The corpse vulture has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pack Tactics . The corpse vulture has advantage on an attack roll against a creature if at least one of the corpse vulture\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Vile Beak . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage plus 5 (2d4) necrotic damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kijani \n'b' Medium plant , neutral \n'b' Armor Class 15 (leather armor, shield) Hit Points 13 (3d8) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Trade Tongue, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Contained Fury . While a kijani has less than half its hit points , it deals an extra 3 (1d6) damage when it hits with a weapon attack . \n'b' Innate Spellcasting . The kijani\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : thorn whip \n'b' 1/day each : entangle , speak with plants \n'b'\n'b' Plant-born Resilience . The kijani has advantage on saving throws against fear effects, and magic can\xe2\x80\x99t put the kijani to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Furious Defense . The kijani adds 2 to its AC against one attack that would hit it. To do so, the kijani must have less than half its maximum hit points and must see the attacker. \n'b'\n'b' ABOUT \n'b' The kijani are a race of plant folk found in the lands of the far south.\xc2\xa0For eons, they dwelled quietly.\xc2\xa0 They attempted something unprecedented-a secret plan to alter their very nature, known as the Great Change. By encouraging humans, minotaurs, and others to bond with their vine-like seedlings until they grow into adulthood, the kijani hope to one day evolve into mammals. \n'b' Most kijani follow a spiritual belief system dedicated to nature, growth, and acceptance, but also to suppressing and hiding the fear and anger ingrained in every kijani since the coming of the Walker. The oath helps the kijani to maintain self-control over their fear and anger, but it only works to a point. If pushed too far, a kijani will erupt in fury. \n'b' Kijani organize themselves into clusters, groups of individuals that work together for the common good under the direction of a leader known as a speaker. While individual kijani often come across as charming, a group of the plant folk can seem standoffish and closed-minded to outsiders.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kikimora \n'b' Medium fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8, Persuasion +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Hidden Home . The kikimora can spend 1 minute scribing a magical symbol on a wall, baseboard, cupboard, or other semi?permanent object within a structure. The symbol remains until the kikimora inscribes another symbol elsewhere. While within 5 feet of the surface where the symbol is inscribed, the kikimora can use an action to touch the symbol and be transported to an extradimensional space just large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the extradimensional space\xe2\x80\x99s limits. While inside the extradimensional space, the kikimora can see out as if through a 2-foot-by-2-foot window centered on the symbol and can exit the space as an action, appearing in an unoccupied space within 10 feet of the surface where the symbol is inscribed. If the kikimora is killed or if it creates a second symbol while objects remain within the extradimensional space, the objects are safely ejected to an unoccupied space nearest the surface where the first symbol was inscribed. \n'b' Magic Resistance . The kikimora has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kikimora makes three Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Domestic Magic . The kikimora can cast the mending , minor illusion , and prestidigitation cantrips at will, requiring no material components and using Charisma as the spellcasting ability. \n'b' Invisibility . The kikimora magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the kikimora wears or carries is invisible with it. \n'b' House Pests (1/Day) . The kikimora magically calls 1 swarm of bats, insects, or rats. The called creatures arrive in 1d4 rounds, acting as allies of the kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Homeward Step . While within a structure containing its hidden home (see the Hidden Home trait), the kikimora magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of the hidden home\xe2\x80\x99s symbol. \n'b'\n'b' ABOUT \n'b' This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet. \n'b' Filthy Illusions . Kikimoras are devious house spirits who torment those in their domain. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. They love secretly breaking things and making destruction seem like an accident. They then convince the house\xe2\x80\x99s residents to leave gifts as enticement for making repairs in the night. \n'b' Brownie Hunters . Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora-infested homes with the intention of evicting them. \n'b' Pest Control . If homeowners refuse to appease the kikimora (or cannot rid themselves of its devious presence), the kikimora sends a swarm of spiders, rats, or bats to torment the inhabitants. Inhabitants in a home plagued by a kikimora often believe it is haunted.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Killer Shrew \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 44 (8d6 + 16) Speed 20 ft., burrow 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances poison Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Energetic . The killer shrew can take the Dash action as a bonus action on each of its turns. \n'b' Keen Hearing . The killer shrew has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Killing Intent \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 12 Hit Points 31 (7d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Stealth +4 Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common; telepathy 120 ft. Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fear Sense . The killing intent can magically pinpoint the locations of frightened creatures within 60 feet of it. \n'b' Incorporeal Movement . The killing intent 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' Spine-Chilling Aura . The killing intent\xe2\x80\x99s lust for violence creates a palpable aura around it. A creature that starts its turn within 30 feet of the killing intent must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If this saving throw is successful, the creature is immune to the killing intent\xe2\x80\x99s Spine-Chilling Aura for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Spirit Fist . Melee Weapon Attack : +4 to hit, reach 30 ft., one target. Hit : 12 (3d6 + 2) force damage, and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from the killing intent. \n'b' Killer\xe2\x80\x99s Possession . One frightened humanoid that the killing intent can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the killing intent. The killing intent then disappears, and the target is incapacitated and loses control of its body. The killing intent now controls the body and deprives the target of awareness. The killing intent can\xe2\x80\x99t be targeted by any attack , spell, or other effect, and it retains its alignment, Intelligence , Wisdom , Charisma , and immunity to being frightened . It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points , the killing intent ends it as a bonus action, or the killing intent is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the killing intent reappears in an unoccupied space within 5 feet of the body. \n'b'\n'b' ABOUT \n'b' The mysterious entities called killing intents manifest on the Ethereal Plane when an especially violent mortal perishes on that plane and leaves a significant psychic impression on the planar landscape. A killing intent\xe2\x80\x99s presence is more often felt than perceived by sight or sound; witnesses report sudden drops in temperature, constant strong winds, and the extinguishment of lights. More terrifying, though, are counter-reports which suggest that these phenomena occur solely within the mind of a killing intent\xe2\x80\x99s victim. \n'b' Killing intents are attracted to fear, but they feed on pure bloodlust. When a killing intent locates a suitably strong host, it possesses the corporeal creature\xe2\x80\x99s body and goes on a murderous rampage to sate its hunger. Once its possession has run its course, or it runs out of victims to kill, a killing intent vacates its host and leaves the confused creature to deal with the bloody aftermath. \n'b' Some fringe scholars theorize that killing intents are connected to \xe2\x80\x9cthe pattern\xe2\x80\x9d a mystical force that supposedly drives mortals to become pattern killers. Such scholars do not claim that the killing intents are behind this mysterious force, but rather that these spirits are living stains left on the Ethereal Plane by the psyches of mortals affected by the pattern.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Dart \n'b' Family: Arcane Familiar \n'b' Small elemental , unaligned \n'b' Armor Class 10 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The arcane familiar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the arcane familiar must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Arcane Orbit . Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them. \n'b' Arcane Dart . As an action, the creature who summoned the arcane darts may cause them to launch as blade-shaped planes of force at a creature within 50 feet, dealing 1d4 + 1 force damage per arcane dart. The darts all strike simultaneously, and you can direct them to hit one creature or several. These darts count as magic missiles for the purposes of effects such as shield . \n'b'\n'b' ABOUT \n'b' Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit. \n'b' These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power. \n'b' The more powerful a wizard becomes, the more arcane familiars they may conjure. The power of an archmage may be gleaned by the number of shimmering runes that orbit them. Though these familiars can take many forms, a summoner may only control one type at a time. They can, however, cause their familiars to shift forms and realign as any arcane tool they desire. \n'b' Many battlemages learn the art of shaping arcane familiars. Feared are the battlemages who are trailed by runed dagger-like blades of force floating in the air behind them. These darts of arcane force turn as one like eyes toward those who threaten the mage. They can be fired like magic missiles, leaving searing trails of white force in their wakes as they strike and return.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'King Ape, Colossal \n'b' Gargantuan beast (titan), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 594 (29d20+290) Speed 100 ft., climb 100 ft.\n'b' STATS STR: 30 (+10) DEX: 24 (+7) CON: 30 (+10) INT: 2 (-4) WIS: 28 (+9) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from attacks by creatures smaller than Gargantuan size 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 27 (105,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kaiju Sense . The colossal king ape knows the location of the closest Gargantuan monster. \n'b' Legendary Resistance (3/Day) . If the colossal king ape fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . The colossal king ape occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. It cannot be grappled , restrained , stunned , knocked prone , or Shoved by creatures smaller than Gargantuan size . \n'b' Siege Monster . The colossal king ape deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colossal king ape makes four fist attacks. \n'b' Fist . Melee Weapon Attack : +18 to hit, reach 120 ft., all targets in a 10-foot square. Hit : 55 (9d10 + 10) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +16 to hit, range 200/400 ft., all targets in a 5-foot-wide line, 15 feet long. Hit : 45 (10d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be\xc2\xa0forced prone . \n'b' Fling . One Large or smaller object held or creature grappled by the ape is thrown up to 60 feet in a random direction and\xc2\xa0forced 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 23 Dexterity saving throw or take the same damage and be\xc2\xa0forced prone . \n'b' Hurl . The ape throws a rock, tree, vehicle, or similar large object at a 20-foot square within 200 feet that it can see. Any creatures in the target squares must make a DC 23 Dexterity saving throw. A creature takes 28 (8d6) bludgeoning damage, and if Huge are smaller are also\xc2\xa0forced prone . A successful save halves damage and avoids being\xc2\xa0forced prone . If the attack misses, the hurled object lands 1d6 squares away in a random direction. Wherever the hurled object lands, the area of effect becomes difficult terrain . \n'b'\n'b' REACTIONS \n'b'\n'b' Leap Away . When the colossal king ape must make a Dexterity saving throw, it gains advantage on that saving throw and can move up to 50 feet away. This movement does not provoke opportunity attacks. If its movement takes it out of the area of the effect that triggered this reaction , it takes no damage on a successful Dexterity save and only half damage on a failed save. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The colossal king ape 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 colossal king ape regains spent legendary actions at the start of its turn. \n'b'\n'b' Fast Healing (2 Actions) . The colossal king ape regains 20 hit points. \n'b' Fist Attack . The colossal king ape makes a fist attack. \n'b' Ready Defenses . The colossal king ape chooses one creature that it can see. All attacks that creature makes against the colossal king ape have disadvantage. \n'b'\n'b' ABOUT \n'b' These immense apes are vastly more dangerous than their smaller kin. They are highly territorial, attacking anything that intrudes on its territory. It does not break off its attack until the trespassers flee, though it retains a special enmity for kaiju and other colossal creatures. Such oversized enemies constitute a threat and a challenge to the ape\xe2\x80\x99s dominance and must be driven out. Colossal apes sometimes bellow, roar, and rage before attacking if trying to drive enemies away, but if they sense real danger they leap to attack without warning or provocation. If a colossal ape is stymied by a heavily armored foe, it attempts to grapple its foe. \n'b' This immense titan may be unique, or maybe one of a vast hidden ecosystem of towering kaiju rivals. According to legend, the mightiest of all colossal apes reside on remote islands, sometimes venerated as gods and appeased with sacrifices. Some build great walls to try to contain them, but with their prodigious leaping and climbing abilities it is almost impossible to contain such a beast. They can sometimes be calmed or even made friendly by those with great patience and empathy. \n'b' Is a Colossal Gorilla Really a Kaiju? The iconic giant ape in film and fiction debuted in Hollywood with 1933\xe2\x80\x99s King Kong, but he also appeared in the 1962 Toho Productions tokusatsu films King Kong vs. Godzilla and 1967\xe2\x80\x99s King Kong Escapes/King Kong\xe2\x80\x99s Counterattack. While its roots are not Asian, we\xe2\x80\x99ve included it here if you want to provide an iconic opposite number for King Mogaru on page 48.