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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Wisp \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 Wisps . As an action, the creature who summoned the arcane wisps can cause them to create an image of an object no larger than a 5-foot cube within 50 feet of them. The size of the image can increase by 5 feet for each additional arcane wisp the creature controls. The image can\xe2\x80\x99t create sound, light , smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence ( Investigation ) check against the summoner\xe2\x80\x99s spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. \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'Kobold, Swolbold \n'b' Family: Kobold \n'b' From behind the collection of angry kobolds steps a creature the size of a dwarf, its bulging muscles flexing as its kobold-like snout twists into a terrible grin. \n'b' Medium humanoid (kobold), chaotic neutral \n'b' Armor Class 14 (scale mail) Hit Points 65 (10d8 + 20) Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Leaping Attack . If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature. \n'b' Pack Tactics . The swolbold has advantage on attack rolls against a creature if at least one of the swolbold\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 swolbold has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can\xe2\x80\x99t make slam attacks against other targets. \n'b' Crush . One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A Beast Among Kobolds . The swolbold is the brute of the kobold world, a hulking specimen among its smaller and more fragile cousins. Roughly the height of a dwarf but much wider, the rippling muscles of the swolbold betray its ferocious strength. \n'b' In contrast to the sneakiness and cunning of the kobold, the swolbold is straightforward and devastating in combat. \n'b' Bred for Destruction . Swolbolds are very rare, and their penchant for unthinking destruction has stumped sages. Some theorize that swolbolds have been bred by evil wizards in arcane experiments gone horribly wrong. Others state the dark gods revered by kobolds gift these monsters to tribes particularly fervent in their worship. Others still conclude that carefully crafted alchemy transformed normal kobolds into these beastly creatures. Regardless of the swolbold\xe2\x80\x99s origins, experts agree on one thing: you don\xe2\x80\x99t want to meet a swolbold in a dark, subterranean lair. \n'b' Fighting Style . The physiognomy of the swolbold allows them to shrug off most mundane blows. Their preferred fighting style is to crush the life out of their foes, rather than stabbing and scuttling like their smaller cousins. Their girth makes fitting into normal armor difficult, so their tribal leaders often create piecemeal armor for them: scraps of metal plates held over vital areas with bits of leather or rope. \n'b' One or two swolbolds may accompany a larger force of kobolds, acting at the vanguard of an attack . The larger creatures act as battering rams and moving shields, allowing the smaller kobolds to use their ranged attacks and devious tactics to the greatest effect. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a swolbold without modifying its challenge rating. \n'b' Audience-Driven Overconfidence . The swolbold has advantage on attack rolls against a creature if at least one of the swolbold\xe2\x80\x99s allies is within view of the swolbold and the ally isn\xe2\x80\x99t incapacitated . After its turn, and until a creature successfully hits the swolbold with a weapon attack or the beginning of its next turn, whichever comes first, creatures attacking the swolbold make weapon attacks with advantage. The swolbold loses its Pack Tactics trait. \n'b' Bulk Out (Recharges after a Short or Long Rest) . As a bonus action, a swolbold can increase in size for 1 minute. While the swolbold is larger, its slam attack deals an extra 1d4 damage, the escape DC for its grapple and the Strength saving throw DC for its Crush action increase by 2, and it has advantage on Strength checks and Strength saving throws. For the duration, its AC is reduced by 2, and it has disadvantage on Dexterity checks and Dexterity saving throws. The swolbold loses its Leaping Attack trait. \n'b' Stranglehold . One creature grappled by the swolbold must make a DC 14 Strength saving throw, gaining 23 one level of exhaustion on a failed save. At level 6, the creature becomes unconscious rather than dead. If the creature suffers another effect that causes exhaustion while it is suffering level 6 exhaustion from this action, the creature dies. The swolbold loses its Crush action.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, Wizard \n'b' Family: Kobold \n'b' An aura of power, centered on a glowing purple crystal atop a short staff, crackles around this pale kobold and arcs across the horns on its headdress. A luminous, leering dragon face fades into being, ghostly and terrible, behind it. \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 12 (15 with mage armor ) Hit Points 58 (13d6 + 13) Speed 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +6, Wisdom +3 Skills Arcana +6 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Infernal Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Pack Tactics . The kobold has advantage on\xc2\xa0 attack rolls 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' Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls and\xc2\xa0 Wisdom ( Perception ) checks that rely on sight. \n'b' Spellcasting . The wizard kobold is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : fire bolt, minor illusion , poison spray, prestidigitation \n'b' 1st level (4 slots) : burning hands , mage armor , magic missile , shield \n'b' 2nd level (3 slots) : hold person , mirror image , misty step \n'b' 3rd level (3 slots) : blink , counterspell , fireball \n'b' 4th level (2 slots) : fire shield \n'b'\n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Draconic Visage (1/day) . The wizard kobold magically creates a draconic visage in an unoccupied space it can see within 30 feet. The visage is a glowing, spectral head and neck, resembling a variety of dragon chosen by the kobold, that sheds dim light out to 10 feet. The visage lasts for 1 minute and grants the following benefits:\n'b'\n'b' A creature hostile to the wizard who starts its turn within 30 feet of the visage and who is aware of the visage must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. \n'b' The wizard gains immunity to the damage type dealt by the chosen dragon\xe2\x80\x99s breath weapon. \n'b' When the wizard uses this action, and as a bonus action on it subsequent turns, it can use the following attack:\n'b'\n'b' Breath of the Visage . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 7 (2d6) damage of the type dealt by the chosen dragon\xe2\x80\x99s breath weapon. \n'b'\n'b' About \n'b' Wizard kobolds are among the most cunning and intelligent of the scaly kin. They turn their talent for manipulating arcane magic to study and formula, often getting their start with a stolen spellbook, or one purloined from the remains of an adventurer who met its end in a kobold trap. \n'b' Draconic Channel . Wizard kobolds have made a fearsome reputation for themselves with their ability to tap into their draconic heritage through their magic. The wizard draws magic either from a patron dragon or an ancestral dragon figure, manifesting it as a magical effigy. This apparition lends its resilience to the wizard and brings terror and death to the kobold\xe2\x80\x99s enemies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kobold, Drake Rider \n'b' Small humanoid (kobold), lawful neutral \n'b' Armor Class 15 (studded leather) \n'b' Hit Points 71 (13d6 + 26) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +2 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common, Draconic \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Drake Mount . The drake rider has formed a bond with a Medium or larger drake mount (found in this or other books or use the statistics of a giant lizard). Regardless of the drake\xe2\x80\x99s intelligence, it acts as a controlled mount while carrying a drake rider, obeying the rider\xe2\x80\x99s spoken commands. Mounting and dismounting the drake costs the drake rider only 5 feet of movement. \n'b' Mounted Warrior . While the drake rider is mounted, its mount can\xe2\x80\x99t be charmed or frightened . \n'b' Sunlight Sensitivity . While in sunlight, the drake rider has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Sure Seat . While mounted and not incapacitated , the drake rider can\xe2\x80\x99t be forced prone , dismounted, or moved against its will. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake rider makes three Spear attacks. If the rider is mounted, its mount can then make one Bite, Claw, Slam, or Tail attack . \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' Trained Tactics (Recharge 4\xe2\x80\x936) . The drake rider commands its mount to move up to 30 feet in a straight line, moving through the space of any Large or smaller creature and performing one of the following tactical maneuvers. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Barrel Roll . The mount flies up and over one creature in the line, ending its movement at least 10 feet past the target. As the drake rider hangs upside down at the top of the loop, it makes one Spear attack against the target with advantage. On a hit, the rider rolls damage dice three times. The mount must have a flying speed to use this maneuver. \n'b' Corkscrew Roll . The mount swims in a corkscrew around the creatures in the line. Each creature in the line must succeed on a DC 13 Dexterity saving throw or be incapacitated with dizziness until the end of its next turn. The mount must have a swimming speed to use this maneuver. \n'b' Weaving Rush . The mount weaves back and forth along the line. Each creature in the line must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and be forced prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Failsafe Equipment . The drake rider wears wing-like arm and feet flaps folded on its back. If its mount dies or it is dismounted, the rider descends 60 feet per round and takes no damage from falling, if its mount was flying, or it gains a swimming speed of 30 feet for 1 minute, if its mount was swimming. \n'b'\n'b' ABOUT \n'b' The kobold sits astride a drake , taking a brief respite. Words pass between them, and they laugh, their wings and scales shining. \n'b' Kobold drake riders specialize in training and riding drakes\xe2\x80\x94whether through the skies, the seas, or the trees. Their skills are especially valued as scouts in times of war. \n'b' Bonded Companions . The bond of trust needed between a drake and rider to work effectively together takes time and effort to forge. Since there are so many types of drakes, these kobolds specialize, focusing their training on just a few types of drakes, either taken from tradition or from proximity. Drakes and their riders often meld their families together, creating successive generations of drakes and their riders.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kongamato \n'b' Gargantuan dragon , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 264 (16d20 + 96) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 27 (+8) DEX: 17 (+3) CON: 22 (+6) INT: 9 (-1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances acid, cold, fire, lightning Damage Immunities thunder; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities paralysis, sleep Senses darkvision 60 ft., passive Perception 17 Languages Draconic Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Piercing Beak . The kongamato deals double damage to objects and structures. \n'b' Prehistoric Rage . When the kongamato is looked in the eyes or takes damage in combat, it automatically flies into a rage as a bonus action on its next turn. It gains resistance to bludgeoning, piercing and slashing, does an extra die of damage (not included below), but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kongamato makes one bite attack or tail attack, plus two claw attacks and one wing attack. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 34 (4d12 + 8) piercing damage. If the kongamato moves at least half its movement before making a bite attack the damage is increased by an additional 7 (1d12) thunder damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage. If the target is a Large or smaller creature, the kongamato may grapple the target (escape DC 18). When the kongamato moves, the grappled creature moves with it. Until this grapple ends, the target is restrained . The kongamato can grapple up to two creatures and usually flings them from a great height. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 21 (3d8 + 8) bludgeoning damage. \n'b' Wing . Melee Weapon Attack : +13 to hit, reach 5 ft., all creatures in range not grappled by the kongamato. Hit : 19 (3d6 + 8) bludgeoning damage and the targets are knocked back 10 feet and fall prone on a failed DC 16 Dexterity or Strength saving throw (target\xe2\x80\x99s choice). \n'b' Dive Bombing (1/Day) . A kongamato can fly high into the air with a boulder, log, or similar massive object in tow and dive directly at its target hurling the missile in its descent. It normally does this when starting a battle. The kongamato lifts an immense boulder into the air and drop it on its foes. This boulder affects a 15-foot square area, dealing 39 (4d6+25) points of bludgeoning damage to all creatures in the area on a failed DC 18 Dexterity saving throw, or half as much damage on a success. In addition, Medium or smaller creatures failing their saves are pinned under the boulder, gaining the immobilized condition and taking damage again each round at the end of their turn if they do not escape (escape DC 18). Frightful Presence. Each creature within 120 feet that can hear when the kongamato uses its thunder breath must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the kongamato\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Thunder Breath (Recharge 5-6) . The kongamato exhales a thunderous screech in a 50-foot cone. Each creature in that cone must succeed on a DC 19 Dexterity saving throw, taking 49 (14d6) thunder damage and deafened on a failed save, or half as much damage and not deafened on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The kongamato 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 kongamato regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The kongamato moves up to half its speed. \n'b' Tail Attack (Costs 2 Actions) . The kongamato makes one tail attack. \n'b' Piercing Screech (Costs 3 Actions) . This option is only available if the kongamato\xe2\x80\x99s thunder breath is available. The kongamato may use its breath weapon which becomes a focused beam of sound shattering objects in a 100-foot line, 5 feet wide. The attack ignores damage thresholds of objects, all objects in the area are damaged by the attack and on a failed save worn items are damaged \xe2\x80\x93 armor AC is reduced by 1, weapon damage is reduced by 1 also. If an items AC is reduced to 10 or a weapons damage is reduced to 0 (or less) it is destroyed. This damage can be repaired at the GM\xe2\x80\x99s discretion. \n'b'\n'b' ABOUT \n'b' Kongamatos are primeval dragons that hunt the deep jungles of the world. Although not as intelligent or magically adept as their \xe2\x80\x9ctrue\xe2\x80\x9d cousins, kongamatos are respected and feared for their resilience and awesome strength. While the kongamato\xe2\x80\x99s body is clearly draconic-squat and dense with sharp claws capping each of its four limbs-the creature\xe2\x80\x99s head is distinctly avian, with a long, toothless beak and a pronounced crest. A kongamato\xe2\x80\x99s hide is a rich emerald hue, with an ash-colored underbelly and crimson webbing on its broad wings. Females have smaller head-crests than males, and a rosy hue colors both the undersides of their wings and their underbellies. Both males and females grow to a length of almost 30 feet, with an equally broad wingspan, and can weigh up to 7 tons. Kongamatos live between 500 and 600 years. \n'b' Jungle Flyers . Kongamatos are apex predators that make their lairs in the tops of the oldest and strongest trees, or in caves and ruins. Kongamatos are carnivorous and prey on large herd animals. Although they do not have teeth, their beaks are sharp and strong, allowing them to carve their kills with precision and to punch through wood, rock, and even metal. When possible, kongamatos hunt on the perimeter of their territories, gliding silently and gracefully through even the thickest forest foliage to surprise prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kongamato \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 127 (17d10 + 34) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Breaker of Boats . The kongamato deals double damage to objects and structures made of wood or lighter materials. \n'b' Carry Off . The kongamato can fly at half its flying speed when dragging two creatures it has grappled or at its full flying speed if dragging only one creature it has grappled . \n'b' Flyby . The kongamato doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kongamato makes one Beak attack and two Claw attacks. \n'b' Beak . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. The kongamato has two claws, each of which can grapple only one target. \n'b' Terrifying Screech (Recharge 5\xe2\x80\x936) . The kongamato releases a screech in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) thunder damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened. \n'b'\n'b' ABOUT \n'b' This large pterodactyl has emergent feathers and a long, beaklike jaw. \n'b' Boat Breaker . The kongamato\xe2\x80\x99s name means \xe2\x80\x9cbreaker of boats,\xe2\x80\x9d and, as that implies, it delights in systematically destroying the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotamuses or crocodiles. \n'b' Spoken in Whispers . For some tribes, kongamatos present a terrible threat, and the villagers speak only in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers. \n'b' Maneaters . Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching locals in their claws and flying away.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kori \n'b' Huge monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 30 ft., burrow 20 ft., swim 50 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances piercing Damage Vulnerabilities poison Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The kori can hold its breath for 30 minutes. \n'b' Trampling Charge . If the kori moves at least 20 feet straight toward a creature and then hits it with a tail attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the kori can make one stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kori uses its tail and one of the following available actions : wind javelin or transmute rock to mud. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 29 (4d10 + 7) bludgeoning damage. \n'b' Wind Javelin . The kori coalesces wind into a javelin-like form and spits it at a creature it can see within 100 feet of it. The javelin is considered a magic weapon and deals 15 (3d6 + 5) piercing damage to the target, striking unerringly. The javelin disappears after it hits. \n'b' Transmute Rock to Mud (1/Day) . So long as the kori is not poisoned , it can turn rock into mud. This change is permanent but not magical and is affected by natural weather patterns in the area (for example, the mud would dry out quickly in a dry climate). The area affected is centered on the kori and is a 40-foot sphere. The area becomes difficult terrain for all creatures except the kori and creatures starting their turn in the muddy area must make a DC 16 Strength check or become restrained . Trapped creatures can spend an action to free themselves. \n'b' Control the Wind (1/Day) . The kori can cast control weather with the additional affect that it can move the wind stages by 2 instead of 1 and any damage done to a structure from the wind is doubled. \n'b'\n'b' ABOUT \n'b' This immense beast resembles a giant anteater, though from the tip of its narrow mouth to end of its heavily muscled and scaled alligator-like tail it is nearly 30 feet long and weighs 3 tons. It uses its long dull claws to undercut riverbanks, causing them to collapse and rendering the water murky and turbid. Its fur and scales are varying shades of green, usually lighter on its belly and legs, and a row of reddish spikes runs down the length of its spine and tail. \n'b' Naturally Destructive . Kori are unintelligent, scarcely more than animals, but they seem to have a natural bent towards destructive behavior. They are wont to knock down trees, claw apart figs and vines, and demolish huts. They seem to find humanoid habitation irritating, and they have an almost preternatural ability to cause natural forces to mimic their hostile moods. When the kori is angered, winds tend to rise into battering gales and soil becomes wet and soggy, causing buildings to collapse and people to drown in the clinging mire. These powers seem to abate when the kori is sick or poisoned, and clever villagers who dare test its might usually do so with poisoned weapons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Korkcitura \n'b' Large monstrosity , neutral evil \n'b' Hardened purple plates cover the body of this strange creature and it seems to gather itself as it flexes its backward bent limbs, whipping its long tail and wicked stinger through the air, Armor Class 14 (natural armor) Hit Points 26 (4d10 +4) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 13 (+1) INT: 3 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +8 Damage Resistances necrotic Condition Immunities frightened Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Pounce . If the korkcitura moves at least 20 feet straight toward a creature and then hits it with a bite or sting attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the korkcitura can make either one bite or one sting attack against it as a bonus action. The korkcitura must use the attack that was not used to render the creature prone. A korkcitura pouncing with the sting could bite the prone target, but not attack it again with the sting. \n'b' Swampstrider . The korkcitura can move through bogs, quicksand, and all non-magical swampy terrain without the terrain costing extra movement. It may move through obstacles in such terrain without being slowed or taking damage from it. The korkcitura has advantage on saving throws prompted by magic duplicating such terrain or its effects. \n'b' Actions \n'b' Multiattack . The korkcitura makes one bite attack and one sting attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d10 + 2) piercing damage. \n'b' Sting . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 23 (2d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. \n'b' About \n'b' The origins of korkcitura are quite simple-they were once next in line to be the apex predator among the Underworld beasts, second only to the kraydil. When kraidyl rose from the muck empowered with profane energies, they started to wipe out these creatures but quickly found them to be utterly indigestible; rather than kill all of the korkcitura, they subjugated and ultimately domesticated the strange magical animals. \n'b' Now korkcitura are reduced to scavengers that follow kraidyl around the Underworld, feeding off the scant bits of meat left behind after a successful hunt or, if particularly lucky, made into a mount. \n'b' Korkcitura stand at about 5 to 6 feet in height and weigh between 1400 and 1600 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Korred \n'b' Family: Korred \n'b' Small fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 88 (16d6+32) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing and slashing from weapons that are not silvered Senses passive Perception 12 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Animated Hair . A korred\xe2\x80\x99s wild hair and beard are constantly writhing and twitching. As a bonus action, it can Help a friendly creature attacking the same target as the Korred by tugging at clothes and weapons, tangling feet and arms, tickling, and generally making a nuisance of itself. \n'b' Brute . A melee or thrown weapon deals one extra die of its damage when the korred hits with it (included in the attack ). \n'b' Innate Spellcasting . The korred\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). He can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : meld into stone , shatter , stone shape \n'b' 1/day : divination \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Korred makes two attacks with his club or two attacks with his rock. \n'b' Club . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Stunning Laugh (Recharge 5-6) . The korred unleashes a strange laugh. Every humanoid and giant within 30 feet of the korred that can hear the laugh must succeed on a DC 14 Constitution saving throw or be stunned . A creature can repeat the saving throw at the end of each of its turns. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this korred\xe2\x80\x99s laugh for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Korreds are an ancient fey race who like forested areas with nice, rocky ground. They resemble small, wild-haired humanoids with wild, knotted hair. Korreds especially like to dance in ancient stone circles within forest glades, often led by satyrs with panpipes. They are a shy race and do not take kindly to outsiders discovering them, even by accident. \n'b' They almost always attack non-korreds who stumble into their territory, seeking to kill them or at least drive them off. \n'b' Korred clothing normally consists of a simple leather apron, jerkin, or kilt, leaving their legs uncovered and their feet bare. \n'b' Their clothes usually have a large pocket or pouch to hold their belongings. A korred\xe2\x80\x99s hair and beard grow quickly, sometimes an inch a day, and the korred trims its hair when the locks become too unruly, saving the trimmings in its pocket so it can weave them into ropes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Korred, Cackling \n'b' Small fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 90 (12d6 + 48) Speed 30 ft., climb 30 ft. (with hair rope), burrow 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 16 (+3) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Acrobatics +5, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 120 ft., Tremorsense 120 ft.; passive Perception 13 Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Natural Rope . The korred can use its hair as a rope similar to a rope of climbing . As a bonus action, it can cause the 60 foot length of hair to extend outward and knot or unknot. It also grants the korred a climb speed of 30 feet while traversing it. The rope has AC 20 and 20 hit points . It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points , it cannot use this feature again until it takes a short or long rest . \n'b' Innate Spellcasting . The korred\xe2\x80\x99s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : hideous laughter , meld into stone , stone shape \n'b' 1/day each : conjure elemental (as 6th-level spell; gargoyle , earth elemental , or xorn only), irresistible dance \n'b'\n'b' Stone Camouflage . The korred has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The korred uses its cackle action and then attacks twice with its hair whip. \n'b' Hair Whip . Melee Weapon Attack : +9 to hit, reach 40 ft., one target. Hit : 11 (2d4 + 6) slashing damage. If the korred chooses, on a hit it can force a creature to make a DC 13 Dexterity saving throw or become grappled by the whip (escape DC 13). Until this grapple ends, the target is restrained . The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated . The korred can only have one creature grappled in this way at a time but does not lose any hair whip attacks by doing so.