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'King Rat \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft., climb 10 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Horde Empathy . The king rat can communicate simple ideas and emotions with rats of its horde within 100 feet of it. \n'b' Keen Smell . The king rat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The king rat has advantage on an attack roll against a creature if at least one of the king rat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The king rat makes one attack with its Bite and one attack with its Claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Tail Sweep (recharge 6) . The king rat sweeps its tail in an arc around it. Each creature within 10 feet of the king rat must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kirikari \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d12 + 45) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 16 (+3) INT: 4 (-3) WIS: 14 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +11 Damage Immunities acid, poison Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Corrosive Mold . A creature that starts its turn grappled by the kirikari must succeed on a DC 15 Constitution saving throw or take 9 (2d8) acid damage. \n'b' Misty Veil . The kirikari emits a light fog within 30 feet of itself. The mist moves with the kirikari, lightly obscuring the area around it. If dispersed by a wind of moderate or greater speed (at least 10 miles per hour), the mist reappears at the start of the kirikari\xe2\x80\x99s next turn. \n'b' Unseen Attacker . On each of its turns, the kirikari can use a bonus action to take the Hide action. If the kirikari is hidden from a creature and hits it with an attack , the target takes an extra 7 (2d6) damage from the attack . \n'b' Actions \n'b' Multiattack . The kirikari makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) acid damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 31 (4d12 + 5) piercing damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the kirikari can\xe2\x80\x99t bite another target. \n'b' Blinding Veil (Recharge 5-6) . The kirikari expels a cloud of intensified mist, heavily obscuring everything within 30 feet of it. The mist thins back to lightly obscuring the area at the end of the kirikari\xe2\x80\x99s next turn. \n'b' About \n'b' Blanketed in a veil of mist, an enormous, centipede-like creature sifts its way through the swamp, the severed tail of a wyvern gripped tightly within its jaws. Whenever an unnatural mist suddenly arises, some believe it to be the sign of a kirikari.\xc2\xa0Though they\xe2\x80\x99re rare and solitary creatures, kirikari are considered highly dangerous due to their heightened aggression and territorial behavior. \n'b' Ambush Predators . Few can spot a kirikari in hiding, as it appears as little more than a collapsed tree concealed in fog. It then waits patiently for its prey to draw near-before striking out at them with its lightning-fast bite. \n'b' Symbiotic Relationship . The mist that covers a kirikari\xe2\x80\x99s body comes from a unique type of mold that adheres to its carapace.\xc2\xa0The mold secretes an acid that evaporates harmlessly shortly after being exposed to air. The kirikari uses this mist to conceal itself and disorient its prey. Despite being natural-born swimmers, kirikari tend to avoid swimming in ocean waters, as exposure to salt quickly kills its mold. \n'b' Wyvern Hunters . Though unusual for its behavior, kirikari have been known to travel incredible distances to hunt down wyverns. Some scholars theorize that the toxins within a wyvern\xe2\x80\x99s body are a necessary component in the maintenance of a kirikari\xe2\x80\x99s mold.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kirin \n'b' Large celestial , lawful good \n'b' Armor Class 16 (natural armor) Hit Points 123 (13d10+52) Speed 60 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 23 (+6) CON: 18 (+4) INT: 18 (+4) WIS: 21 (+5) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +8 Damage Resistances cold, fire, lightning Skills Insight +8, Perception +8, Performance +10 Senses darkvision 60 ft., passive Perception 18 Languages Abyssal, Auran, Celestial, Common, Draconic; telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aerial Freedom . The kirin is affected by a constant freedom of movement spell while it is flying. \n'b' Aura of Cleansing Light . Whenever a creature starts its turn adjacent to the kirin, the kirin can choose to have it take 7 (2d6) radiant damage or be healed 7 (2d6) points of damage, up to its maximum. \n'b' Innate Spellcasting . The kirin\xe2\x80\x99s spell casting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good and evil, gaseous form , water walk \n'b' 3/day each : lesser restoration , scorching ray \n'b' 1/day each : dispel good and evil, lightning bolt . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kirin makes one gore attack and two hoof attack. \n'b' Gore . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Hoof . Melee Weapon Attack : +8 to hit, 10 ft. reach, one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Radiant Breath (Recharge 5-6) . The kirin exhales radiant light in a 60-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The noble kirin roam the sky, their feet rarely touching soil. \n'b' They have a stag\xe2\x80\x99s graceful body and cloven hooves, a pair of backward-facing antlers, and a thick mane and tail ranging from golden to brilliant reds or purples in the hues of the setting sun. Their hide resembles that of a dragon, the scales gleaming ebon or iridescent green or gold. \n'b' Rare in the extreme, kirin seldom meddle openly in worldly affairs, preferring a subtle hand in overturning the schemes of wicked spirits such as hags and oni. The blood of young kirin runs hot, however, and such spirited youths may serve as companions for clerics and paladins of clever wit and untarnished moral quality. Though their pride is generally too great to allow others to ride them, in extremis they might carry a wounded companion to safety.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Whisperer \n'b' Medium humanoid (titanspawn), neutral evil\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 11 (14 with mage armor ) Hit Points 112 (15d8 + 45) Speed 30 ft. Senses passive Perception 13 Languages One common language of choice Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The corpse whisperer\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13). They can innately cast the following spells, requiring no material components:\n'b'\n'b' At-will : mage armor , hold person , inflict wounds , sleep \n'b'\n'b' Actions \n'b' Multiattack . The corpse whisperer makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) slashing damage. \n'b' Undead Spawn . The corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature\xe2\x80\x99s minions against its former friends. This functions as the animate dead spell, save that the corpse cannot be more than an hour dead and always rises as a zombie . There is no limit to the number of zombies the corpse whisperer can control. Zombies created through this ability always obey the corpse whisperer\xe2\x80\x99s commands and the duration is unlimited. \n'b' Tactics \n'b' Corpse whisperers are found with legions of undead directing them in battle. When its minions bring down a foe, the corpse whisperer\xe2\x80\x99s abilities come into play, allowing the creature to raise the dead as a loyal follower. A corpse whisperer attacks by getting close to a victim and using its spells to augment its claws: like using sleep to allow it to target creatures one at a time, or using inflict wounds to cause extreme damage at a critical moment. \n'b' Description \n'b' Corpse whisperers appear as intact zombies, although with a malevolent intelligence burning in the creature\xe2\x80\x99s eyes. They usually dress in rags or whatever is appropriate for their climate.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kitsune \n'b' Kitsune enjoy being mysterious, elusive, and maddening-they like to have a secret or a joke at the ready. They delight in leading travelers into box canyons or deep marshes, though they are also quite witty, kind, and true to their friends. \n'b' Small fey (shapechanger), chaotic neutral \n'b' Armor Class 12 Hit Points 49 (14d6) Speed 40 ft., 30 ft. as humanoid\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Shapechanger . The kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune\xe2\x80\x99s tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Innate Spellcasting . The kitsune\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The kitsune can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect thoughts , fire bolt (2d10), invisibility (self only), major image \n'b' 2/day each : disguise self , fear , tongues \n'b' 1/day each : confusion , fly \n'b'\n'b' Actions \n'b' Multiattack . In humanoid form, the kitsune makes one rapier attack and one dagger attack . In fox form, it makes two bite attacks. \n'b' Bite (Fox Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Rapier (Humanoid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Dagger (Humanoid Form Only) . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' About \n'b' Kitsune are fey creatures that appear as foxes with two or more tails, depending on their age; an additional tail grows every 100 years. Kitsune are grey, black, shades of brown, or auburn, until their ninth tail grows. By that time, their fur has become white or golden. Occasionally, a blue, green, or bright red kitsune is seen; these are almost always cases of a kitsune sticking itself into a dyer\xe2\x80\x99s vat and gaining bright and distinctive fur for a time. \n'b' Fashionable Humans . A kitsune in human form is usually quite elegant, well-dressed, and smooth. In some cases, they have a tendency to sniff for scent more than humans do; a habit from their fox form. \n'b' Spirit Messengers . Some kitsune serve particular fey or spirits of a place, such as a shrine, a stream, or a particular mountain. In these cases, they often accept sacrifices on behalf of the spirit they serve. \n'b' Faithful Tricksters . While kitsune are mischievous and enjoy playing pranks, they are loyal friends and guardians to loved ones.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kitsune \n'b' Medium humanoid (kitsune, shapechanger), neutral \n'b' Armor Class 13 (natural armor) Hit Points 91 (13d8+28) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +7 Skills Arcana +4, Deception +9 Senses passive Perception 10 Languages Common, Elvish, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deceptive . The kitsune adds double its proficiency bonus on Charisma ( Deception ) checks, and the save DC for enchantment and illusion spells it casts (including those using a magic item to cast the spell) is increased by 1. \n'b' Innate Spellcasting . The kitsune\xe2\x80\x99s spell casting ability is Charisma (spell save DC 15, 16 for enchantments and illusions). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : acid splash , light , mage hand , minor illusion \n'b' 3/day each : charm person , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (Kitsune Form Only) . Melee Weapon Attack : +3 to hit, 5 ft. reach, one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +3 to hit, 80/320 ft. range, one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Shapechanger . A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when it uses this ability. A kitsune in human form is distinguishable from a normal human in this form. \n'b'\n'b' ABOUT \n'b' Wily but noble, kitsune are a race of shapechanging fox-folk. Each kitsune has two shapes-a slender and attractive human form and its true form of an anthropomorphic fox. In either form, it displays physical grace and natural beauty. Most kitsune have ruddy, auburn fur and salient amber or pale blue eyes, though some are born with black, gray, or even white fur. \n'b' White-furred kitsune are revered for their close connection to their spirit ancestors and typically raised as oracles. \n'b' Cultured . Quick-witted and nimble, kitsune delight in the creative arts, particularly riddles, storytelling, pranks, and tall tales, and have garnered a well-deserved reputation and duplicitous tricksters. They are a good-natured folk and greatly value friendship. When encountered outside human settlements, kitsune tend to live in small and remote villages run by elders of ancestral clans. In human settlements, kitsune usually remain in human form to avoid conflict.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Commander \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 17 (chain mail, protection style)\n'b'\n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 10 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +4 \n'b' Skills Athletics +5, Intimidation +4, Religion +3, Stealth +2 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft.; passive Perception 11 \n'b' Languages Common, Jagladine, Ultari \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Divine Health . The klaven commander is immune to disease. Divine Smite. When he hits with a melee weapon attack , the klaven commander can expend a spell slot to deal 2d8 (9) additional radiant damage. \n'b' Klaven Traits . A klaven commander has all the traits of a klaven. \n'b' Spellcasting . The klaven commander is a 4th level spellcaster. His spellcasting ability is Charisma . He has the following paladin spells prepared: \n'b'\n'b' 1st level (3 slots) : bless , command , divine favor , hellish rebuke, inflict wounds , shield of faith \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven commander makes two claw attacks. If he wields a longsword in one hand he can attack with the longsword in place of one claw attack . \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spur Carbine . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage and target must succeed on a DC 12 Constitution save or take 3 (1d6) points of poison damage and gain the poisoned condition for 1 round. The target must attempt a new saving throw at the start of each of its turns or the poison damage and poisoned condition continue for an additional round. The DC of the saving throw is reduced by 2 each round. Leadership (Recharges after a Short or Long Rest). For 1 minute, the klaven commander can utter a special command or warning whenever another klaven it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the klaven commander. A creature can benefit from only one Leadership die at a time. This effect ends if the klaven commander is incapacitated . \n'b' Dreadful Aspect (recharges after Short Rest) . Each creature of klaven commander\xe2\x80\x99s choice within 30 feet that can see it must make a DC 12 Wisdom saving throw. On a failed save a creature is frightened of the klaven commander for 1 minute. If a creature ends its turn more than 30 feet away it can attempt another save to end the effect.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Elite Marine \n'b' Medium aberration (klaven), lawful evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 105 (10d8+60) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 13 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Bil\xe2\x80\x99djooli Ultari (can\xe2\x80\x99t speak) \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Klaven Traits . The klaven elite marine has all the traits of a klaven. \n'b' Swimming Sprint . The klaven elite marine can Dash as a bonus action each round when swimming. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven elite marine makes 3 spear attacks. \n'b' Spear . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Spur Carbine . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage and target must succeed on a DC 14 Constitution save or take 3 (1d6) points of poison damage and gain the poisoned condition for 1 round. The target must attempt a new saving throw at the start of each of its turns or the poison damage and poisoned condition continue for an additional round. The DC of the saving throw is reduced by 2 each round. Klaven elite marines are created by transmogrifying aquatic races such as locathah or merfolk . You can create similar landbased klaven troops by simply adjusting the speed of the troop and removing the Swim skill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Foot Soldier \n'b' Medium humanoid (human, klaven), lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 11 (2d8+2) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Perception +2, Stealth +3 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common and Ultari \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Klaven Traits . A klaven foot soldier has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven makes two claw attacks. If it wields a battleaxe in one hand it can attack with the battleaxe in place of one claw attack . \n'b' Battleaxe . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 6 (1d8+2) slashing damage or 1d10+2 (7) slashing damage if used in two hands. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 5 (1d6+2) slashing damage. \n'b' Spur Rifle . Ranged Weapon Attack : +3 to hit, range 100/400 ft., 1 target. Hit : 4 (1d6+1) piercing damage plus the target must make a successful DC 11 Constitution save or take 4 (1d6+1) poison damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Energy Modulation (1/Day) . When it takes necrotic or radiant damage the klaven can shift its internal energy balance to absorb the damage. Until the start of its next turn, the klaven heals a number of hit points equal to the chosen type of damage it otherwise would have taken.