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpsespinner \n'b' Huge monstrosity (extraplanar), unaligned \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d12 + 36) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 17 (+3) INT: 7 (-2) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Deep Speech Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Astral Jaunt . A corpsespinner can shift between the Astral and Material Planes in either direction as a move. This does not trigger an opportunity attack . \n'b' Astralsense . A corpsespinner can automatically sense the presence and location of anything within 200 feet of it on the Astral Plane. \n'b' Create Corpsespun . Creatures that die while affected by a corpsespinner\xe2\x80\x99s poison that are not devoured by the corpsespinner rise in one hour as a corpsespun. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 15 ft.; one creature. Hit : 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage and the target is poisoned . A poisoned creature makes a DC 14 Constitution saving throw at the end of each of its turns; a successful save ends the condition. \n'b' Web (recharge 5-6) . Ranged Weapon Attack : +6 to hit, range 80 ft.; one creature. Hit : The target is restrained . A restrained creature can use its action to attempt a DC 14 Strength ( Athletics ) check, becoming free of the webs on a success. A character has disadvantage on this check on the Astral Plane. These webs can be destroyed with slashing damage (Armor Class 12, 10 hit points ), but they are immune to all other damage, including fire. \n'b'\n'b' ABOUT \n'b' A massive, bone-white tarantula is the only way to describe the corpsespinner. Bands of gray and silver ring its abdomen and legs, and its body is covered in short, bristly hairs of white and silver. A large skull-like marking appears on the creature\xe2\x80\x99s thorax. Its eight eyes are stark white. \n'b' Corpsespinners are highly aggressive extraplanar spiders originating on the Astral Plane. Only rarely do they enter the Material Plane to hunt all types of giant spiders and humanoids. On the Astral Plane, corpsespinners spend their time constructing elaborate webs. They enjoy using unusual anchor points for their constructions, such as bizarre outcroppings of rare materials, the corpses of deceased astral travelers, drifting astral ruins, and just about anything else the corpsespinner finds intriguing or unique. When not constructing webs, the corpsespinner is usually hunting \xe2\x80\x93 and this sometimes leads it to the Material Plane. If encountered on the Material Plane, there is a good chance the corpsespinner has its most recent victims with it as corpsespun (see monster entry). \n'b' Corpsespinners seldom associate with others of their kind. Their ecology and reproduction cycles are unknown by outsiders, though intrepid interplanar adventurers have talked of seeing huge webbed lairs on the Astral Plane containing young corpsespinners. When hunting on the Material Plane, a corpsespinner uses its ability to shift back and forth between the planes to confuse and stymy its foes. If facing defeat, the corpsespinner retreats to the Astral Plane and seeks the safety of its lair. When accompanied by corpsespun, the corpsespinner focuses on trapping foes in webs and then lets its minions soften up the trapped enemies. The corpsespinner wants to ensure that their veins are filled with its poison when they die, to keep its supply of corpsespun high.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Korrigan \n'b' Small fey , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 66 (12d6 + 24) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Performance +5 Condition Immunities charmed , exhaustion Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnomish, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ungodly Resistance . The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin . \n'b' Innate Spellcasting . The korrigan\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The korrigan can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : charm person , enthrall , hideous laughter , misty step \n'b' 1/day : divination \n'b'\n'b' Actions \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' Deadly Breath (Recharge 4-6) . The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Enchanting Revels (1/Day at Dusk or Night Only) . The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). Each korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. A charmed target is incapacitated and begins to dance and caper for the duration of the revels. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the Enchanting Revels of the same band of korrigan for the next 24 hours. \n'b' Reactions \n'b' Catch Me If You Can . When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell. \n'b'\n'b' About \n'b' Similar in appearance to a gnome or leprechaun, these pointy-eared faerie folk stand just under two feet tall. They have mischievous, flashing eyes and long, beautiful hair woven with pretty flowers. Clad in yellow robes and floral garlands, they sing and dance barefoot. \\\n'b'\n'b' Night-time Revels . The korrigan are reclusive forest-dwellers who emerge from their woodland grottoes at night to dance and sing amongst ancient standing stones or around waterfalls and streams. By night, they appear beautiful; however, by day, they are ugly and wizened, and their lovely brown hair turns scraggly and white. \n'b' Mischievous Merrymakers . When the moon is full, the korrigan begin their revels, joining hands and dancing in circles, singing melodies so joyous that others feel compelled to join. Unfortunately, dancing for too long can prove dangerous \xe2\x80\x93 even deadly \xe2\x80\x93 to mortals, especially \xe2\x80\x9cstodgy\xe2\x80\x9d religious folk, who lack the stamina of the fey. When they are not at their revels, korrigan enjoy humiliating mortals by making the creatures do silly things. If its victim doesn\xe2\x80\x99t see the funny side of its pranks, a korrigan can exhale its poisonous breath on the creature to dispatch the humorless creature. \n'b' Fey Soothsayers . Korrigan are said to be able to predict the future, and sometimes a mortal will brave the perils of the forest \xe2\x80\x93 and potential humiliation at the korrigan\xe2\x80\x99s hands \xe2\x80\x93 to seek its advice before making an important decision.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Koschei \n'b' Medium fiend , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 17 (+3) INT: 17 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +7, Cha +11 Skills Arcana +9, Insight +7, Perception +7 Damage Resistances cold, lightning Damage Immunities necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Celestial, Dwarvish, Infernal Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Hidden Soul . A creature holding the egg containing Koschei\xe2\x80\x99s soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can\xe2\x80\x99t permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature. \n'b' Innate Spellcasting . Koschei\xe2\x80\x99s innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : detect magic , phantom steed , scorching ray , sending \n'b' 3/day each : invisibility , magic missile , shield \n'b' 2/day each : animate objects , cone of cold , hypnotic pattern \n'b' 1/day each : disintegrate , meteor swarm , true polymorph \n'b'\n'b' Legendary Resistance (3/day) . If Koschei fails a saving throw, he can choose to succeed instead. \n'b' Magic Weapons . Koschei\xe2\x80\x99s weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Koschei makes two longsword attacks and one drain life attack . \n'b' Longsword . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage. \n'b' Drain Life . Melee Spell Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack , and Koschei regains an equal number of hit points . \n'b'\n'b' Legendary Actions \n'b' Koschei 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. Koschei regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . Koschei makes one attack with his longsword. \n'b' Teleport . Koschei teleports to an unoccupied space he can see within 40 feet. \n'b' Drain (2 actions) . Koschei makes one attack with Drain Life. \n'b'\n'b' Lair \n'b' Koschei\xe2\x80\x99s lair is the crumbling remains of his ancient castle. \n'b' Though there are still finery and riches contained within the structure, Koschei seems oblivious to the march of time threatening to demolish his home. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it\xe2\x80\x99s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies. \n'b' Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage. \n'b' Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei. \n'b'\n'b' Regional Effects \n'b' The region containing Koschei\xe2\x80\x99s lair is warped by Koschei\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b' Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food. \n'b' Wind and snowstorms are common within 5 miles of the lair. \n'b' Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster\xe2\x80\x99s class, or a magic item) and knows the direction to the caster. \n'b'\n'b' If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days. \n'b' About \n'b' This wizened old man is little more than wrinkled skin stretched taut over bones. His long, wispy white hair is surmounted by a crown, and he wears a gold-trimmed black robe. A large sword with a twisted blade rests in his nearly skeletal hand. \n'b' About \n'b' Koschei, the king of an ancient land, feared death so much that he turned to the darkest magic to stave off his demise. He discovered a means to protect himself from both time and injury, and transformed himself into something both greater and less than human. Similar to the transformation into a lich, Koschei became an immortal fiend. He remains terrified of death, and his appearance has become withered and ancient despite his vigor. \n'b' Undying Secret . Koschei cheated death by separating his soul from his body and hiding it in an iron chest, buried beneath a tree on an island. In the chest is a rabbit, which immediately tries to flee if the chest is opened. If the rabbit is killed, a duck flies out from the chest and tries to escape (use hawk statistics, can\xe2\x80\x99t attack). If the duck dies it lays a green egg, inside of which is a golden needle that contains Koschei\xe2\x80\x99s soul. As long as his soul is safely hidden away, time and death slide past the undying king.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kosmima \n'b' Family: Kosmima \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 1 (1d4 ? 1); Wound Threshold N/A Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 8 (-1) INT: 6 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 30 ft., passive Perception 13 Languages understands one humanoid language but can\xe2\x80\x99t speak Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Labyrinthine Recall . The kosmima can perfectly recall any path it has traveled. \n'b' Spider Climb . The kosmima 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 creature. Hit : 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' These docile spiders fit in the palm of one\xe2\x80\x99s hand and are very soft. They are always of two colors whose hues vary from one specimen to another: one kosmima can be bright blue and soft pink, and another stark purple and shining coral. They are terricoles, and in the absence of ground soft enough to dig, they settle in a hollow within a rock or root where they make themselves comfortable by covering the walls with slightly sticky silk. This cozy dwelling is their hiding spot-from which they spring forth in ambush-as well as their brooding nest. \n'b' The drow are particularly fond of kosmimae, which they carry in their hair or on their shoulders like living ornaments. These creatures are known to be loyal and capable of recognizing a humanoid\xe2\x80\x99s voice and features, and so they are often gifted or exchanged as tokens of deep affection. They can be trained to carry messages rolled into a small metal tube strapped to their back, which they\xe2\x80\x99ll take to a familiar person in a location that they have previously been shown, making them handy helpers for both lovers and spies!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kosmine, Secretive \n'b' Family: Kosmima \n'b' Tiny fey (enrooted), any \n'b' Armor Class 15 (natural armor) Hit Points 58 (13d4 + 26); Wound Threshold 15 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Perception +5, Stealth +6 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages Sylvan, Undercommon, and any one language Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The secretive kosmine\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The secretive kosmine can innately cast the following spells like an 8th-level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand *, poison spray, spare the dying \n'b' 3/day each : alarm **, hunter\xe2\x80\x99s haven (spell slot of 5th level), sanctuary , sleep (spell slot of 4th level) \n'b' 1/day each : confusion ****, glyph of warding , private sanctum \n'b'\n'b' Labyrinthine Recall . The secretive kosmine can perfectly recall any path it has traveled. \n'b' Spider Climb . The secretive kosmine can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' (*) The objects appear to be moved by spider threads. \n'b' (**) This spell is triggered when a creature comes into contact with one of the secretive kosmine\xe2\x80\x99s threads. \n'b' (****) This spell is not considered as corrupt for the secretive kosmine. \n'b' ACTIONS \n'b'\n'b' Multiattack . The secretive kosmine makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 1 piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or take a level of exhaustion . \n'b'\n'b' ABOUT \n'b' The secretive kosmine owes its name to its interest in mysteries and magic. It is famed for devoting a lot of time to building concealed silk-covered hideouts and shelters, which can be found even in places of great danger, such as the surroundings of a Cankerous nest or an aboleth lair.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kosmine, Startled \n'b' Family: Kosmima \n'b' Tiny fey (enrooted), any \n'b' Armor Class 13 Hit Points 22 (5d4 + 10); Wound Threshold 6 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +3, Perception +3, Stealth +5 Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages Sylvan, Undercommon, and any one language Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The surprised kosmine\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The surprised kosmine can innately cast the following spells like a 1st-level spellcaster, requiring no material components:\n'b'\n'b'\n'b' At will : mage hand *, poison spray, spare the dying \n'b' 1/day each : alarm **, sanctuary , sleep \n'b'\n'b' Labyrinthine Recall . The surprised kosmine can perfectly recall any path it has traveled. \n'b' Spider Climb . The surprised kosmine can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check \n'b'\n'b' (*) The objects appear to be moved by spider threads. \n'b' (**) This spell is triggered when a creature comes into contact with one of the surprised kosmine\xe2\x80\x99s threads. \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 1 piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 12 Constitution saving throw or take a level of exhaustion . \n'b'\n'b' ABOUT \n'b' These docile spiders fit in the palm of one\xe2\x80\x99s hand and are very soft. They are always of two colors whose hues vary from one specimen to another: one kosmima can be bright blue and soft pink, and another stark purple and shining coral. They are terricoles, and in the absence of ground soft enough to dig, they settle in a hollow within a rock or root where they make themselves comfortable by covering the walls with slightly sticky silk. This cozy dwelling is their hiding spot-from which they spring forth in ambush-as well as their brooding nest. \n'b' The surprised kosmine is a fearless protector that watches over a creature or object, and can bring to bear a whole arsenal of venoms and silks to perform its duty. However, it usually acts nonlethally, and will use its intelligence and medical skills to keep its opponents from dying. \n'b' For example, should a creature risk death by exhaustion after having been bitten one too many times, the surprised kosmine may dedicate its next action to stabilizing it. What a surprised kosmine chooses to protect may be a source of puzzlement, for example, when it staunchly defends an unsavory character. Is it because it is attached to the individual? Or because it feels that they have a particular fate to fulfill?'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kot Bayun \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The kot bayun can use its Slumbering Song. It then makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Invisibility . The kot bayun magically turns invisible until it attacks or uses Slumbering Song, or until its concentration ends (as if concentrating on a spell). Any equipment the kot bayun wears or carries is invisible with it. \n'b' Slumbering Song . The kot bayun sings a magical song to one creature it can see within 60 feet of it. The target must succeed on a DC 13 Charisma saving throw on fall unconscious for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the kot bayun uses a bonus action on its subsequent turns to continue singing, the target has disadvantage on this saving throw. Otherwise, the effect ends for a target if the target takes damage while below half its hp maximum. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the kot bayun\xe2\x80\x99s Slumbering Song for the next 24 hours. The kot bayun can have up to two creatures unconscious from its song at a time. \n'b' Healing Purr (2/Day) . The kot bayun purrs at a creature it can see within 15 feet of it. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness. \n'b'\n'b' ABOUT \n'b' This oddly colored cat appears at first to be a powerful panther of some kind. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical jungle cat. \n'b' Enemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities. \n'b' Speaking Fey Cats . These brutal and temperamental creatures get along well with cruel-minded fey. Gentler fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 pounds. They are long-lived, and some stories record the same kot bayun in a region for over 400 years. \n'b' Sing to Sleep . In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully stalk victims for a time, learning the victim\xe2\x80\x99s strengths and weaknesses before making their attack. They lie in wait until their prey is vulnerable and then begin their song. Those resisting the call to slumber are always the kot bayun\xe2\x80\x99s first victims as the predator launches from cover and attempts to disembowel its prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below. \n'b' Healing Poetry . If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes, and cold predation turns to a lukewarm association. Befriending a kot bayun has benefits, as the creature\xe2\x80\x99s poems, tales, and sagas have healing power. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets, and it heals listeners only at the end of the poem.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Krake Spawn \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 175 (14d12 + 84) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 22 (+6) INT: 17 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Con +11, Int +8, Cha +9 Damage Immunities cold, poison, psychic Condition Immunities charmed , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Common, Infernal, Primordial, Void Speech Challenge 14 (11,500 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The krake spawn can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft, one target. Hit : 12 (1d10 + 7) slashing damage. \n'b' Tentacle . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 10 (1d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained . The krake spawn has eight tentacles, each of which can grapple only one target. \n'b' Freezing Water Bolt . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) cold damage. \n'b' Ink Cloud (Recharge 5\xe2\x80\x936) . While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. \n'b' Vomit Forth the Deeps (Recharge 5\xe2\x80\x936) . The krake spawn sprays half-digested food from its maw in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 27 (6d8) acid damage plus 27 (5d10) poison damage and is incapacitated . On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Water Jet . Each creature within 5 feet of the krake spawn must succeed on a DC 17 Dexterity saving throw or be forced prone . The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action. \n'b'\n'b' ABOUT \n'b' This twisted, beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid\xe2\x80\x99s enormous beak. \n'b' Demonic Crossbreeds . Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly, krake spawn respond to summoning magic, and spellcasters summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind. \n'b' Outwit Humans . Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who often mistake them for dumb beasts\xe2\x80\x94an error that can often prove fatal. \n'b' Iceberg Fortresses . Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn\xe2\x80\x99s treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn\xe2\x80\x99s offspring.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kraken \n'b' Gargantuan monstrosity (titan), chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 472 (27d20 + 189) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 25 (+7) INT: 22 (+6) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11 Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities frightened , paralyzed Senses truesight 120 ft., passive Perception 14 Languages understands Abyssal, Celestial, Infernal, and Primordial but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious : The kraken can breathe air and water. \n'b' Freedom of Movement : The kraken ignores difficult terrain, and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Siege Monster : The kraken deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. \n'b' Bite : Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, 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 kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken\xe2\x80\x99s turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 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 kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. \n'b' Tentacle : Melee Weapon Attack : +17 to hit, reach 30 ft., one target. Hit : 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained . The kraken has ten tentacles, each of which can grapple one target. \n'b' Fling : One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked 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 18 Dexterity saving throw or take the same damage and be knocked prone. \n'b' Lightning Storm : The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Legendary Actions \n'b'\n'b' The kraken 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 kraken regains spent legendary actions at the start of its turn. \n'b'\n'b' Tentacle Attack or Fling : The kraken makes one tentacle attack or uses its Fling. \n'b' Lightning Storm (Costs 2 Actions) : The kraken uses Lightning Storm. \n'b' Ink Cloud (Costs 3 Actions) : While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken\xe2\x80\x99s next turn. \n'b'\n'b' About \n'b' This tremendous leviathan resembles a vast squid, yet the markings on its body are strangely unsettling to look upon.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kraken Breed Klaven \n'b' Medium aberration (klaven), lawful evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 84 (8d8+48) \n'b' Speed 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\xbadjooli, Ultari (can\xe2\x80\x99t speak) \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Compression . The kraken breed klaven never takes damage from extreme pressure in deep water, and its compressible flesh grants it advantage on Athletics to escape a grapple and on Dexterity checks to squeeze through narrow spaces. \n'b' Klaven Traits . The kraken breed klaven has all the traits of a klaven, save that its composite bil\xe2\x80\x99djooli physiology negates the normal klaven advantage on saving throws against poison. Underwater Camouflage. The kraken breed klaven has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kraken breed klaven makes 2 slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, 5 ft. reach. Hit : 19 (3d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the kraken breed klaven must use at least one of its slam attacks each round to attack the restrained creature. It cannot grapple a second creature while it has another creature already grappled . Kraken breed klaven are advanced experimental creatures hybridized using genetic material from true krakens infused through the klaven process into the body of a bil\xe2\x80\x99djooli warrior. These klaven have the same contamination, interstellar, and vulnerability to toxins traits as base bil\xe2\x80\x99djooli.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carrion Hound \n'b' Large aberration (titanspawn), unaligned\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 40 ft., burrow 20 ft. Skills Perception +4 Damage Resistances poison Condition Immunities poisoned Senses blindsight 60 ft., passive Perception 14 Languages Titan Speech (can\xe2\x80\x99t speak) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Disease Immunity . The carrion hound is immune to diseases. \n'b' Keen Smell . The carrion hound has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Multiple Heads . The carrion hound has roughly a dozen heads. It has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. \n'b' Stench . Any creature other than a carrion hound that starts its turn within 5 feet of the carrion hound must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of all carrion hounds for 1 hour. \n'b' Actions \n'b' Multiple Bites . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 17 (5d6) acid damage. \n'b' Tactics \n'b' Carrion hounds rush into battle, hoping to close with their foes as soon as possible, in order to take advantage of their stench feature. They then attack relentlessly, hoping to kill one or more creatures. If badly hurt, they will retreat, especially if they\xe2\x80\x99ve already slain a creature. They will wait patiently for the others to leave the dead behind and then return to feast on the corpse. \n'b' Description \n'b' Carrion hounds are loathsome beasts that dwell primarily below ground. They are ghastly to behold, resembling large, mangy wolves covered in sores, with patches of rotting flesh, bare bone, and exposed muscle. Where the wolf \xe2\x80\x98s head should be writhes a mass of enormous maggot heads, roughly a dozen in number, like the multiple heads of a hydra . \n'b' Hydran Abomination . Because of the carrion hound\xe2\x80\x99s appearance, some inhabitants of lands where they are common have taken to calling them \xe2\x80\x9cmaggot hydras.