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Eyes \n'b' Family: Arcane Familiar \n'b' Small elemental , unaligned \n'b' Armor Class 10 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The arcane familiar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the arcane familiar must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Arcane Orbit . Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them. \n'b' Arcane Eyes . The creature who summoned the arcane eyes gains a +1 bonus to initiative , passive Perception , and Wisdom ( Perception ) checks for each arcane eye they control. \n'b'\n'b' ABOUT \n'b' Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit. \n'b' These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power. \n'b' The more powerful a wizard becomes, the more arcane familiars they may conjure. The power of an archmage may be gleaned by the number of shimmering runes that orbit them. Though these familiars can take many forms, a summoner may only control one type at a time. They can, however, cause their familiars to shift forms and realign as any arcane tool they desire. \n'b' These orbs of arcane magic shimmer with faint eyelike runes. Their watchful gaze grants their summoner enhanced perception. They are used by wizards traveling through dangerous environments suspicious of attack or ambush, or those paranoid of others stealing their closely-guarded arcane secrets.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Infiltrator \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 16 (3d8 + 3) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 9 (\xe2\x80\x931) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Nature +1, Perception +5, Stealth +6, Survival +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft.; passive Perception 15 \n'b' Languages Common, Ultari \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight. The klaven infiltrator has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. Klaven Traits . A klaven infiltrator has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven infiltrator makes two attacks. \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Net . Ranged Weapon Attack : +4 to hit, range 5/15 ft., one target. Hit : Target is restrained (Escape DC 10, AC 10, 5 hp ). \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2 piercing damage). \n'b' Spur Rifle . Ranged Weapon Attack : +3 to hit, range 100/400 ft., 1 target. Hit : 4 (1d6+1) piercing damage plus the target must make a successful DC 11 Constitution save or take 4 (1d6+1) poison damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Mindhunter \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 17 (hide) \n'b' Hit Points 163 (25d8 + 50) \n'b' Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Skills Acrobatic +6, Intimidation +5, Perception +8, Survival +10 \n'b' Senses darkvision 60 ft.; passive Perception 18 \n'b' Languages Common, Ultari \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambidextrous . When wielding two melee weapons the klaven mindhunter gains +1 to AC and +1 to Attack and Damage rolls (included). \n'b' Cybernetic . As a manufactured creature blending biological and bionic enhancements, the klaven mindhunter gains +1 to AC, darkvision , the converted host trait, nanite exchange trait, cybernetic claw attack and the energy modulation reaction . However, the conversion also adds substantial weight to the original creature reducing the creatures speed by 10 feet. \n'b' Deadeye . As a bonus action, the klaven mindhunter can add 1d10 to its next attack or damage roll with a ranged weapon. \n'b' Evasion . If the klaven mindhunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the klaven mindhunter instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Klaven Traits . The klaven mindhunter has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Klaven mindhunter makes three attacks with its psychokinetic shortspear and one with its stun baton. It can replace one attack with either of these weapons with an attack using its cybernetic claws. \n'b' Cybernetic Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 2) slashing damage. These weapons are considered adamantine for the purposes of overcoming damage resistances and immunities. \n'b' Psychokinetic Shortspear . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d6 + 5) piercing damage and 2 (1d4) psychic damage. \n'b' Stun Baton . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) thunder or lightning damage. On a critical hit the stun baton does 23 thunder or lightning damage. The target must succeed at a DC 23 Constitution saving throw or be stunned until the end of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Piranha Troop \n'b' Huge swarm of Medium aberrations (klaven), lawful evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 147 (14d8+84) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 18 (+4) CON: 22 (+6) INT: 13 (+1) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Jagladine \n'b' Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Klaven Traits . The klaven piranha troop has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven piranha troop makes 1 slam attack and 2 bite attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, 5 ft. reach, one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, 5 ft. reach, one target. Hit : 22 (4d8 + 6) piercing damage, plus creatures within 5 feet of the target take half damage unless they succeed on a DC 16 Dexterity saving throw. Chum the Waters. When a klaven piranha troop hits with a bite attack while in the water, the target must succeed on a DC 16 Constitution saving throw or its wounds begin to bleed, causing it to take 1d6 piercing damage each round at the end of its turn. This bleeding can be halted with a DC 16 Medicine check or any form of magical healing , such as cure wounds . The plumes of floating blood from its savage attack cause the water within a 10-foot radius of the klaven troop to become lightly obscured until the end of its next turn. The troop does not have disadvantage on its own Wisdom ( Perception ) checks from this obscurement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Savage \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 75 (10d8+30) \n'b' Speed 30 ft. (or 10 ft., swim 60 ft. for aquatic savages)\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities charmed , frightened \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Aquan, Jagdaline (cannot speak) \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Klaven Traits . The klaven savage has all the traits of a klaven. Reckless. At the start of its turn, the klaven savage 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. \n'b' Relentless . The klaven savage has advantage on saving throws against exhaustion and can go 6 + twice its Constitution modifier in days without food before suffering effects of starvation. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven savage makes 3 claw attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Klaven savages are created by transmogrifying other races, including aquatic races such as locathah or merfolk . Landbased klaven savages move more quickly on shore but lack a swim speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Wolf \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 13 (2d8 + 4) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 9 (-1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Stealth +4 Damage Immunities necrotic, poison Condition Immunities poisoned Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The corpse wolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. The corpse wolf has advantage on attack rolls against a creature if at least one of the corpse wolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Ravenous . If the corpse wolf 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 5 (2d4) poison damage. The target must succeed on a DC 12 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 .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Shocktrooper \n'b' Medium humanoid (klaven), lawful evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 32 (5d8 + 10) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Stealth +4 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft.; passive Perception 10 \n'b' Languages Common and Ultari \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Klaven Traits . A klaven shocktrooper has all the traits of a klaven. 639 \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The klaven makes two claw attacks. If it wields a battleaxe in one hand it can attack with the battleaxe in place of one claw attack . \n'b' Battleaxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spur Rifle . Ranged Weapon Attack : +3 to hit, range 100/400 ft., 1 target. Hit : 4 (1d6+1) piercing damage plus the target must make a successful DC 11 Constitution save or take 4 (1d6+1) poison damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Void Zombie \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 15 (2d8 + 6) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 6 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +0 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft.; passive Perception 8 Languages understands Common, Jagladine, and Ultari but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nanite Tactics . The void zombie has advantage on melee attack rolls against a creature if at least one other klaven ally is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Undead Nature . The void zombie doesn\xe2\x80\x99t need to eat, drink, sleep , or breathe. \n'b' Undead Fortitude . When damage reduces the void zombie to 0 hit points , it must make a Constitution save with a DC of 5 + the damage dealt. On a success the void zombie drops to 1 hit point instead. If the damage is radiant or the result of a critical hit the save automatically fails. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The void zombie makes two attacks with its claws and can attack with its tongue as a bonus action. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Tongue . Melee Weapon Attack : +4 to hit, 5 ft., 1 target. Hit : 5 (1d6 + 2) piercing damage. If the target is a creature other than a construct or undead it loses 2d6 (7) hit points due to blood loss. \n'b'\n'b' REACTIONS \n'b'\n'b' Energy Modulation (1/Day) . When it takes necrotic or radiant damage the void zombie can shift its internal energy balance to absorb the damage. Until the stat of its next turn, the zombie heals a number of hit points equal to the chosen type of damage it would have otherwise taken.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Klaven Warbeast \n'b' Medium beast (klaven), unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 11 (2d8+2) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +0, Perception +3, Stealth +4 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons \n'b' Condition Immunities frightened \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands Common and Ultari but can\xe2\x80\x99t speak \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The klaven warbeast has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Klaven Traits . A klaven warhound has all the traits of a klaven. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 9 (3d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 2d6 (7) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be forced prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kmoch Pray \n'b' Huge plant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 178 (17d12 + 68) Speed 5 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 19 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Caustic Sap . A creature that touches the kmoch pray or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage. Any nonmagical weapon made of metal or wood that hits the kmoch pray corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the kmoch pray is destroyed after dealing damage. \n'b' False Appearance . While the kmoch pray remains motionless, it is indistinguishable from an ordinary tree. \n'b' Turn Susceptibility . The kmoch pray is affected by effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kmoch pray makes two scythe claw attacks. \n'b' Scythe Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 25 (5d8 + 3) slashing damage. The kmoch pray\xe2\x80\x99s scythe claw attack scores a critical hit on a roll of 19 or 20. If the kmoch pray scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Sap Fling . Ranged Weapon Attack : +7 to hit, range 100 ft., one target. Hit : 21 (6d6) acid damage. In addition, the target must succeed a DC 15 Dexterity saving throw or take 10 (3d6) acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Once normal trees, the kmoch pray have been transformed into grotesque plant-like creatures driven only by the violent urges of the spirits that possess them. Kmoch pray patiently wait in forests, hidden among the other trees of the region, emerging only to waylay passerby with their scything claws. \n'b' A kmoch pray is often a hunched tree around 25 feet tall, with a trunk 2 feet in diameter, and weighs 4,000 pounds. \n'b' Ambush Predators . In the early months of its creation, the malign trees ambush travelers. Those slain by a kmoch pray have their blood fertilize the roots of the killing tree, while the kmoch pray instinctively creates a small trove of visible treasures at its base. The kmoch pray then uses its gathered hoard of treasure to entice other explorers to move before their roots. While such explorers rifle through the acquired treasure, the kmoch pray moves into action, scything such thieves down in sweeping blows. \n'b' Possessed by Undeath . When mothers and children die during childbirth, most souls are innocent of any acts binding them to undeath and move on to the afterlife without incident. \n'b' However, sometimes a sliver of their anguish materializes within a nearby tree. This anguish morphs into a malice and bloodlust that takes over the tree, giving it a warped and twisted appearance. Although not a true undead, the kmoch pray is still susceptible to clerics that Turn Undead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knaerk, Elder \n'b' Family: Knaerk \n'b'\n'b' Medium elemental , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 105 (10d8 + 60) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 19 (+0) DEX: 14 (+2) CON: 22 (+6) INT: 9 (-1) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Resistances piercing and slashing from nonmagical weapons Damage Immunities bludgeoning from nonmagical weapons, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 12 Languages Terran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Earth Glide . The knaerk can burrow through nonmagical, unworked earth and stone. While doing so, the elder knaerk doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Actions \n'b' Multiattack . The elder knaerk makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft.; one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Cave In . As long as the elder knaerk is underground, it can pull the ground above it down upon itself and all nearby creatures. All creatures within a 30 foot radius of the knaerk that fail a DC 14 Constitution save suffer 8d8 points of bludgeoning damage and are stunned until the end of the elder granite knaerk\xe2\x80\x99s next turn as well as restrained ; a move action is required to lose the restrained condition. A successful save means the creature suffers half the damage and is neither restrained nor stunned. \n'b' Rocks Fall . The knaerk can disrupt an area of nearby stone, causing rocks to fall down in an area. As long as the targeted area is underground, a knaerk can cause rocks to fall down onto all targets in a 10-foot area within 60 feet. A failed Dexterity save (DC 14) by any targets in that area suffers 4d6 points of bludgeoning damage and is restrained ; a move action is required to lose the restrained condition. A successful save means the target suffers half the damage and is not restrained . \n'b' About \n'b' Every dwarf, young and old, fears a knaerk attack. Their fear of these tunnel-wreckers is enough to induce gibbering madness. \n'b' Even though this horror might look like the love child of a chunk of granite, a spider and a hairless goblin, this creature from another plane can scare any tunnel-dwelling creature. \n'b' It is known for collapsing tunnels, killing everyone inside and then gliding through the earth without taking a scratch. \n'b' Because of this, they are incredibly difficult to kill and are known for destroying whole dwarf clans single-handedly. \n'b' For whatever reason, knaerks hate dwarves far more than any other creature that lives underground. Sure, they don\xe2\x80\x99t like duergar, drow, kobolds, orcs and all the rest, but dwarves \xe2\x80\x9cbreak their rubble,\xe2\x80\x9d as they say. The feeling among dwarves is considered mutual.