\xe2\x80\x9d As either name implies, carrion hounds mostly feed on carrion and enjoy the taste of rotting flesh. However, their constant hunger drives them to create cadavers by killing other creatures and letting their corpses fester. \n'b' Forever Hungry . Carrion hounds are almost certain to attack potential prey unless grossly outnumbered; their behavior is instinctual and makes no use of any advanced tactics, although sometimes they ambush prey by burrowing out of the ground beneath it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpsespun \n'b' Medium undead , neutral \n'b' Armor Class 11 plus armor worn Hit Points 44 (8d8 + 8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages None Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider-Infested . Spiders continually crawl out of corpsespun, swarm over them, and fall to the ground around the undeads\xe2\x80\x99 feet. All creatures other than a corpsepinner or other corpsespun that are within five feet of a corpsespun at the end of the corpsespun\xe2\x80\x99s turn take 2 (1d4) poison damage from spider bites. This damage is cumulative from multiple adjacent corpsespun. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage and the target is poisoned . A poisoned creature can make a DC 11 Constitution saving throw at the end of each of its turns; a successful save ends the condition. \n'b' Spider Spray (recharge 5-6) . All creatures in a 20-foot cone must make a successful DC 11 Dexterity saving throw or take 3 (1d6) piercing damage plus 7 (2d6) poison damage. \n'b'\n'b' ABOUT \n'b' Corpsespun resemble zombies that are infested with spiders. Spiders crawl in and out of their bodies through their mouths, ears, nostrils, eye sockets, and wounds, and the creatures can vomit out a stream of spiders as an attack. They tend to be draped in webbing. Corpsespun follow the commands of the corpsespinner that created them, which they receive telepathically. If a corpsespinner is killed, its corpsespun minions continue carrying out their last instructions, and they fight to protect their master\xe2\x80\x99s body or its home web; otherwise, they have little purpose and are not innately hostile without a corpsespinner telling them who to kill.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kraken, Sand \n'b' Large aberration , neutral \n'b' Armor Class 13 (natural armor) Hit Points 85 (9d10 + 36) Speed 20 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Buried Camouflage . A sand kraken has advantage on Dexterity ( Stealth ) checks and it has total cover from attacks as long as it remains buried. \n'b' Keen Smell . The sand kraken has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Tentacles . A sand kraken has 10 tentacles, each of which can grapple one creature. Each tentacle has an AC of 20, 15 hit points , and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the sand kraken, and severed tentacles regrow at a rate of 1 per day. \n'b' Actions \n'b' Multiattack . The sand kraken makes three tentacle attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 30 (4d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 30 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) and restrained . Until the grapple ends, a grappled target takes 13 (2d8 + 4) bludgeoning damage at the beginning of each of the sand kraken\xe2\x80\x99s turns. \n'b' About \n'b' A huge, bloated, eyeless, and formless octopus rises from the sand. \n'b' From its pale-yellow, shapeless body sprout ten long tentacles tipped with cruel barbed pads. \n'b' Sand krakens are dangerous creatures encountered only in remote wastelands. A sand kraken keeps its body well concealed, buried deep in sand or loose rock, and inaccessible to most attacks. The creature never moves from the place where it digs its first burrow, and once it settles in, it will never again see the light of day. The only parts of a sand kraken that are usually seen are its tentacles, and by then it is often too late. \n'b' Sand krakens are omnivores but prefer meat to any other food. Once it captures and kills its prey, it pulls the carcass down into its sandy lair and devours it with its great central maw. For this reason, a number of scholars speculate a biological relationship between sand krakens and dustdiggers. \n'b' For most of its life, a sand kraken remains dormant and silent, buried several feet below the surface of the ground. When it senses prey, its tentacles swiftly rise to the surface. A sand kraken uses its initial attacks to immobilize its prey by constriction. Each tentacle has its own secondary brain and can attack independently. While tentacles can be harmed and severed, the only true way to kill a sand kraken is to dig it up and destroy its body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Krampus \n'b' Large monstrosity (unique) , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 391 (34d10+204) Speed 40 ft., fly 40 ft. (can hover)\n'b' STATS STR: 25 (+7) DEX: 20 (+5) CON: 23 (+6) INT: 17 (+3) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +13, Wis +11, Cha +13 Skills Insight +11, Perception +11, Stealth +12, Survival +11 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks ; cold Condition Immunities charmed , frightened Senses darkvision 120 ft., passive Perception 21 Languages Common; tongues Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If Krampus fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . Krampus has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Krampus\xe2\x80\x99 weapon attacks are magical. \n'b' Punish the Naughty . Krampus can use a bonus action to designate a single target he can see as being \xe2\x80\x9cnaughty.\xe2\x80\x9d The target creature must be a child or young creature or a victim of Krampus\xe2\x80\x99 regression ability. Against that target, Krampus has advantage on attack rolls and Wisdom ability checks, and on a hit with a weapon attack , deals an additional 4 (1d8) damage of the same type as the attack . These bonuses remain in effect until the target is dead or Krampus designates another target as naughty. \n'b' Regression . At the beginning of each of Krampus\xe2\x80\x99 turns, a creature in his bag must make a DC 21 Charisma saving throw. On a failed save, the creature regresses to the form of a child for 24 hours. The creature becomes one size smaller and has disadvantage on Strength checks and Strength saving throws. The creature\xe2\x80\x99s equipment does not reduce in size . This is a curse. \n'b' Snowstep . In snowy environments, Krampus doesn\xe2\x80\x99t have to expend extra movement for difficult terrain and has advantage on Dexterity ( Stealth ) checks. \n'b' Snowsight . Krampus can see without hindrance in snowy conditions, even a blizzard. \n'b' Tongues . Krampus can understand and be understood in any language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Krampus makes three attacks: two chain or claw attacks and one gore attack . \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 12 (1d10 + 7) slashing damage and the target is grappled (escape DC 24). \n'b' Gore . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Chain . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage and the target is grappled (escape DC 24). \n'b' Bag . Krampus puts a grappled target into its bag. As long as the creature is grappled , it is blinded and restrained , and has total cover against attacks. A creature in the bag is subject to Krampus\xe2\x80\x99 regression feature. The bag has AC 17 and 20 Hit Points and can damaged by slashing weapons but has resistance to piercing and is immune to bludgeoning. The weight of creatures in the bag doesn\xe2\x80\x99t count against Krampus\xe2\x80\x99 carrying capacity. Up to four Small creatures or two Medium creatures can fit in the bag at a time. If used by any creature other than Krampus, the container functions as a mundane sack. If Krampus\xe2\x80\x99 bag is lost or destroyed, he can create a new bag with 1 hour of work. \n'b' Beast Shape (3/Day) . This spell transforms a creature that Krampus can see within 60 ft. into a new form. An unwilling creature must make a DC 21 Wisdom saving throw to avoid the effect. This ability has no effect on a shapechanger or a creature with 0 Hit Points . The transformation lasts permanently, or until the target drops to 0 Hit Points or dies. The new form can be any beast whose challenge rating is equal to or less than the target\xe2\x80\x99s (or the target\xe2\x80\x99s level, if it doesn\xe2\x80\x99t have a challenge rating). The target\xe2\x80\x99s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points , any excess damage carries over to its normal form. As long as the excess damage doesn\xe2\x80\x99t reduce the creature\xe2\x80\x99s normal form to 0 Hit Points , it isn\xe2\x80\x99t knocked unconscious . The creature is limited in the actions he can perform by the nature of its new form, and he can\xe2\x80\x99t speak, cast spells, or take any other action that requires hands or speech. The target\xe2\x80\x99s gear melds into the new form. The creature can\xe2\x80\x99t activate, use, wield, or otherwise benefit from any of its equipment. This is considered a curse and can be removed by remove curse . \n'b' Chortle (3/Day) . One creature within 120 feet Krampus can see must make a DC 21 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. At the beginning of each turn the creature is frightened , it takes 22 (4d10) psychic damage. At the end of each of its turns, the creature may make a new saving throw; on a success, it is no longer frightened . \n'b' Teleport . Krampus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Krampus 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. Krampus regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Chain Attack . Krampus makes a chain attack . \n'b' Detect . Krampus makes a Wisdom ( Perception ) check. \n'b' Move . Krampus moves up to half its speed without drawing opportunity attacks. \n'b'\n'b' LAIR ACTIONS \n'b' Krampus\xe2\x80\x99 lair is a cave or a castle, nestled deep in the hills or mountains. \n'b' On initiative count 20 (losing all initiative ties), Krampus can use one of its lair action options. It 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' A hail of rock-hard ice pounds to the ground in a 20-footradius, 40-foot-high cylinder centered on a point within 300 ft of Krampus. Each creature in the cylinder must make a DC 21 Dexterity saving throw. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm\xe2\x80\x99s area of effect into difficult terrain until the end of its next turn. \n'b' For 1 minute, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point within 150 feet of Krampus. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain . When a creature enters the spell\xe2\x80\x99s area for the first time on a turn or starts its turn there, it must make a DC 21 Dexterity saving throw. On a failed save, it falls prone . \n'b' Every creature within 120 feet of Krampus must make a DC 21 Wisdom saving throw. On a failure, the creature is frightened until the end of its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The environment with 5 miles of Krampus\xe2\x80\x99 lair becomes cold and wintry. Storms are common. If Krampus dies, the weather gradually returns to normal. \n'b' Young creatures will not approach the lair and beasts will not birth in its vicinity. This effect ends immediately if Krampus dies. \n'b' In frigid northern climes, celebrations and festivals are important to maintain a community\xe2\x80\x99s morale, especially in the winter months when food is scarce and the days are short. Many of these holidays involve lighting cheery fires, forgiving grudges, decorating trees, and exchanging gifts. \n'b' Unfortunately, in some areas, these times of merriment are tarnished by the looming specter of Krampus, a terrifying creature that hunts those it considers to be acting against the spirit of the times. However, thanks to Krampus\xe2\x80\x99s twisted morality, it sees selfishness and incivility everywhere it goes. \n'b' Krampus is a tall, goatlike humanoid with large horns and a long tongue that constantly lolls out of one side of its mouth or the other. \n'b' Though its fists are powerful enough to break bones, Krampus also carries a set of iron chains that it uses to thrash its foes. The oversized bag it carries is often stained with the blood of its captured victims. Krampus stands 14 feet tall and weighs 1,000 pounds. \n'b' Unbound Terror . The origins of Krampus are shrouded in mystery, with stories of the creature stretching back hundreds or even thousands of years, if not more. To the beleaguered regions under Krampus\xe2\x80\x99s tyranny, the creature has simply always been around. \n'b' Some say Krampus first entered the world through the rituals of ancient druids seeking a patron to embody their midwinter rituals to bring joy in the long dark of the season. Their rites, however, were imperfect and tainted by the desperation and bitterness of the folk they served. The fey-touched being they brought forth indeed brought gifts and revels, yet he also brought judgment, punishing those who behaved selfishly during lean times, escalating from simple birching to magical transformation as it came to see everyone as wicked and deserving of torment. Its summoners sought to bound it in chains of silver and iron, hoping they would constrain its fey nature, but such bindings were of no avail as it broke free and used its shackles to slay its captors. Retreating into the snowy forest for the remainder of the season, Krampus returned year after year, growing stronger and more hideous with each winter solstice and gaining a taste for flesh. Many have hunted Krampus and some even have slain him, even bringing back his head, but as every turning of winter approached Krampus would return to continue the cycle of death. Fortunately, while it could ravage the countryside all year long, for some reason it chooses to limit its predations to the winter months. Where it goes the rest of the year, no one has been able to discover.