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knaerk, Young \n'b' Family: Knaerk \n'b'\n'b' Tiny elemental , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 22 (4d4 + 12) Speed 15 ft., burrow 30 ft.\n'b' STATS STR: 11 (+0) DEX: 9 (-1) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 5 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11 Languages Terran Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Earth Glide . The knaerk can burrow through nonmagical, unworked earth and stone. While doing so, the young knaerk doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Actions \n'b' Multiattack . The young knaerk makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft.; one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Rocks Fall . The knaerk can disrupt an area of nearby stone, causing rocks to fall down on top of a target. As long as the target is underground, a knaerk can cause rocks to fall down onto one target within 30 feet. A failed Dexterity save (DC 11) means the target suffers 2d6 points of bludgeoning damage and is restrained ; a move action is required to lose the restrained condition. A successful save means the target suffers half the damage and is not restrained . \n'b' About \n'b' Every dwarf , young and old, fears a knaerk attack. Their fear of these tunnel-wreckers is enough to induce gibbering madness. \n'b' Even though this horror might look like the love child of a chunk of granite, a spider and a hairless goblin, this creature from another plane can scare any tunnel-dwelling creature. \n'b' It is known for collapsing tunnels, killing everyone inside and then gliding through the earth without taking a scratch. \n'b' Because of this, they are incredibly difficult to kill and are known for destroying whole dwarf clans single-handedly. \n'b' For whatever reason, knaerks hate dwarves far more than any other creature that lives underground. Sure, they don\xe2\x80\x99t like duergar, drow, kobolds, orcs and all the rest, but dwarves \xe2\x80\x9cbreak their rubble,\xe2\x80\x9d as they say. The feeling among dwarves is considered mutual.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adaro Vortex-Rider \n'b' Family: Adaro \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 120 (16d10+32) \n'b' Speed 10 ft., swim 50 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Senses blindsense 30 ft., darkvision 60 ft.; passive Perception 13 \n'b' Languages Aquan, Common \n'b' Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (1/Day) . If the adaro fails a saving throw, it can choose to succeed instead. \n'b' Poison Use . Adaros favor a paralytic toxin secreted by the flying nettlefin pufferfish-a sticky venom that doesn\xe2\x80\x99t wash away in water. \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 adaro 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 (50 feet for most adaros). \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\x9c attack .\xe2\x80\x9d \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The adaro makes two spear attacks. It may substitute a bite for one spear attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack , and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed . The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Create Waterspout (1/Day) . The adaro causes a swirling vortex of water to rise up out of any body of water it is currently in. The water rises beneath the adaro, lifting it up and providing it with a semi-stable platform of water. This waterspout allows the adaro to move above the surface of the water as thought it has a fly speed of 20 ft., and it can hover. As an action, the adaro can move through the spaces of hostile creatures during its turn, ending in an empty space. Any creature whose space the waterspout passes through, or that enters the area of the waterspout, must make a DC 13 Strength saving throw. On a failed saving throw, the target takes 7 (2d6) bludgeoning damage and is hurled 1d4 x 5 feet in a random direction into an empty space. The waterspout does not extend beneath the surface of the water. Once created, the waterspout lasts for 1 minute. \n'b'\n'b' Legendary Actions \n'b' An adaro vortex-rider 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 adaro regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The adaro makes a Wisdom ( Perception ) check. \n'b' Spear Attack . The adaro attacks once with its spear. \n'b' Move (Costs 2 Actions) . The adaro moves up to its speed without provoking opportunity attacks. \n'b'\n'b' About \n'b' Malevolent denizens of the waters, adaros are among the fiercest sentient hunters of the tropical seas. They are known and feared by sailors on many exotic shores, as well as by common folk who just happen to live near the ocean. Many have witnessed a fellow sailor or fisher suddenly go rigid, a poisoned spear jutting from his guts, only to fall into the water and be taken by the vicious adaro responsible for the assault. \n'b' Ripjaw . Strictly carnivorous, adaros feed upon their victims almost immediately after slaying them. Their brutally sharp teeth cut through bone almost as easily as through flesh, and their powerful digestive systems are capable of handling most organic matter. Adaros usually eat once every couple of days, gorging on meals half their weight. \n'b' Stormchasers . Adaros\xe2\x80\x99 strange relationship with storms has intrigued scholars for centuries. These sea-dwellers have a special connection to the deadly creatures of the water and the wildness of foul weather, and it is no coincidence that they attack humanoids more often during rough seas. \n'b' Adaros are seminomadic by nature; a tribe travels until it finds a suitable hunting ground, and leaves either when its presence becomes too well known or when its game runs low. \n'b' An adaro is 7-1/2 feet long and weighs 250 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Mote \n'b' Family: Arcane Familiar \n'b' Small elemental , unaligned \n'b' Armor Class 10 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The arcane familiar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the arcane familiar must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Arcane Orbit . Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them. \n'b' Arcane Mote . When you cast a spell you can add 1 force damage to the damage roll of that spell for each arcane mote you control. \n'b'\n'b' ABOUT \n'b' Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit. \n'b' These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power. \n'b' The more powerful a wizard becomes, the more arcane familiars they may conjure. The power of an archmage may be gleaned by the number of shimmering runes that orbit them. Though these familiars can take many forms, a summoner may only control one type at a time. They can, however, cause their familiars to shift forms and realign as any arcane tool they desire. \n'b' Arcane motes are the purest expression of the wizard \xe2\x80\x98s art. These spheres of shimmering arcane energy slowly orbit their summoner like the planets of the cosmos. Whenever their summoner evokes magic intended to destroy, these orbs rush with the spell in a bombardment of arcane energy, enhancing the spell\xe2\x80\x99s potency.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knight Ab-errant \n'b' Large humanoid , any alignment \n'b' Armor Class 14 (armor scraps) Hit Points 93 (11d10 + 33) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +4 Skills Athletics +7, Intimidation +4 Damage Vulnerabilities psychic Senses passive Perception 10 Languages any one language (usually Common) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Bigger They Are . Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage. \n'b' Harder They Fall . When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone . \n'b' Magic Resistance . The knight ab-errant has advantage on saving throws against spells and other magical effects. \n'b' Reckless . At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn. \n'b' Actions \n'b' Multiattack . The knight ab-errant makes two melee attacks : one with its sweeping maul and one with its fist. \n'b' Sweeping Maul . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Fist . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. \n'b' About \n'b' A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch.\xc2\xa0Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame. \n'b' Once ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world. \n'b' Revised Beyond Recognition . Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers- and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizard\xe2\x80\x99s experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves. \n'b' Born of Boons . Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knight Gaunt \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (chain mail) Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +4, Perception +5 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 2 (450 XP) \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) slashing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Smite Good (1/day) . As a bonus action, the knight gaunt chooses one target within sight. If this target is good aligned, the knight gaunt adds an extra 9 (2d8) necrotic damage to attacks it makes against that target. The smite good remains in effect until the target of the smite is dead or until 24 hours have passed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Worm \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 19 (+4) INT: 1 (-5) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Smell . The corpse worm has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the corpse worm can\xe2\x80\x99t bite another target or use its Regurgitate reaction . The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. \n'b' Swallow . The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm\xe2\x80\x99s turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone . \n'b' Reactions \n'b' Regurgitate (Recharge 5-6) . When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction , the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage. \n'b' About \n'b' A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses.\xc2\xa0As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike.\xc2\xa0These creatures prowl deep caverns, seeking flesh to devour. \n'b' Eaters of the Dead . The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed. \n'b' Ignore the Unliving . While both the living and the dead are food for the corpse worm, it doesn\xe2\x80\x99t feed upon the undead.\xc2\xa0Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops. \n'b' Slimy Eggs . Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane.\xc2\xa0The eggs are deposited with a pungent, sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knight of Shadows \n'b' Medium humanoid (any), any lawful \n'b' Armor Class 20 (plate, shield) Hit Points 153 (18d8 + 72) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +6 Skills Intimidation +7, Perception +6, Persuasion +7, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t cold iron Condition Immunities charmed , frightened Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Elvish, Umbral Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the knight has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The knight has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The knight makes two Longsword attacks and one Shield Bash attack . \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 10 (3d6) cold damage. \n'b' Shield Bash . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the beginning of the knight\xe2\x80\x99s next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Commander . The knight casts darkness , requiring no material components. The knight must concentrate on this spell as normal. \n'b'\n'b' REACTIONS \n'b'\n'b' Shield Master . When the knight is attacked by a creature they can see within 5 feet, they gain a +5 bonus to their AC. If the attack misses, the knight may immediately make a Shield Bash attack against the target. \n'b'\n'b' ABOUT \n'b' A grey-skinned figure in an impressive suit of reflective black plate armor towers over you. The cruelness of the spikes of his tower shield are matched only by his sneering smirk. \n'b' Humanoids who dwell in the Shadow Realm sometimes pursue the path of a shadow knight to better serve their liege lords. Blessed by the shadow fey, these glorified bruisers are dark reflections of the cavaliers who protect the mortal world. \n'b' Dark Arms . Knights of shadow carry shadow fey forged swords and shields imbued with potent magic. \n'b' Merely touching the surface of these armaments is enough to drain warmth and vitality. \n'b' Sensory Training . Every knight of shadows is trained to fight in magically dark conditions, so they are equipped to deal with the many light-manipulating creatures who haunt the Shadow Realm. They combine their talents for blind fighting with their magical control of darkness to get the drop on unsuspecting foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knight Raven \n'b' Medium fey , lawful good \n'b' Armor Class 13 Hit Points 33 (6d8 + 6) Speed 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Auran Challenge 2 (450 XP) \n'b' Special Traits \n'b' Fey Ancestry . The knight raven has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Innate Spellcasting . The knight raven\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : bless , dancing lights \n'b' 1/day each : cure wounds , darkness , faerie fire \n'b'\n'b' Nimble Escape . The knight raven can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Sunlight Sensitivity . While in sunlight, the knight raven has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The knight raven makes two attacks. \n'b' Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' About \n'b' Evil creatures aren\xe2\x80\x99t the only denizens of the sewers, there is light in the darkness too. Fighting evil wherever they find it, are the brave and noble knight ravens. This creature is a hybrid creature combining the human form and that of a raven. \n'b' These good-aligned creatures guard the sewers day after day. They are diligent in their duty and even patrol during the night. \n'b' They aren\xe2\x80\x99t known as the friendliest creatures and enjoy their solitude underground. \n'b' True introverts, they just don\xe2\x80\x99t need as much time socializing with others. Knight ravens can live almost anywhere, often building nests where nobody will bother them. They love shiny objects and store them in their hidden lairs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knook Noble \n'b' Small fey (immortal), lawful neutral \n'b' Armor Class 12 Hit Points 60 (11d6 + 22) Speed 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Nature +3, Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages Common, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Giant Fighter . Knooks have advantage on attacks against giants. \n'b' Innate Spellcasting . The knook\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : animal friendship, beast bond \n'b' 3/day each : animal messenger , locate animals or plants (animals only) \n'b' 1/day : shape wood, word of recall \n'b'\n'b' Spellcasting . The knook noble is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , mending , resistance \n'b' 1st level (4 slots) : command (beasts only), illusory script , speak with animals \n'b' 2nd level (3 slots) : beast sense, invisibility , knock \n'b' 3rd level (3 slots) : conjure animals , dispel magic , revivify (beasts only), tongues \n'b' 4th level (3 slots) : compulsion (beasts only), dominate beast , greater invisibility \n'b' 5th level (2 slots) : animate objects , awaken , commune with nature , greater restoration (beasts only), hold monster (beasts only), modify memory \n'b' 6th level (1 slot) : flesh to stone (beasts only) Speak with Beasts. The knook can communicate with beasts as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Beast Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage. \n'b'\n'b' ABOUT \n'b' This fairy being\xe2\x80\x99s anxieties make it look old and worn and crooked, and its natures is a bit rough from associating with wild creatures continually. \n'b' It is the duty of knooks to watch over the beasts of the world, both gentle and wild. The knooks have a hard time of it, since many of the beasts are ungovernable and rebel against restraint. But they know how to manage them, after all, and you will find that certain laws of the knooks are obeyed by even the most ferocious animals. \n'b' Animal Arbiters . The relationship between knooks and beasts is critical in maintaining peace in Faerie and particularly in Oz. By their very nature, ozbeasts have little regard for the sentient humanoids with whom they share space. Skirmishes are inevitable, with Ruggedo\xe2\x80\x99s attempt to turn the beasts against Oz being just one example. And thus the knooks are key to brokering relations between them. \n'b' No Easy Task . Despite the fact that ozbeasts can speak, they\xe2\x80\x99re still beasts, and knooks have a challenging time managing them. The beasts hunt their own kind, which causes more problems as the prey species often demand protection from being hunted. Conversely, the predators fear starvation if they are not sated. It\xe2\x80\x99s no surprise then that knooks looked aged beyond their years.