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Leviathan \n'b' Gargantuan construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 279 (18d20 + 90) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 26 (+8) DEX: 5 (\xe2\x80\x933) CON: 21 (+5) INT: 5 (\xe2\x80\x933) WIS: 17 (+3) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +10, Int +2, Wis +8, Cha +4 Damage Resistances acid, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 13 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The arcane leviathan doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Impregnable . If the arcane leviathan is subjected to an effect that allows it to make a saving throw to take only half damage, the leviathan instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Siege Monster . The arcane leviathan deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arcane leviathan makes one Slam attack and two Claw attacks, or it makes four Lightning Bolt attacks. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (4d8 + 8) slashing damage. If the target is Huge or smaller, it is grappled (escape DC 19). The leviathan has two claws, each of which can grapple only one target. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 18 (4d4 + 8) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone . \n'b' Lightning Bolt . Ranged Spell Attack : +8 to hit, range 150/600 ft., one target. Hit : 17 (4d6 + 3) lightning damage. \n'b' Pylon Discharge (Recharge 5\xe2\x80\x936) . The leviathan discharges a surge of energy at a point the leviathan can see within 200 feet of it. Each creature within 30 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a creature takes 45 (10d8) lightning damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' Lightning splits the sky on a clear day; the ocean breaks, and the leviathan wakes, a crustacean shape of ceramic armor and wrathful magic. Faded script in a forgotten tongue crawls along its flanks. Armor plating on its back parts as crystal pillars rise, charged with magic. \n'b' Long ago, an undersea civilization forged guardians for its great cities. They built these leviathans in the image of ancient gods, inscribing the armored carapaces with religious iconography and verses from scripture, arming the constructs with claws that could crush stone. Most fearsome of all, the creators built enormous magical weapons into the leviathans\xe2\x80\x99 abdomens, meant to shatter armies and destroy cities if their masters were ever truly threatened. Eventually, their masters faded from the world, then from memory, and the leviathans became dormant. \n'b' Wrathful Relics . Occasionally, a leviathan awakens. With its cities ruined, the construct follows ancient retributive?strike protocols. It patrols the seas, looking for possible culprits to avenge itself upon or successor states to protect. \n'b' Sometimes, an arcane leviathan guards some undersea settlement or ancient ruin. Other times, it becomes a scourge of shipping lanes, destroying fleets and terrorizing docks of those who have infringed upon the territory of a nation dead for millennia.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Krampus, Mounted \n'b' Huge fey , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 80 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +9 Skills Deception +13, Insight +14, Perception +14 Damage Resistances acid, fire, lightning, thunder Damage Immunities cold Condition Immunities charmed , frightened , stunned Senses truesight 120 ft., passive Perception 24 Languages all Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Icewalk . Krampus ignores any penalties associated with terrain made from ice or snow, both nonmagical and magical. \n'b' Imprisoning Ice . Creatures reduced to 0 hit points by Krampus are frozen solid. They are automatically stabilized but are petrified and cannot benefit from any healing . Lesser restoration or more powerful magic thaws the ice, allowing the creature to benefit from healing . \n'b' Stalker of Sinners . Krampus knows if it hears a lie. Any creatures that have told a lie within the past 24 hours gain no benefit from invisibility , cover , or concealment against Krampus, and they cannot be hidden from it. \n'b' Trampling Sleigh . While riding its dire sleigh, Krampus can enter a Large or smaller creature\xe2\x80\x99s space but can\xe2\x80\x99t stop there. The first time this happens on a turn, the creature must attempt a DC 17 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failure or half as much on a success. Creatures that take damage from the trample can\xe2\x80\x99t make opportunity attacks against Krampus until the end of their next turn. \n'b' Transition . When Krampus is first reduced to 0 hit points , its dire sleigh crashes to the ground. Krampus emerges from the sleigh and picks it up with one hand, wielding it as an oversized club. Krampus uses the statistics of Krampus, winter terror. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Krampus makes two Whip attacks. \n'b' Whip . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 23 (4d8 + 5) piercing damage plus 18 (4d8) cold damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Krampus, Winter Terror \n'b' Huge fey , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +9 Skills Deception +13, Insight +14, Perception +14 Damage Resistances acid, fire, lightning, thunder Damage Immunities cold Condition Immunities charmed , frightened , stunned Senses truesight 120 ft., passive Perception 24 Languages all Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Icewalk . Krampus ignores any penalties associated with terrain made from ice or snow, both nonmagical and magical. \n'b' Imprisoning Ice . Creatures reduced to 0 hit points by Krampus are frozen solid. They automatically become stable, but are petrified and cannot benefit from any healing . Lesser restoration or more powerful magic thaws the ice, allowing the creature to benefit from healing . \n'b' Stalker of Sinners . Krampus knows if it hears a lie. Any creatures that have told a lie within the past 24 hours gain no benefit from invisibility , cover , or concealment from Krampus, and they cannot be hidden from it. \n'b' The Way Home . Krampus can cast gate at will, but only to create a portal between the material plane and its home realm, or vice versa. \n'b' Transition . If Krampus spends a long rest rebuilding its sled and casting rituals to conjure and animate the reindeer skeletons, replace Krampus\xe2\x80\x99s stats with that of mounted Krampus. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Krampus makes two Sleigh attacks and uses Leap. It can use Leap before, after, or between the two Sleigh attacks. \n'b' Grip of Winter (Recharge 5-6) . Krampus calls upon the frost of the harshest winters. All creatures within 120 feet of Krampus must succeed on a DC 17 Constitution saving throw or take 27 (6d8) cold damage, and their speed is reduced to 0 until the end of their next turn. \n'b' Leap . Krampus jumps up to 60 feet to a location it can see without provoking opportunity attacks. Creatures within 10 feet of Krampus before or after this movement are buffeted by icy winds and must attempt a DC 17 Constitution saving throw, taking 18 (4d8) cold damage on a failure or half as much on a success. \n'b' Sleigh . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage plus 22 (4d10) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pushed back up to 20 feet and knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Smite the Wicked . When a creature within 120 feet of Krampus casts a spell, Krampus can use its reaction to force the target to attempt a DC 17 Wisdom saving throw. On a failure, the target takes 21 (6d6) psychic damage, the spell they tried to cast is stopped (as though by counterspell), and the target cannot cast spells until the start of its next turn. On a success, the target takes half as much damage and the spell is cast as normal. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Krampus can take 3 legendary actions, choosing from the options below, and only at the end of another creature\xe2\x80\x99s turn. Krampus regains spent legendary actions at the start of its turn. \n'b'\n'b' Pursuit . Krampus uses Leap. \n'b' Ready to Smite (Costs 2 Actions) . Krampus gains an additional reaction that can only be used for its Smite the Wicked ability. This additional reaction is lost if not used by the start of its next turn. \n'b' Wallop . Krampus makes a Sleigh attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Krang \n'b' Medium humanoid (krang), neutral \n'b' Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +5, Wis +1 Skills Athletics +5 Senses passive Perception 9 Languages Common, Krang Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Elongated Arms . The krang\xe2\x80\x99s long arms extend its reach with melee attacks to 10 feet. \n'b' Smashing Charge . If the krang moves at least 20 feet and hits with a head-butt attack in the same turn, the attack deals an additional 7 (2d6) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The krang makes two melee attacks : one with its warhammer, and one with its head-butt. \n'b' Head-butt . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. \n'b' Warhammer . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. \n'b'\n'b' ABOUT \n'b' Krang come from a lush, forested homeworld where their forebears first gathered in small tribes of arboreal apes. Fighting one another for centuries over territory and resources, the krang rose into warring nation-states but eventually joined forces in search of glorious conquest across the stars. They proved terrifying in battle, but in the execution of their duties, the honorable krang soon realized the cruelty of their new overlords and the depths of their depravity and turned against the Ultari to join their enemies and find redemption while also liberating their homeworld from the grip of the Ultari. Krang average 6-and-a-half feet in height, but their long arms give them the appearance of being taller. They weigh between 200 and 300 pounds. \n'b' Pride and Valor . Krang are militaristic but deeply concerned with valor. While krang prefer to fight at close range, they also engage from a distance if conditions call for it but abhor the use of disease and poison in weaponized warfare. Many who meet krang for the first time view them as humorless apes with a fixation on combat and skill-at-arms. After spending time together, they soon realize the krang cling to their honor as a bastion against the painful memories of their association with the ultari. While krang possess a modicum of humor, they generally fail to recognize sarcasm and deceptive word play. Traditional krang religion focuses on ancestor worship, but those traveling among other races often adopt the faiths of those they respect, though under duress krang often invoke the names of powerful warriors who faced similar trials or hardships. Respect among the krang is earned by actions , especially demonstrations of skill or bravery. A tale well told may impress a krang, but they always seek evidence to back it up, and they have little patience for those who reveal themselves to be deceitful or cowardly.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kratt \n'b' Tiny construct (devil, shapechanger), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Sleight of Hand +5, Stealth +5 Saving Throws Dexterity +5 Damage Vulnerabilities fire Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Axiomatic Mind . The kratt can\xe2\x80\x99t be compelled to act in a manner contrary to its instructions. A kratt that is given an impossible tasks suffers from a Death Burst after it fails an attack , skill, or saving throw roll three times in a row. \n'b' Death Burst . When the kratt dies, it explodes in a burst of fire. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren\xe2\x80\x99t being worn or carried in that area are ignited. \n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kratt\xe2\x80\x99s darkvision . \n'b' False Appearance . While the kratt remains motionless, it is indistinguishable from an ordinary, inanimate pile of straw. \n'b' Heated Body (Fire form only) . A creature that touches the kratt or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. \n'b' Magic Resistance . The kratt has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The kratt can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30 ft.), a ball of fire (0 ft., fly 60 ft.) or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Fork (Bite in Cat Form) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Invisibility . The kratt magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the kratt wears or carries is invisible with it. \n'b' About \n'b' Created from hay and household implements, kratti are constructs animated by a deal with a devil. The master has to give the devil three drops of blood, and in return it animates to serve. Kratti are used primarily as house servants to fetch items. They will deliver goods such as butter, gold, grain, or milk to enrich its master; owners who aren\xe2\x80\x99t precise in where these items are sourced will find they come from neighbors. \n'b' Kratti must work constantly or they become dangerous to their owners. To keep kratti busy, owners will often give them impossible tasks, like building a latter from bread. \n'b' Kratti given impossible tasks will eventually explode. \n'b' Familiar . The kratt can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the kratt senses as long as they are within 1 mile of each other. While the kratt is within 10 feet of its master, the master shares the kratt\xe2\x80\x99s Magic Resistance trait. If its master violates the terms of the contract by not giving it a new task every 24 hours, it attacks the master and ends the telepathic bond .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kronos: The Father of Time \n'b' Gargantuan giant (titan), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 702 (36d20 + 324) Speed 40 ft.\n'b' STATS STR: 30 (+10) DEX: 3 (-4) CON: 28 (+9) INT: 7 (-2) WIS: 7 (-2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +19, Con +18, Wis +7, Cha +13 Skills Athletics +19, History +7, Perception +7, Religion +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses passive Perception 17 Languages Celestial, Primordial Challenge 30 (155,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (5/day) . If Kronos fails a saving throw, he can choose to succeed instead. \n'b' Siege Monster . Kronos deals double damage to objects and structures. \n'b' Magic Resistance . Kronos has advantage on saving throws against spells and other magical effects. \n'b' Temporal Domain (1/day) . Kronos instantly transports himself, along with any chosen creatures within 120 feet, to his domain. A spherical plane in the middle of a strange warped void, time in this domain goes by much quicker; 3 months pass each round of combat, and creatures age faster. This cannot be reversed by a greater restoration . The plane collapses if Kronos dies, sending back every still living creature to where they entered. \n'b' Actions \n'b' Being Beyond Time (recharge 5-6) . Kronos makes a deafening, time-rending scream. Every creature within 60 feet of Kronos has to make a DC 26 Constitution saving throw or instantly age 16 (3d10) years, if a creature is pushed 10 years beyond its life expectancy, it falls unconscious until a spell like greater restoration is cast. If no restoration spell is cast, the creature dies an hour later. \n'b' Multiattack . Kronos makes 1 Sickle attack , 1 Bite or Devour attack , and 1 Stomp attack. \n'b' Sickle . Melee Weapon Attack : +19 to hit, reach 20 ft., every target in a 20 ft. cone. Hit : 37 (5d10 + 10) slashing damage. \n'b' Stomp . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 43 (6d10 + 10) bludgeoning damage. \n'b' Giant Rock . Ranged Weapon Attack : +19 to hit, range 120/300 ft., one target. Hit : 65 (10d10 + 10) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 15 ft., one target. Hit : 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained , and Kronos can\xe2\x80\x99t bite another target. \n'b' Devour . Kronos makes one Bite attack against a Large or smaller creature he is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside Kronos, and it takes 49 (14d6) acid damage at the start of each of Kronos\xe2\x80\x99 turns. If Kronos takes 50 damage or more on a single turn from a creature inside him he must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures. A regurgitated creature falls prone in a space within 10 feet of Kronos. If Kronos dies, a swallowed creature is no longer restrained , and can escape the corpse by taking 30 feet of movement; exiting prone \n'b' Legendary Actions \n'b' Kronos 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. Kronos regains spent legendary actions at the start of his turn. \n'b' Move . Kronos moves up to half its speed. \n'b' Struggling Clock Hand . Kronos alters time around a creature he can see. The target must succeed on a DC 21 Wisdom saving throw or be affected until the end of its next turn. The affected creature\xe2\x80\x99s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can\xe2\x80\x99t use reactions . On its turn, it can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, it must roll a d20. On an 11 or higher, the spell doesn\xe2\x80\x99t take effect until the creature\xe2\x80\x99s next turn, and the creature must use its action on that turn to complete the spell. If it can\xe2\x80\x99t, the spell is wasted. \n'b' Titan\xe2\x80\x99s Maw (Costs 2 Actions) . Kronos makes a Bite attack or uses his Devour action. \n'b' About \n'b' Kronos was King of the Titans and the god of time (in particular, time viewed as a destructive, all-devouring force). He ruled the cosmos during the Golden Age after killing his father Ouranos and was the father of many powerful gods. His children waged war against him and ultimately defeated him. He now acts as king of the Elysian Islands.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kryt \n'b' Variants Kryts are bipedal, ancient-looking tortoises with knowing eyes whose depths seem to swirl with constellations of stars. Short and hearty like dwarves, they attack with great physical power. \n'b' Medium humanoid (kryt), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48) Speed 25 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 18 (+4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +7, Perception +7 Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Hold Breath . The kryt can hold its breath for 15 minutes. \n'b' Prophetic Vision (1/Turn) . The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw. \n'b' Actions \n'b' Multiattack . The kryt makes three attacks: one with its bite and two with its quarterstaff. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Quarterstaff . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands. \n'b' Reactions \n'b' Haunting Vision . When a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature\xe2\x80\x99s death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction . \n'b' About \n'b' The kryt always settle near water; their oracles and mystics require it. They typically form small tribes in caves or small huts near ponds or reflective bodies of water. \n'b' Dangerous Mystics . It is commonly known that kryts are able to see into the future, but few are brave enough to seek their counsel. With a reputation for attacking outsiders and giving chilling predictions, the few who survive their divinations return shaken and speechless with terror. Kryts usually find it easier to use livestock for their sacrificial divinations, but anyone entering their tribe should fear becoming an offering in their insatiable quest for ultimate knowledge of the future. \n'b' Doom Mongers of Haruspicy . The kryts are haruspices who predict the future by examining the entrails of a sacrificed creature. Refusing to align themselves with a singular known deity, they claim they have seen prophecies of a cataclysm wrought by an ominous and unnamed power. Kryts live predominately silent lives, striving to save their voices for their ultimate calling as messengers for this mysterious god of death. They never record their findings, preferring to keep what they divine to themselves. \n'b' Secret Society . Solitary kryts regard strangers with callous practicality, viewing them as mere pieces of flesh to be beaten and subjugated until they are prepared for a divining sacrifice. Kryts are reluctant to share any of their prophetic visions with others-even members of their own tribe.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kting Voar \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 73 (7d10 + 35) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 21 (+5) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Reinforced Horns . Underneath the boney exterior of their horns, the kting voar possess a second set of reinforced adamantine-like horns. The gore attack of a kting voar counts as adamantine for overcoming damage resistance . \n'b' Trampling Charge . If the kting voar moves at least 20 feet towards an opponent and hit with its gore attack , the target takes an extra 2d8 damage. The target must make a DC 14 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' The kting voar-or \xe2\x80\x98snake-eating cow\xe2\x80\x99 as they are known by most humanoids-are a unique breed of bovine. Common in the outskirts of jungles, or locations of heavy humidity, the skin of a kting voar absorbs much of the heat in a region, protecting the creature from all but the most extreme temperatures. A kting voar\xe2\x80\x99s horns are its most iconic feature-a twisting set of dark black horns lurking right under a boney outer shell. \n'b' The points of its horns actually break out from the bone-shell, giving the point where kting voar\xe2\x80\x99s under horns emerge the appearance of an exposed plant root. \n'b' A kting voar stands up to almost 5 feet in height and weighs roughly 1,600 pounds. \n'b' Cultivated Resources . The meat of a kting voar is considered a delicacy in some regions, though their increased muscle mass makes the snake eating cow particularly unsavory to most living creatures. Those hunting the kting voar also tend to find the bovines a difficult prey. The kting voar\xe2\x80\x99s iconic horns easily skewer or knock aside most average sized humanoids, and should the beast become enraged, it is equally as willing to use its horns while tramping down threats. Still, the horns of a kting voar are prized in the crafting of weapons, and while they have the consistency of adamantine, the horns are still natural bone-a material making them especially prized by those that eschew metals, such as druids. \n'b' Unruly Mounts . Some plains-dwelling tribes of humanoids use kting voar as impromptu heavy mounts. While they provide little in the way of additional mobility, the kting voar make up for it with their strengthened horns. Still, riding a kting voar is a terrifying proposition for some, as the mounts are notoriously difficult to tame, requiring a DC 25 Handle Animal check in order to properly train for any sort of combat purpose. Even after they\xe2\x80\x99re trained, a kting voar forgets such training if not regularly used in combat situations; combat training wears off after 2 months of inactivity.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpulent Attendant \n'b' Large fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +6, Intimidation +7, Perception +5, Religion +6 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, lightning Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Stench . An attendant\xe2\x80\x99s skin produces a foul-smelling, toxic liquid. Any creature that starts its turn within 10 feet of the attendant must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the attendant\xe2\x80\x99s stench for 24 hours. \n'b' Actions \n'b' Keen Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is grappled , it is blinded for one minute. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kuah-Lij \n'b' Medium humanoid (kuah-lij), lawful neutral \n'b' Armor Class 11 Hit Points 6 (1d8 +2) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5 Senses passive Perception 11 Languages Aquan, Common, Elven, Gnome, Kuah-Lij Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Gifted Craftsmen . A kuah-lij has proficiency in alchemist\xe2\x80\x99s supplies, jeweler\xe2\x80\x99s tools, and smith\xe2\x80\x99s tools. \n'b' Magical Sight . A kuah-lij can sense the presence of magic within 30 feet of it. It can use an action to see a faint aura around any visible creature or object in the area that bears magic, and it learns its school of magic, if any. \n'b' Actions \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Light Crossbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' About \n'b' This creature resembles a gnome that has been stretched vertically to a height of a human. Its features are knobby and elongated. Its hair is light and downy, more akin to a soft fur than anything else, and its skin is white with pale blue undertones. \n'b' The kuah-lij are a race of humanoids that inhabit a distant world orbiting a great red sun. They are lawful and organized, but a dying people due to a series of disasters on their homeworld, and now search for aid. \n'b' For several millennia, the kuah-lij lived in relative peace on an old world in an advanced civilization, though much of the technology was magic-based. This changed with a series of plagues that devastated the population, followed by a gradual, inexplicable advancement of the size of their oceans. Huge floods resulted. These cataclysms were followed by the invasion of a ferocious aquatic race resembling the aboleths. The aboleth-like creatures lurked in the deepest ocean trenches of the kuah-lij planet and attacked by coming up from the depths. \n'b' The kuah-lij, accomplished artisans, retaliated by building a series of magically enhanced sea craft to travel the deeps and attack these beings. \n'b' Thus far they have arrived at a stalemate, and the kuah-lij now seek aid from other worlds and planes in their battle against their deepwater adversaries. \n'b' Individual kuah-lij commoners rely upon their military and combat specialists to protect them. With their focus on magical technology, they have easy access to a great many magical devices which they can use to defend themselves with as well. \n'b' The Kuah-lij were at one time a peaceful race of explorers, living in an organized society on a distant planet orbiting a great red sun. Though the course of their lives was regimented, their culture allowed them scope for individuality, and in fact, encouraged it. This, and the natural propensity of the kuah-lij for order, resulted in a society that had remained fresh and vigorous for over 10,000 years. \n'b' Kuah-lij young are placed into a public cr\xc3\xa8che to be raised within days of birth, to be raised by childcare specialists. As they grow and are educated, their affinities and talents are assessed, and at age 15 they are assigned a vocation, based on their talents, and an avocation, based on their preferences. They then study more intensely in these two areas, until they reach maturity at age 25. Kuah-lij youths have the option of changing vocation or avocation if they insist upon it, though this almost never occurs. \n'b' Upon reaching maturity, they fully enter society, where they spend 10 months of the year working at their vocation 10 hours per day, and the final two months on sabbatical, traveling, exploring, or doing whatever else strikes them as interesting. Their culture is based on a complex system of credit, with currency reserved only for dealing with non-kuahlij, and medicine, vacation time, and other services are all socialized, but due to their innately organized, cooperative mindset, there is remarkably little corruption within their culture.