\xc2\xa0The knooks are led by princes. Each prince has an enclaves all over the world and can be summoned by those who know how to call them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Knotsman \n'b' Medium construct , unaligned \n'b' Armor Class 14 Hit Points 82 (11d8 + 33) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Stealth +7 Damage Resistances bludgeoning Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The knotsman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Regeneration . The knotsman regains 10 hit points at the start of its turn if it has at least 1 hit point. If the knotsman takes fire or slashing damage, this trait doesn\xe2\x80\x99t function at the start of the knotsman\xe2\x80\x99s next turn. \n'b' Uncoil . As a bonus action, the knotsman can uncoil into a 100-footlong, mundane-looking rope, or resume its true form. While uncoiled, the knotsman gains weakness to slashing damage, its speed increases to 40 feet (30 feet while climbing), and it can slither through spaces as narrow as 1 inch in diameter. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The knotsman attacks twice with its lasso. It can then use Rein In. \n'b' Lasso . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is entangled in the knotsman\xe2\x80\x99s lasso. While entangled, the target can\xe2\x80\x99t move more than 15 feet away from the knotsman. The entanglement ends if the knotsman voluntarily ends it or becomes incapacitated , if the entangled creature escapes by using an action to make a successful DC 13 Strength ( Athletics ) or Dexterity ( Acrobatics ) check, or if the lasso is destroyed. The lasso is an object with AC 12, 10 hit points , and immunity to bludgeoning, piercing, poison, and psychic damage. \n'b' Rein In . Each creature entangled by the knotsman must make a DC 14 Strength saving throw. On a failure, the creature is pulled 15 feet straight towards the knotsman, is no longer entangled, and becomes grappled (escape DC 16). \n'b'\n'b' ABOUT \n'b' Knotsmen are brainless, humanoid-shaped minions made of a single length of magically animated rope. Wizards sometimes populate their towers with knotsmen, seeing them as relatively cheaper to construct and maintain than complicated golems. Witches, thieves\xe2\x80\x99 guilds, and even traveling circuses have been known to employ knotsmen as well. \n'b' Though they may seem cost effective in the short term, knotsmen\xe2\x80\x99s bizarre intellect (if it can be called \xe2\x80\x9cintellect\xe2\x80\x9d) makes these creatures unreliable-or, at least, somewhat unpredictable-minions. Knotsmen understand the language of their creator and can execute simple or complex orders with ease, but they have a tendency to take liberties with vaguely stated commands, lingering in villages and countryside alike as suits their whims. Combined with their ability to slither along floors and through cracked doorways unnoticed, knotsmen\xe2\x80\x99s precociousness often ends up more of a liability than a boon. \n'b' Knotsmen are terrifyingly sturdy and rarely fall apart even after years of use; the magic that animates a knotsman also enables it to tie and re-tie even the most frayed fibers of its body. When its creator dies, a knotsman invariably strikes out on its own, wandering further and further from its home until it finds a new master. Despite their whimsy, knotsmen want, more than anything, to be of use. \n'b' Would-be masters best beware, though-a knotsman commanded to perform tasks at odds with its innate personality might just as quickly lash out in a merciless rage. \n'b' Though they lack true intelligence, knotsmen boast curious personalities. A knotsman\xe2\x80\x99s disposition generally reflects the type of rope used to create it; for example, a knotsman made of ship\xe2\x80\x99s rigging might serve its captain faithfully, while one woven from a hangman\xe2\x80\x99s noose could be as treacherous as the criminal that once swung from it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Koala \n'b' Small beast , unaligned \n'b' Armor Class : 12 Hit Points 3 (1d6) Speed : 10 ft., climb 20 ft.\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 10 (0) INT: 3 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Athletics +4, Perception +4 Senses : darkvision 60 ft., passive Perception 14 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Keen Scent : Koalas have advantage on any Perception check that relies on scent. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 point of slashing damage. \n'b' About \n'b' A small marsupial, the koala is marked by a protuberant black nose and large, furry ears. Their thick gray fur -tufted with white -lends them a soft appearance, but five sharply clawed toes to each foot allow them to grasp and climb. Koalas are nocturnal and slow-moving, feeding on leaves and shoots of a particular species of eucalyptus.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Empyrean Kobold \n'b' Family: Kobold \n'b' Small celestial , neutral \n'b' Armor Class 18 (natural armor) Hit Points 150 (20d6 + 80) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +9, Cha +8 Skills Insight +9, Perception +9 Damage Resistances acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Draconic Virtue . Kobolds within 30 feet of an empyrean kobold have advantage on attack rolls and ability checks. At the start of each of its turns, the empyrean kobold can choose to exclude any number of kobolds from this aura (no action required). \n'b' Elemental Weapons . The empyrean kobold\xe2\x80\x99s weapon attacks are magical. When the kobold hits with any weapon, the weapon deal an extra 3d8 acid, cold, fire, lightning, or poison damage (included in the attack), the kobold\xe2\x80\x99s choice. \n'b' Immortal Nature . The empyrean kobold doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The empyrean kobold has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The empyrean kobold makes three Claw attacks. It can replace one Claw attack with a use of Divine Command. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing plus 13 (3d8) acid, cold, fire, lightning, or poison damage (the kobold\xe2\x80\x99s choice). \n'b' Invoke the Dragon Gods (Recharge 5\xe2\x80\x936) . The empyrean kobold channels the might of the dragon gods and exhales elemental energy in a 60-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 49 (14d6) acid, cold, fire, lightning, or poison damage (the kobold\xe2\x80\x99s choice) on a failed save, or half as much damage on a successful one. \n'b' Divine Command . The empyrean kobold chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within the aura to attack the target. The kobold can make one weapon attack against the target as a reaction. \n'b' Invisibility . The empyrean kobold magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the empyrean kobold wears or carries is invisible with it. \n'b'\n'b' REACTIONS \n'b'\n'b' Draconic Ascension . When a kobold it can see is reduced to 0 hp , the empyrean kobold can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. The empyrean kobold can provide ascension to up to two kobolds each hour with this reaction . \n'b'\n'b' ABOUT \n'b' This angelic kobold shimmers as its iridescent scales shift through the full color spectrum. It floats above the battlefield on ethereal, prismatic wings. \n'b' Kobolds are known for fearlessly throwing themselves into battle against any foe large or small; however, few know the underlying source of their reckless approach to combat and life in general. The truth lies in kobold\xe2\x80\x99s desire to impress an empyrean kobold. \n'b' Servants of the Dragon Gods . Empyrean kobolds often work with, or operate on behalf of, zirnitran angels, though they operate independently until actively called upon by the angels. Similar to the zirnitran angel\xe2\x80\x99s observation of dragons, empyrean kobolds secretly watch the activities of kobolds, rarely choosing to reveal themselves. When an observed kobold dies while performing any action that embodies a true dragon spirit, an empyrean kobold carries out its sacred charge and reincarnates the heroic kobold as a dragon. The dragon type always matches the spirit the kobold lived and died to embody.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Alchemist \n'b' Family: Kobold \n'b' Small humanoid ( kobold ), lawful neutral \n'b' Armor Class 15 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 15 (+2) INT: 16 (+3) WIS: 9 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Arcana +5, Medicine +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Apothecary . At the start of each of the kobold alchemist\xe2\x80\x99s turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn. \n'b' Pack Tactics . The kobold has advantage on attack rolls against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the kobold 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' Multiattack . The kobold makes two Alchemical Dagger or Alchemical Bolt attacks. \n'b' Alchemical Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 3 (1d6) damage of the type determined by Apothecary. \n'b' Alchemical Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 10 (2d6 + 3) damage of the type determined by Apothecary. \n'b' Alchemical Vapors (Recharge 6) . The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn\xe2\x80\x99t a dragonborn or kobold within 15 feet of the alchemist must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute. \n'b' Explosive Flask (Recharge 5\xe2\x80\x936) . The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) damage of the type determined by Apothecary and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in its wake. \n'b' Kobold alchemists are usually smelled before they are seen, thanks to the apothecary\xe2\x80\x99s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their alchemical experiments. \n'b' Dangerous Assets . Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be devastating for the alchemist\xe2\x80\x99s neighbors.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Assassin \n'b' Family: Kobold \n'b' Small humanoid (kobold), lawful evil \n'b' Armor Class 16 (+1 studded leather armor) Hit Points 49 (9d6 + 18) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Intelligence +2 Skills Deception +2, Perception +2, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Thieves\xe2\x80\x99 Cant Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Assassinate . The kobold assassin has advantage on attack rolls against any creature that hasn\xe2\x80\x99t yet acted in the combat. In addition, any hit it scores against a creature that is surprised counts as a critical hit. \n'b' Cunning Action . The kobold assassin 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' Evasion . The kobold assassin can nimbly dodge out of the way of certain area effects. When it is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Innate Spellcasting . The kobold assassin may cast disguise self on itself (spell save DC 15) 3/day with no material components. \n'b' Pack Tactics . The kobold assassin has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sneak Attack . Once per turn, the kobold assassin can deal an extra 4d6 damage to one creature it hits with a Dagger attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within 5 feet of the target and that enemy isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the kobold assassin has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Uncanny Dodge . When an attacker the kobold assassin can see hits it with an attack, it can use its reaction to halve the attack\xe2\x80\x99s damage against it. \n'b' Actions \n'b' Multiattack . The kobold assassin makes two Dagger attacks (melee or ranged). \n'b' +1 Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned . On a successful saving throw, the target takes half as much damage and is not poisoned . A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b' Dagger . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned . On a successful saving throw, the target takes half as much damage and is not poisoned . A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Servitor \n'b' Family: Arcane Familiar \n'b' Small elemental , unaligned \n'b' Armor Class 10 (natural armor) Hit Points 2 (1d4) Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The arcane familiar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the arcane familiar must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Arcane Orbit . Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them. \n'b' Arcane Servitors . The creature who summoned the arcane servitors may control them like hands within 50 feet to manipulate objects, open unlocked doors or containers, stow or retrieve items from open containers, or pour the contents out of vials. The arcane servitors can\xe2\x80\x99t attack , activate magic items, or carry more than 5 pounds each. \n'b'\n'b' ABOUT \n'b' Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit. \n'b' These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power. \n'b' The more powerful a wizard becomes, the more arcane familiars they may conjure. The power of an archmage may be gleaned by the number of shimmering runes that orbit them. Though these familiars can take many forms, a summoner may only control one type at a time. They can, however, cause their familiars to shift forms and realign as any arcane tool they desire. \n'b' Arcane motes are the purest expression of the wizard \xe2\x80\x98s art. These spheres of shimmering arcane energy slowly orbit their summoner like the planets of the cosmos. Whenever their summoner evokes magic intended to destroy, these orbs rush with the spell in a bombardment of arcane energy, enhancing the spell\xe2\x80\x99s potency. \n'b' Servitors are used by mages who need additional helping hands for mundane tasks, such as grabbing ingredients, mixing components and pouring vials in a wizard\xe2\x80\x99s laboratory. These mage hands appear as shimmers of force performing small tasks in the vicinity of their master.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Beastmaster \n'b' Family: Kobold \n'b' Small humanoid (kobold), neutral \n'b' Armor Class 16 (half plate) Hit Points 21 (6d6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Mounted Attacks . When mounted, the kobold beast master has advantage on attacks made against Medium or smaller creatures who are on foot. \n'b' Sunlight Sensitivity . While in sunlight, the kobold beast master has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b'\n'b' Actions \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft., or range 30/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands. \n'b'\n'b' About \n'b' Though dwarfed by most of their charges, beastmasters can easily stay ahead of their sluggish, reptilian intellects. There is little they can do to train the beasts in their care, but they can predict and exploit their largely instinctive reactions to their benefit. \n'b' The lineage of the so-called lizard-hounds (who share little kinship with lizards, and even less with hounds) are shrouded in mystery; it is doubtful even that the kobolds who tend to them know of their origin. That they descend from above ground stock is clear at the gross anatomical level; their hide (which is highly sought after by leatherworkers) is richly patterned and colored unlike the plainer skin one would expect of a subterranean species. Moreover, their legs, upright and powerful, are those of a cursorial runner, not a digger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpselight Moth \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 15 ft., climb 15 ft., fly 60 ft. (hover)\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Resistances necrotic Damage Immunities radiant Senses tremorsense 30 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Downdraft . While the moth is flying, the area within 10 feet of it is difficult terrain . \n'b' Glow . The moth casts light from its abdomen, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. \n'b' Keen Smell . The moth has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Necrotic Dampening . Each friendly creature within 30 feet of the moth has resistance to necrotic damage. \n'b' Spider Climb . The moth 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 corpselight moth makes two Proboscis attacks. \n'b' Proboscis . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage plus 7 (2d6) radiant damage. \n'b' Radiant Wind (Recharge 4\xe2\x80\x936) . The corpselight moth flaps its wings, releasing magical wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) radiant damage and is flung up 15 feet away from the moth in a direction following the cone and\xc2\xa0forced prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown into another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be forced\xc2\xa0 prone . If the saving throw is successful, the target takes half the radiant damage and isn\xe2\x80\x99t flung away or\xc2\xa0forced prone . \n'b'\n'b' ABOUT \n'b' The giant moth has pale fur and wings, its body luminescing as if with moonlight. Black and gray patterns decorate its wings and body, and the fur on its thorax forms the subtle outline of a skull. \n'b' Corpselight moths were bred over centuries by Mother Moth as favored pets and mounts for her subjects. \n'b' Mother\xe2\x80\x99s Servants . Mother Moth adores her corpselight moths, and she attends to them daily, cleansing them of the necrotic energy that naturally accumulates within them. Mother Moth is the only one who knows the secrets of this process, ensuring no rivals are able steal her moths. Those who do often end up prey to the moths\xe2\x80\x99 transformation (see the Midden Moth sidebar). \n'b' Glowing Corpses . Corpselight moths lay one egg at a time in a rotting corpse, which the grub uses for food. Never leaving its corpse home, the grub eventually cocoons within the rotting flesh. Soon thereafter, it begins to glow and emerges as an adult moth. The adult moth subsists on the nectar from various nightblooming flowers, feasting on blood or corpses again only if it transforms into a midden moth. \n'b' Variant \n'b' If the necrotic energy that accumulates in a corpselight moth isn\xe2\x80\x99t removed, the moth eventually transforms into a midden moth.\xc2\xa0Where the corpselight moth is like moonlight, the midden moth is like a moonless night. \n'b' A midden moth uses the statistics here, except it has resistance to radiant damage and immunity to necrotic damage, and it deals necrotic damage instead of radiant damage. It has the following trait in place of the Glow trait: \n'b'\n'b' Gloom . A gloom extends from the midden moth\xe2\x80\x99s abdomen.\xc2\xa0Bright light within 40 feet of the midden moth becomes dim light, and dim light in the area becomes darkness .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Chieftain \n'b' Family: Kobold \n'b' Small humanoid (kobold), lawful evil \n'b' Armor Class 17 (studded leather, shield) Hit Points 82 (15d6 + 30) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Charisma +4 Skills Intimidation +6, Stealth +5 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the kobold chieftain has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Pack Tactics . The kobold chieftain has advantage on an attack roll against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kobold chieftain makes 2 attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Inspiring Presence (Recharge after Short or Long Rest) . The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions and add the chieftain\xe2\x80\x99s Charisma bonus to attack rolls. \n'b'\n'b' Reactions \n'b'\n'b' Springspike Shield (5/rest) . When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Chieftain \n'b' Family: Kobold \n'b' Small humanoid ( kobold ), lawful evil \n'b' Armor Class 16 (studded leather, shield) Hit Points 110 (20d6 + 40) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +4 Skills Intimidation +6, Stealth +4 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 5 (1,800 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack ). \n'b' Chieftain\xe2\x80\x99s Presence . Dragons and kobolds within 30 feet of the chieftain can\xe2\x80\x99t be charmed or frightened . \n'b' Pack Tactics . The kobold chieftain has advantage on attack rolls against a creature if at least one of the chieftain\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the kobold chieftain 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' Multiattack . The kobold makes three Spear or Shortbow attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Inspiring Shriek (Recharge after Short or Long Rest) . The kobold chieftain shrieks a draconic battle cry. Each creature that isn\xe2\x80\x99t a dragonborn or kobold within 30 feet of the chieftain must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each dragonborn and kobold within 30 feet of the chieftain is inspired for 1 minute. Whenever an inspired creature makes an attack roll or saving throw, the creature can roll a d4 and add the number rolled to the attack roll or saving throw. \n'b'\n'b' REACTIONS \n'b'\n'b' Springspike Shield . When the kobold chieftain is wielding its shield and is hit by a melee attack within 5 feet of it, the chieftain can fire one of its shield spikes at the attacker. The attacker takes 5 (2d4) piercing damage. \n'b'\n'b' ABOUT \n'b' This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull\xe2\x80\x99s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack. \n'b' While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can\xe2\x80\x99t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe\xe2\x80\x99s tinkerers, particularly evident in their springspike shields. \n'b' Living Legend . A kobold chieftain is more than a leader, it is a symbol of the tribe\xe2\x80\x99s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Ettin \n'b' Family: Kobold \n'b' Medium giant (kobold), lawful evil \n'b' Armor Class 12 (armor scraps) \n'b' Hit Points 34 (4d8 + 16) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 8 (\xe2\x80\x931) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 9 \n'b' Languages Common, Draconic \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bickering Heads . A kobold ettin\xe2\x80\x99s constant bickering can be easily heard and proves a tough habit to disrupt. The kobold ettin has disadvantage on Dexterity ( Stealth ) checks to stay silent, but it has advantage on Wisdom ( Perception ) checks. In addition, it has advantage against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b' Might of Giants . Though squat by ettin standards, kobold ettins are as much giant as they are kobold . A kobold ettin is a Large Giant for the purpose of determining its carrying capacity. \n'b' Pack Tactics . The kobold ettin has advantage on attack rolls against a creature if at least one of the kobold ettin\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the kobold ettin 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' Multiattack . The kobold ettin makes two Greatclub or Spear attacks. \n'b' Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Echoing Burps (Recharge 5\xe2\x80\x936) . The kobold ettin tries to let loose double roar but instead sends forth a series of obnoxious, smelly belches in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ABOUT \n'b' A stout, scaly figure with two squabbling kobold heads walks among smaller kobolds, its brethren giving it considerable berth. Abruptly, the double heads stop arguing to cut loose with a double belch that shakes the cavern walls. The origins of the first kobold ettin are a total mystery. \n'b' Hags may have cursed two disruptive kobold minions to inhabit the same body as punishment. Or ettins bargained with dragons for power and received only boons that twisted their forms to resemble the kobolds they had bullied. Few who meet a kobold ettin consider their origins. While not as physically imposing as a true ettin , kobold ettins lack the kobold\xe2\x80\x99s craven streak, and adventurers who assume they are cowards have miscalculated, often with fatal results. \n'b' Miserable Company . Kobold ettins are famously argumentative. As outcasts, their spite borne from an existence without privacy and a shared stomach\xe2\x80\x99s constant hunger. \n'b' Known for complaining, bickering, and insulting each other, kobold ettins are heard before they are seen, and savvy heroes exploit this weakness. Ettins and other giants avoid kobold ettins, but many kobold communities welcome their imposing brethren as laborers and protectors. Though kobold warrens are often cramped for the kobold ettin , they crave an audience for their grievances as much as food for their bellies and often tolerate the small spaces for the companionship.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Ghost Hunter \n'b' Family: Kobold \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 18 (studded leather) Hit Points 176 (32d6 + 64) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 22 (+6) CON: 15 (+2) INT: 14 (+2) WIS: 20 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +6, Perception +9, Religion +6, Stealth +10, Survival +9 Damage Resistances necrotic Condition Immunities charmed , frightened , paralyzed Senses darkvision 60 ft., passive Perception 19 Languages Common, Draconic, plus any two languages Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blessed Weapons . The ghost hunter\xe2\x80\x99s weapon attacks are magical. When the hunter hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack ). \n'b' Ethereal Sight . The ghost hunter can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Hidden Hunter . While the ghost hunter remains motionless, it is invisible to Undead. \n'b' Pack Tactics . The ghost hunter has advantage on attack rolls against a target if at least one of the hunter\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the ghost hunter has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Undead Hunter . The ghost hunter has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find and track Undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ghost hunter makes three Shortsword or Hand Crossbow attacks. It can replace one attack with a Flame Jet attack . \n'b' Shortsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage plus 13 (9d8) radiant damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +10 to hit, range 30/120 ft., one target. Hit : 9 (1d6 + 6) piercing damage plus 13 (3d8) radiant damage. \n'b' Flame Jet . Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one target. Hit : 18 (4d6 + 4) fire damage. If the target is a creature or a flammable object that isn\xe2\x80\x99t being worn or carried, 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' Holy Strike (Recharge 5\xe2\x80\x936) . The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30 feet of the ghost hunter must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. If an Undead fails the saving throw, it is also stunned until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Grappling Hook (Recharge 4\xe2\x80\x936) . The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60 feet of it and is pulled to an unoccupied space within 5 feet of the target without provoking opportunity attacks. \n'b' Elusive Hunter . The ghost hunter takes the Dodge or Hide action. \n'b'\n'b' REACTIONS \n'b'\n'b' Flame Burst . When a hostile creature enters a space within 5 feet of the ghost hunter, the hunter can release a burst of fire from its clockwork hand. The creature must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) fire damage and have disadvantage on the next attack roll it makes against the ghost hunter before the end of the ghost hunter\xe2\x80\x99s next turn. \n'b'\n'b' Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don\xe2\x80\x99t have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. \n'b'\n'b' Life with the Undead . Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. \n'b' Life on the Sea . Leviathan hunters enjoy wrestling and defeating great sea creatures\xe2\x80\x94the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target\xe2\x80\x94a sea dragon , an aboleth , a sahuagin outpost\xe2\x80\x94can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. \n'b' Life in the Planes . Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Guardian \n'b' Family: Kobold \n'b' Medium humanoid (draconian), lawful neutral \n'b' Armor Class 16 (breastplate) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 10 (+0) 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, Cha +4 Damage Immunities fire Skills Stealth 5 Senses Darvision 60 ft., passive Perception 12 Languages Dracovari Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The kobold guardian has advantage on an attack roll against a creature if at least one of the kobold guardian\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kobold guardian makes two melee attacks with its sword. \n'b' Sword . Melee Weapon Attack : +4 to hit, reach 5 ft. One target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Breath Weapon (Recharge 6) . The kobold guardian exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 dexterity saving throw, taking 7 (1d8 + 3) fire 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'Kobold Javelin Thrower \n'b' Family: Kobold \n'b' Small humanoid (kobold), neutral \n'b' Armor Class 14 (leather armor) Hit Points 10 (3d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 10 (+0) INT: 8 (-1) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the kobold javelin thrower has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b'\n'b' Actions \n'b'\n'b' Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' About \n'b' Javelin throwers hurl their weapons using a simple atlatl, or spearthrower, enabling them to propel the projectiles in a near straight line, rather than an arc, greatly improving the weapon\xe2\x80\x99s usability in relatively confined spaces.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold King \n'b' Family: Kobold \n'b' Small humanoid (kobold), neutral \n'b' Armor Class 19 (half plate, shield) Hit Points 28 (8d6) Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 9 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Intimidation +2, Persuasion +2 Senses darkvision 120 ft., passive Perception 9 Languages Common, Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Devout Aggression . All friendly kobolds within 15 feet of the kobold king gain a +1 bonus to damage rolls . \n'b' Sunlight Sensitivity . While in sunlight, the kobold king has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kobold king makes two attacks with its shortsword. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' About \n'b' Kobold kings often demand tribute from their \xe2\x80\x98loyal subjects\xe2\x80\x99, allowing them a little more ornamentation in their good quality armor. Some rose to their position by being fierce fighters, others are spurred on by somewhat misguided belief in their own importance.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Leviathan Hunter \n'b' Family: Kobold \n'b' Medium humanoid (kobold), chaotic neutral \n'b' Armor Class 17 (Hardy Defense) Hit Points 190 (20d8 + 100) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +6, Survival +6 Damage Resistances bludgeoning, cold Senses darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Expert Wrestler . The leviathan hunter can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled . If the hunter grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the hunter has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. \n'b' Hardy Defense . While the leviathan hunter is wearing no armor and wielding no shield, its AC includes its Constitution modifier. \n'b' Hold Breath . The hunter can hold its breath for 30 minutes. \n'b' Leviathan Hunter . The leviathan hunter has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find and track Large or larger creatures with a swimming speed. \n'b' Marine Weapons . The leviathan hunter\xe2\x80\x99s weapon attacks are magical. When the hunter hits with any weapon, the weapon deals an extra 2d8 cold damage or poison damage (included in the attack ), the hunter\xe2\x80\x99s choice. \n'b' Pack Tactics . The leviathan hunter has advantage on an attack roll against a target if at least one of the hunter\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the leviathan hunter 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' Multiattack . The leviathan hunter makes three Slam attacks, or it makes one Harpoon attack and two Slam attacks. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage or poison damage (the hunter\xe2\x80\x99s choice), and the target is grappled (escape DC 17). The hunter can grapple only one target at a time. \n'b' Harpoon . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 9 (2d8) cold damage or poison damage (the hunter\xe2\x80\x99s choice), and the harpoon sticks in the target. While the harpoon is stuck, the target takes 7 (2d6) piercing damage at the start of each of its turns, the hunter can\xe2\x80\x99t make Harpoon attacks against other targets, and the target and hunter can\xe2\x80\x99t move further than 60 feet away from each other. A creature, including the target, can take its action to detach the harpoon by succeeding on a DC 17 Strength check. Alternatively, the cord connecting the leviathan hunter to the harpoon can be attacked and destroyed (AC 10; hp 25; immunity to bludgeoning, poison, and psychic damage), dislodging the harpoon into an unoccupied space within 5 feet of the target and preventing the leviathan hunter from using Recall Harpoon. \n'b' Crush . One creature grappled by the hunter must make a DC 17 Strength saving throw, taking 33 (8d6 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Recall Harpoon . The leviathan hunter pulls on the cord connected to its harpoon, returning the harpoon to its empty hand. If the harpoon is stuck in a creature, that creature must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the hunter. \n'b'\n'b' REACTIONS \n'b'\n'b' Grappled Redirect . If the leviathan hunter is the target of an attack it can see while grappling a creature, it can hold the grappled creature in the way, and the grappled creature becomes the target of the attack instead. \n'b'\n'b' Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don\xe2\x80\x99t have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. \n'b'\n'b' Life with the Undead . Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. \n'b' Life on the Sea . Leviathan hunters enjoy wrestling and defeating great sea creatures\xe2\x80\x94the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target\xe2\x80\x94a sea dragon , an aboleth , a sahuagin outpost\xe2\x80\x94can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. \n'b' Life in the Planes . Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Miner \n'b' Family: Kobold \n'b' Small humanoid (kobold), neutral \n'b' Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the kobold miner has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b'\n'b' Actions \n'b'\n'b' Pick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' About \n'b' Miners make up the bulk of the kobold population. Mostly docile by nature, they are strong from a lifetime of manual labor and can utilize their tools to defend their home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Ward \n'b' Family: Arcane Familiar \n'b' Small elemental , unaligned \n'b' Armor Class 10 (natural armor) \n'b' Hit Points 2 (1d4) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic \n'b' Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Antimagic Susceptibility . The arcane familiar is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the arcane familiar must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC or fall unconscious for 1 minute. \n'b' Arcane Orbit . Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them. \n'b' Arcane Wards . As an action, the creature who summoned the arcane wards may cause them to protect one or more creatures within 50 feet, projecting disk-shaped planes of force. A creature protected in this way receives a +1 bonus to its AC until the start of its next turn for each arcane ward protecting it. Creatures protected in this way take no damage from magic missile . \n'b'\n'b' ABOUT \n'b' Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit. \n'b' These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power. \n'b' Arcane familiars are not only weapons, but can defend their summoner in times of need. Powerful mages that sit at the sides of kings or guard others of great importance are often orbited by faint shimmering hermetic disks. Each disk is a shield of force, as strong as any steel. These shields float in a slow spherical orbit around their summoner, but can also protect the mage\xe2\x80\x99s allies in battle, appearing just in time to stop an arrow mid-flight or block the heavy blow of an orcish war axe. \n'b' These faint shimmers of arcane power swarm in the air around their summoner. Used by tricksters, these arcane familiars can project illusions. While each can only project a relatively small illusion, they can be used in concert to create larger illusions, shaped by the will of their summoner.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amazon War Priestess \n'b' Family: Amazon \n'b' Medium humanoid (human) \n'b' Armor Class 16 (scalemail, shield) Hit Points 33 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Persuasion +3, Religion +2, Vehicle (water and land) +2 Senses passive Perception 13 Languages Kagari (Common) Challenge 3 (900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The priestess has advantage on saving throws against being frightened \n'b' War Caster . The priestess has advantage on concentration saves. \n'b' Spellcasting . The priestess is a 5th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). They have the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : cure wounds , guiding bolt , sanctuary \n'b' 2nd level (3 slots) : lesser restoration , spiritual weapon \n'b' 3rd level (2 slots) : dispel magic , spirit guardians \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amazon makes two melee attacks with her warspear. \n'b' Warspear . Melee or Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Amazons are fierce defenders of the weak and helpless. This is largely because of their veneration of the goddess of protection. However, they are also mercenaries who have no problem making money helping men kill each other.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Planes Hunter \n'b' Family: Kobold \n'b' Small humanoid ( kobold ), neutral \n'b' Armor Class 16 (breastplate) Hit Points 181 (33d6 + 66) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Arcana +6, Athletics +8, Insight +6, Perception +6, Survival +6 Condition Immunities charmed , restrained Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic, plus any two languages Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The planes hunter has advantage on attack rolls against a target if at least one of the hunter\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated . \n'b' Planar Attunement . At the start of each of its turns, the planes hunter chooses one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. It has resistance to the chosen damage type until the start of its next turn. \n'b' Planar Weapons . The planes hunter\xe2\x80\x99s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d8 damage of the type chosen with Planar Attunement (included in the attack ). \n'b' Planes Hunter . The planes hunter has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find and track Celestials, Fiends, and Elementals. \n'b' Snaring Blade . If the planes hunter scores a critical hit against a creature, that creature can\xe2\x80\x99t use any method of extradimensional movement, including teleportation or travel to a different plane of existence, for 1 minute. The creature can make a DC 16 Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Sunlight Sensitivity . While in sunlight, the planes hunter 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' Multiattack . The planes hunter makes three Longsword attacks. \n'b' Longsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) acid, cold, fire, lightning, necrotic, radiant, or thunder damage (as determined by Planar Attunement). \n'b' Warping Whirlwind (Recharge 5\xe2\x80\x936) . The planes hunter bends reality around it, slicing nearby creatures with sword strikes from across the planes. Each creature within 10 feet of the planes hunter must make a DC 16 Dexterity saving throw, taking 18 (4d8) slashing damage and 18 (4d8) acid, cold, fire, lightning, necrotic, radiant, or thunder damage (as determined by Planar Attunement) on a failed save, or half as much damage on a successful one. \n'b' Planar Traveler (1/Day) . The planes hunter can transport itself to a different plane of existence. This works like the plane shift spell, except the hunter can only affect itself and can\xe2\x80\x99t use this action to banish an unwilling creature to another plane. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Planar Step . The planes hunter teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Glowing swirls of elemental energy appear at the origin and destination when it uses this bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The planes hunter adds 4 to its AC against one melee attack that would hit it. To do so, the hunter must see the attacker and be wielding a melee weapon. \n'b'\n'b' Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don\xe2\x80\x99t have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. \n'b'\n'b' Life with the Undead . Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. \n'b' Life on the Sea . Leviathan hunters enjoy wrestling and defeating great sea creatures\xe2\x80\x94the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target\xe2\x80\x94a sea dragon , an aboleth , a sahuagin outpost\xe2\x80\x94can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. \n'b' Life in the Planes . Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Sapper \n'b' Family: Kobold \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 15 (studded leather) Hit Points 66 (12d6 + 24) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 16 (+3) CON: 15 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +5, Perception +3, Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Crafty . The sapper has advantage on ability checks made to pick locks or to detect, disarm, or set traps. \n'b' Evasion . If the sapper is subjected to an effect that allows a Dexterity saving throw to take only half damage, the sapper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Pack Tactics . The sapper has advantage on attack rolls against a target if at least one of the sapper\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated . \n'b' Siege Monster . The sapper deals double damage to objects and structures. \n'b' Sunlight Sensitivity . While in sunlight, the sapper 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' Multiattack . The sapper makes three Mining Pick attacks. It can replace one attack with a use of Throw Explosive. \n'b' Mining Pick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Throw Explosive . The sapper throws a minor explosive at one creature it can see within 30 feet of it. The target must make a DC 13 Dexterity saving throw. On a failure, a creature takes 9 (2d8) force damage and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b' Explosive Charge (Recharge 5\xe2\x80\x936) . The sapper throws a powerful explosive at a point it can see on the ground within 60 feet of it. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 9 (2d8) fire damage and 9 (2d8) force damage and is pushed up to 10 feet away from the point and forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t pushed or forced prone . If a creature fails the saving throw by 5 or more, it is also deafened for 1 minute. Alternatively, the sapper can place the explosive in a space within 5 feet of it and delay the explosion until the end of the sapper\xe2\x80\x99s next turn or when a creature moves to a space within 5 feet of the explosive, whichever happens first. \n'b'\n'b' ABOUT \n'b' The kobold\xe2\x80\x99s scales are covered in soot. and a bit of smoke trickles up from its gear. It excitedly pores over maps and floorplans. \n'b' A sapper\xe2\x80\x99s job is to helps their allies move, fight, and survive. As combat engineers they take on a wide variety of roles, but what they cherish most is blowing up enemy defenses. \n'b' Breaking Things . Sappers are adept at breaking things: tunneling into fortresses, destroying bridges, busting through fortifications, or similar acts of structural destruction. Whether able to plan for weeks or forced to improvise on the spot, they have a hundred solutions for every problem\xe2\x80\x94some of which will likely even minimize collateral damage. \n'b' Black Powder . By far, black powder is the sapper\xe2\x80\x99s favored tool, and few problems can\xe2\x80\x99t be solved with it. Black powder isn\xe2\x80\x99t always available, but that doesn\xe2\x80\x99t stop sappers. With just a little time, sappers can formulate magical explosions without the need for black powder, using what\xe2\x80\x99s on hand and a guarded alchemical formulation or two.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Spearman \n'b' Family: Kobold \n'b' Small humanoid (kobold), neutral \n'b' Armor Class 15 (leather armor, shield) Hit Points 14 (4d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 8 (-1) WIS: 7 (-2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., passive Perception 8 Languages Common, Draconic Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the kobold spearman has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight if it, the target of its attack , or what it is trying to perceive is in direct sunlight. \n'b'\n'b' Actions \n'b'\n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft., or range 30/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands. \n'b'\n'b' About \n'b' Spearmen are the rank and file of the kobold military, using their small size to cram together as many shields and spears as possible in their narrow tunnels.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Spellclerk \n'b' Family: Kobold \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 12 Hit Points 21 (6d6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 16 (+3) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +5 Skills Acrobatics +4, Arcana +5, Deception +5, Investigation +5, Perception +3, Persuasion +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Cunning Action . On each of its turns, the spellclerk can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Pack Tactics . The kobold has advantage on attack rolls against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Spellcasting . The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, message , minor illusion \n'b' 1st level (3 slots) : comprehend languages , feather fall , grease , illusory script , sleep \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kobold spellclerk makes two melee attacks . \n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' About \n'b' Kobold spellclerks typically prepare dragon roar in place of fire bolt and converse with dragon in place of feather fall . Both spells can be found in Deep Magic for 5th Edition. \n'b' The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers. \n'b' Agents of the Empire . Kobold spellclerks work primarily as messengers and agents of the Dragon Empire\xe2\x80\x99s spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies. \n'b' Trusted Messengers . Kobold spellclerks are often granted the use of magic items that aid in encryption and message sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold Trapsmith \n'b' Family: Kobold \n'b' Small humanoid ( kobold ), lawful neutral \n'b' Armor Class 14 (leather armor) Hit Points 54 (12d6 + 12) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Improvised Tools . The kobold trapsmith can use any Tiny objects at hand to pick locks and disarm traps, as if any such object was part of a set of thieves\xe2\x80\x99 tools. It is proficient in using Tiny objects in this way. In addition, the trapsmith has advantage on ability checks to pick locks and disarm traps. \n'b' Pack Tactics . The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the kobold trapsmith 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' Multiattack . The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack. \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Spare Part . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage or slashing damage (the trapsmith\xe2\x80\x99s choice). \n'b' Makeshift Trap . The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground it can see within 30 feet of it. The trapsmith chooses one of the following traps. Each creature in the trap\xe2\x80\x99s area must succeed on a DC 13 Dexterity saving throw or suffer the trap\xe2\x80\x99s effects. \n'b' Bursting Much-Heavy Net . Each creature that fails the saving throw within 10 feet of where the trap lands takes 10 (3d6) bludgeoning damage and is restrained for 1 minute. A creature can take an action to free the restrained creature by succeeding on a DC 13 Strength check. \n'b' Spikes-on-Spikes . Each creature within 10 feet of where the trap lands takes 10 (4d4) piercing damage and the area within 10 feet of the point is difficult terrain for 1 minute. \n'b' Spring-Loaded Whirly Blades . Each creature that fails the saving throw within 10 feet of where the trap lands takes 14 (4d6) slashing damage and its speed is reduced by 10 feet until the end of its next turn. \n'b' Static-Generating Thingamabob . Each creature that fails the saving throw within 5 feet of where the trap lands takes 9 (2d8) lightning damage and is stunned until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles. \n'b' Some kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don\xe2\x80\x99t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain. \n'b' Shifting Peril . Trapsmiths aren\xe2\x80\x99t warriors; they avoid direct confrontation with enemies that aren\xe2\x80\x99t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape. A trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they\xe2\x80\x99ve already cleared and believe to be safe, then luring them back through its handiwork. \n'b' More than anything, kobolds are survivors . Their scaly skin and keen night vision as well as their dexterous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can\xe2\x80\x99t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. \n'b' Underworld Merchants . Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. \n'b' Kobolds are closely allied with and related to dragonborn , drakes, and dragons. The kobold kings (and there are oh-so-many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold War Machine \n'b' Family: Kobold \n'b' Large construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 25 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 19 (+4) INT: 2 (-4) WIS: 7 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +8 Skills Athletics +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone , unconscious Senses darkvision 60 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Immutable Form . The kobold war machine is immune to any spell or effect that would alter its form. \n'b' Operators . The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine. If a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can\xe2\x80\x99t be targeted and are immune to damage while operating the kobold war machine. \n'b' Ram Them! (Two or More Operators) . If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Siege Monster . The kobold war machine deals double damage to objects and structures. \n'b' That Way! (Three or More Operators) . The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks. \n'b' Spiked Wheel . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Spit Fire . Ranged Weapon Attack : +6 to hit, range 120 ft., one target. Hit : 14 (4d6) fire damage. \n'b' Fire Breath (Recharge 5-6) . The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine\xe2\x80\x99s engines. \n'b'\n'b' About \n'b' Inspired by the sight of a fearsome clockwork dragon, some kobolds with an understanding of engineering came together and forged their own dragon-like weapon of great power. Kobolds feel unstoppable when a war machine rolls along beside them, leading them to take bolder (and often more successful), risks. \n'b' Hard to Operate . The kobold war machine is normally manned by three kobolds. Though the machine is a marvel of kobold engineering, it is difficult to control, and its smooth operation is impaired by the constant bickering of its crew just as often as by it unstable construction. \n'b' Draconic Machine . By some quirk of its creation, the kobold war machine exhibits some draconic personality traits.\xc2\xa0It moves better when diving into a fight or when pursuing treasure, and it rarely has issues when handled by an operator who regularly praises it in front of others. Conversely, it is slow to respond when directed to retreat. \n'b' Construct Nature . The kobold war machine doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, Barbed \n'b' Family: Kobold \n'b' A brawny looking kobold brandishes a manticore spike driven through its scaled hand. \n'b' Small humanoid (kobold), lawful evil \n'b' Armor Class 13 Hit Points 44 (8d8+8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pack Tactics . The kobold has advantage on attack rolls against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Barbed Slash . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. \n'b' Javelin . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' About \n'b' Leaders . Barbed kobolds are physically stronger than their brethren and bear the scars of living close to manticores. \n'b' Marked . Barbed kobolds are known by the large tail spike driven through their wrist and hand. They are immune to the poison that still seeps from the spike.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, Elite \n'b' Family: Kobold \n'b' Swift and lightly armored, the elite are archers, miners, and trap-makers-educated and quicker than most of their fellow tribesmen. \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 14 (leather armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+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 Common, Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b' Combat Tunneler . If two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil. \n'b' Pack Tactics . The kobold has advantage on attack rolls against a target if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the target and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Mining Pick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Sling . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b' Lantern Splash (Recharge 5-6) . The elite kobold opens its miner\xe2\x80\x99s lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Small but Fierce . Two elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone . \n'b' About \n'b' Educated Mine Bosses . Elite kobolds are generally the claws of the king, literate, able to work out sums, keen-eyed with a sling stone, and (most of all) loyal to their tribe more than to their clutchmates. King kobolds take advantage of their loyalty and put them in charge of planning raids as sergeants and junior chieftains or keeping other kobolds working in the mines. \n'b' Quick Troops . In war, elite kobolds fill the roles of slingers, engineers, and massed light infantry. They fight with great devotion, though often with little effect except through weight of numbers or the occasional notable success at undermining enemy walls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, Junk Shaman \n'b' Family: Kobold \n'b' This short, reptilian humanoid has scales of dull yellow and gleaming copper. It is swathed in filthy robes absolutely festooned with scrap metal, chains, nails, and other bits of metal and wood refuse. It carries a staff made of a length of pipe, topped with a battered candelabra that burns with hissing flames. \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 12 (15 with junk armor) Hit Points 42 (12d6) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 11 (+0) INT: 11 (+0) WIS: 17 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Animate Objects (1/day) . The kobold casts animate objects without any components. Wisdom is its spellcasting ability. \n'b' Junk Armor . As a bonus action , the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies. \n'b' Pack Tactics . The kobold has advantage on attack rolls against a creature if at least one of the kobold\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The kobold junk shaman makes two junk staff attacks. \n'b' Junk Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage. \n'b' Flame Jet . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 7 (2d6) fire damage. If the target is a creature or flammable object that isn\xe2\x80\x99t being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. \n'b' About \n'b' Spindly even for kobolds, junk shamans weigh more than most thanks to the metal bits in which they decorate themselves. \n'b' Fringe Oracles . Most other kobolds look at the junk shamans as touched but can\xe2\x80\x99t deny that they channel some form of divine energy. A kobold community might openly shun a junk shaman, even while every member of the warren individually seeks the shaman out for wisdom and insight. \n'b' Treasures from Trash . A junk shaman eschews the normal, respectable kobold pursuits of mining, trapmaking, and sorcery. \n'b' Instead, it provides an afterlife of sorts for castoff articles from kobolds and other races alike. It gathers massive collections of broken weapons, useless tools, scrap materials, and other detritus, imbuing the garbage with a semblance of life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, King \n'b' Family: Kobold \n'b' Wrapped in tattered finery and draped in silver and gold jewelry, the king kobold sits on a throne, surrounded by an assortment of grisly traps and weaponry. Its crown, a garish mass of precious metals, adds weight to its boastful decrees. \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 15 (18 with mage armor ) Hit Points 112 (25d6 + 25) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 20 (+5) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Intelligence +5 Skills Deception +5, Insight +8, Intimidation +8, Persuasion +8 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Cunning Action . On each of its turns, the king kobold can use a bonus action to take the Dash , Disengage , or Hide action. \n'b' Evasion . If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Pack Tactics . The king has advantage on attack rolls against a creature if at least one of the king\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sneak Attack (1/Turn) . The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn\xe2\x80\x99t incapacitated and the king doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the king has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Spellcasting . The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , minor illusion , poison spray \n'b' 1st level (4 slots) : alarm , grease , mage armor \n'b' 2nd level (3 slots) : alter self , hold person , invisibility \n'b'\n'b' Actions \n'b' Multiattack . The king kobold makes two shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Reactions \n'b' Uncanny Dodge . The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker. \n'b' About \n'b' Keen Nose for Politics . With considerable guile won by hard experience, a king kobold excels at subterfuge, sustains lucrative trade, and hones a keen eye for potential treachery. The king who rules for more than a few seasons has mastered the art of keeping itself safe through a combination of warriors paid well enough to be loyal, a constant campaign to root out enemies, and an abundance of traps, tricks, and contingencies should things go sour. However, security from threats above and below ground and wealth earned through trade are what truly maintain a king on its throne. \n'b' Eyes Everywhere . The condition of its warrens and outlying tribes that pay tribute occupy much of a king kobold\xe2\x80\x99s time and energy. Tunnel-runners come and go in a constant stream from warren to warren to keep the king abreast of happenings in all of its holdings. A truly successful king may command fealty from a network of tribes stretching for miles. \n'b' Long Live the King . Unlike many tribal kobold chieftains, a king kobold leaves the fighting to its underlings whenever possible, except when doing so might weaken its hold on its territory. Few creatures are as ruthless as a threatened king, and the king will not hesitate to sacrifice everything and everyone to escape and live to fight another day.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpsesewn Colossus \n'b' Huge construct , neutral evil \n'b' Armor Class 13 Hit Points 225 (18d12 + 108) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 1 (-5) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , unconscious Senses darkvision 120 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The colossus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Magic Resistance . The colossus has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The colossus\xe2\x80\x99s weapon attacks are magical. \n'b' Malfunctioning Furnace . When thoroughly damaged, the furnace mounted on the corpsesewn colossus\xe2\x80\x99s back releases waves of deadly, toxic smoke. Whenever the colossus starts its turn with 80 hit points or fewer, the smoking furnace mounted to its torso backfires. Each creature within 10 feet, including the colossus, must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The colossus makes three attacks: one with its bite and two with its slam. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one creature. Hit : 25 (3d12 + 6) piercing damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained , and the colossus can\xe2\x80\x99t bite a different creature. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Blaze a Trail . The colossus moves up to its speed. It can make up to three slam attacks at any point during this movement. \n'b' Swallow . The colossus makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the colossus, and it takes 21 (6d6) acid damage at the start of each of the colossus\xe2\x80\x99s turns. If the colossus takes 25 damage or more on a single turn from a swallowed creature, or if the colossus dies, it regurgitates all swallowed creatures, which fall prone in a space within 10 feet of the colossus. \n'b' Spew Smog (Recharge 5-6) . The colossus vomits forth a wave of toxic smog in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (13d6) poison damage and is poisoned until the end of its next turn. On a success, the target takes half as much damage and isn\xe2\x80\x99t poisoned . \n'b'\n'b' ABOUT \n'b' Crown devils can inhabit virtually any type of headdress or formal headwear that denotes a status of royalty or authority. \n'b' Some coromns have even been known to inhabit other royal garments such as royal rings, mantles, or scepters. \n'b' A corpsesewn colossus is a nightmarish machine of flesh and steel, animated from the bones and flesh of untold masses and powered by a nightmarish engine of iron and steel. The horrific construct\xe2\x80\x99s body is sutured skin and twitching limbs that terminate in an enormous maw filled with clanking metal teeth, while two massive arms pull the behemoth along. While it may initially seem animated by necromantic powers or undead magic, the corpsesewn colossus is actually powered by a massive, rumbling, smog-spewing machine attached to the back of its worm-like body. \n'b' Corpsesewn colossi are typically created by deranged alchemists and wizards, and often only by those innovators who have already mastered the art of smaller such monstrosities like flesh golems and skinstitches. Still, it takes a special mind to craft (or to even concoct in the first place) this particular brand of horror. Perhaps, then, it only makes sense that corpsesewn colossi are more common in war-torn nations, where scruples tend to be as scant as corpses are prevalent. \n'b' Though their missions vary by the crafter, corpsesewn colossi tend not to have a much greater purpose than to scour the land in search of ever more bodies to consume in order to fuel their own hellish engine. In this way, they are perpetual murder machines: powered by death only so that they may inflict yet more death.'} |
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