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kudger Noble \n'b' Medium humanoid ( human , ozian), lawful evil \n'b' Armor Class 16 (studded leather) Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +5, Perception +6 Senses passive Perception 16 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Archer . A longbow or shortbow deals one extra die of its damage when the kudger noble hits with it (included in his longbow attack ). \n'b' Sharpshooter . The kudger noble\xe2\x80\x99s ranged weapon attacks ignore half cover and three-quarters cover . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kudger noble makes three melee attacks or two ranged attacks . \n'b' Beard . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage and the target must make a DC 13 Strength saving throw or be forced prone . \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' This fierce bowman\xe2\x80\x99s beard points straight at you as he lines up a show with his bow! Kudgers are a mountain people who are expert archers.\xc2\xa0They have bright red hair and very strong beards, so strong that they can use them as weapons. Kudgers speak with thick accents and although they\xe2\x80\x99re natives of Oz, do not respect Ozma\xe2\x80\x99s rule.\xc2\xa0Kudgers are led by the Red King, who can shoot a target out of the sky with unerring accuracy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kudzu, the Everblight \n'b' Kudzu, the Everblight is a sentient and malicious plant, capable of movement but largely satisfied to draw in prey with its sweet scent. Those who resist the influence of its perfume find that it is also a terrifying and deadly combatant. It is driven by a simple but unceasing hunger. \n'b' Dark Heart of the Forest . Kudzu, the Everblight lurks at the heart of a preternaturally peaceful forest or marsh. Unusual wildlife behavior is the first sign of its proximity, but by that point it may already be too late for those who are weak of will. \n'b' Blood Hunger . Its perfume calms violent impulses, as Kudzu, the Everblight prefers to drain its victims slowly, so as to stay fed as long as possible. When bleeding bodies fall to the earth near it, though, the kaiju blooms and flourishes, sprouting even more deadly vines. \n'b' Gargantuan plant , neutral evil \n'b' Armor Class 22 (natural armor) Hit Points 627 (38d20 + 228) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 23 (+6) INT: 13 (+1) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +14, Constitution +13 Skills Insight +10, Nature +8, Perception +10 Damage Resistances acid, cold, fire, lightning, necrotic, thunder Condition Immunities frightened , prone , unconscious Senses darkvision 600 feet, passive Perception 20 Languages Common, Elven, Sylvan (can\xe2\x80\x99t speak) Challenge 24 (62,000 XP) \n'b' Special Traits \n'b' Colossal Creature . Kaiju are creatures far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to a kaiju with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. Kaiju deal double damage to objects and structures. They ignore normal difficult terrain , and treat thick forests, settlements, or mountains as difficult rather than impassable terrain. \n'b' Feed . Kudzu, the Everblight imposes disadvantage on death saving throws made by creatures within its reach. When any creature fails a death saving throw in that area, Kudzu, the Everblight creates an additional vine that acts on its turn. The vine has 100 hit points , AC 15, speed 0, and attacks like one of Kudzu, the Everblight\xe2\x80\x99s standard vine attacks. It lasts for 1 hour or until reduced to 0 hit points . \n'b' Legendary Resistance (3/Day) . If Kudzu, the Everblight fails a saving throw, it can choose to succeed instead. \n'b' Innate Spellcasting . Kudzu, the Everblight\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : charm monster, detect thoughts , suggestion \n'b' 3/day : hold monster \n'b' 1/day each : commune with nature , wall of thorns \n'b'\n'b' Calming Fragrance . The region surrounding Kudzu, the Everblight is suffused with its sweet perfume, which calms emotions and blunts aggression. Any creature within 1 mile of Kudzu, the Everblight at the start of the creature\xe2\x80\x99s turn must succeed on a DC 21 Charisma saving throw. On a failure, Kudzu, the Everblight charms the creature until the end of the creature\xe2\x80\x99s next turn. A creature that successfully saves against this effect three times becomes immune to it for the next 24 hours. \n'b' Actions \n'b' Multiattack . Kudzu, the Everblight makes five vine attacks. \n'b' Vine . Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 29 (5d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or suffer an additional 7 (2d6) damage from bleeding at the start of its next turn. Multiple bleeding wounds can affect a creature simultaneously. Any creature can take an action to stanch all of a target\xe2\x80\x99s wounds with a successful DC 16 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing. \n'b' Legendary Actions \n'b' Kudzu, the Everblight 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. Kudzu, the Everblight regains spent legendary actions at the start of its turn. \n'b' Vine . Kudzu, the Everblight makes a vine attack . \n'b' Detect . Kudzu, the Everblight makes a Wisdom ( Perception ) check. \n'b' Recover . Kudzu, the Everblight regains 75 hit points . Once it uses this ability, it cannot do so again until the end of its next turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Scavenger \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 127 (17d10 + 34) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 14 (+2) INT: 16 (+3) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +7 Skills Arcana +7, Perception +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 60 ft., passive Perception 17 Languages \xe2\x80\x94 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . An arcane scavenger doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Eldritch Overload . When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled, and it gains an additional action each turn. The action must be to Dash , Disengage , Hide , or Use an Object or to make one Grabbing Claws or Excavation Beam. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Arcane Barrage . The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The target begins to glow with arcane energy, and at the end of the target\xe2\x80\x99s next turn, it must make a DC 19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the arcane leviathan. \n'b' Arcane Scavenger Attack . This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6) fire damage. \n'b' Magic Resistance . The arcane scavenger has advantage on saving throws against spells and other magical effects. \n'b' Ruinous Detonation . When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away from the scavenger, and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t flung or knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The scavenger makes three Grabbing Claw or Excavation Beam attacks. \n'b' Grabbing Claw . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which can grapple only one target. \n'b' Excavation Beam . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 20 (5d6 + 3) fire damage. \n'b' Spellcasting . The arcane scavenger casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : detect magic , locate object \n'b' 3/day each : counterspell, dispel magic \n'b'\n'b' ABOUT \n'b' A menacing construct of alien design flies low over the ancient ruins. Its metallic tentacles probe and scrabble through the debris in search of something. \n'b' Created centuries ago by artificers to explore and excavate ruins, arcane scavengers resemble nightmarish metal octopuses, each with a single, central eye. Glowing magical glyphs cover their armor-plated spherical bodies, and each of their eight writhing arms ends in a grasping iron claw. The arcane scavengers\xe2\x80\x99 alien appearance suggests their creators worked from schematics devised by visitors from beyond the stars. \n'b' Seekers of Magic . Arcane scavengers often roam places of mysterious power, searching through the crumbling structures for buried magical items or residual sources of arcane energy. When it finds an interesting item, a scavenger stows the object in a hidden compartment inside its body. Since arcane scavengers explode when they are destroyed, these stowed items are usually, but not always, obliterated. \n'b' Focused Scavengers . Arcane scavengers ignore most other creatures unless they attempt to interfere with a scavenger\xe2\x80\x99s salvage work. Scavengers frequently work alongside dread walker excavators, strange spider-like constructs with similar origins. Arcane scavengers can communicate with the excavators via complex gestures using their eight arms. Dread walker excavators respond by projecting complicated symbols from their central eyes, but observers have yet to translate this communication or determine its true purpose.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'K\xc3\xbclmking \n'b' This creature\xe2\x80\x99s long, horse-like body has far too many legs with multiple arms that end in rending claws, while its misshapen head has a fanged maw used for rending flesh and sucking out souls. \n'b' Large undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 127 (15d10 + 45) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 120 ft., passive Perception 18 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Corruption . If the k\xc3\xbclmking moves through another creature, it can use a bonus action to corrupt that creature\xe2\x80\x99s soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the k\xc3\xbclmking has disadvantage on this saving throw. On a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a k\xc3\xbclmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature\xe2\x80\x99s death. On a success, a creature is immune to the k\xc3\xbclmking\xe2\x80\x99s Corruption for the next 24 hours. \n'b' Incorporeal Movement . The k\xc3\xbclmking can pass 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' Trampling Charge . If the k\xc3\xbclmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone , the k\xc3\xbclmking can make one hooves attack against it as a bonus action . \n'b' Actions \n'b' Multiattack . The k\xc3\xbclmking makes two claw attacks and one bite or hooves attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The k\xc3\xbclmking regains hp equal to the amount of necrotic damage dealt. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage. \n'b' About \n'b' Cursed Defiler . When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a k\xc3\xbclmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted. \n'b' Stalker of Fey . Though a k\xc3\xbclmking must follow the wording of its curse to protect the lands to which it is tied, it is a vindictive spirit and will often hunt fey who enter its domain. It delights in terrorizing small sprites and gentle bearfolk alike. \n'b' Sound of a Thousand Hooves . The sound of a k\xc3\xbclmking\xe2\x80\x99s hooves on cobblestones or stony ground often echoes and re-echoes, sounding like a stampede or a much larger company of horses. Occasionally, a pair of k\xc3\xbclmkings will pull a carriage for vampires , ghouls, or liches.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kun Mur \n'b' Medium celestial , chaotic good \n'b' Armor Class 14 ( Dexterity ) Hit Points 17 (3d8+3 HD) Speed 40ft\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+3) CHA: 16 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3 Saving Throws Dexterity +6, Wisdom +5 Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 120 ft., passive Perception 15 Languages All, telepathy, 120 ft. Challenge : 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kun Mur Lamp . The lamp of the Kun Mur is bound to the creature itself. If the creature dies there is a 10% chance that the lamp is extinguished. If not, and one masters it, requiring a DC 30 Intelligence ( Arcana ) check, the lamp can act as a trap the soul spell for one soul. \n'b'\n'b' ACTIONS \n'b'\n'b' Trap the Soul (recharge 6) . The Kun Mur targets a single person and opens its lamp, exposing the targeted creature to its full light . The creature must make a DC 15 Charisma save or be bound in the lamp as with a trap the soul spell. Success means the creature is immune to that same Kun Mur\xe2\x80\x99s lamp for 24 hours. \n'b'\n'b' ABOUT \n'b' The Empty Light . The Kun Mur are creatures bound to the realms beyond, that serve as both guides and terrors. They are lithe, small fey-like creatures that resemble a young elf-like female. They are often pale in color, matching the nothingness wherein they live, though their skin changes with the environment they pass through. They dress in simple garbs of white or cream-colored linen. In conversation, they seem distracted by other thoughts and are rarely in the moment. They carry a lamp with them always, to aid them in finding souls and snaring the unwary. They possess a stone as well, a simple shard of crystal, they wear as a piece of jewelry. \n'b' Rescuers of the lost . The Kun Mur are child-like, innocent of wrongdoing and suffering. They have no understanding of what they do or why, only a driving need to find a soul and attach themselves to it. They dwell in Gehenna for the most part, though wander the other planes from time to time. They are not mindless creatures, but they are incomplete and are forever seeking to make themselves whole. Their one great purpose is to find meaning in life. To this end, they hunt for lost souls who wander the Gray Waste, men, or women, and when they find one, they snare it and bind it. In binding it the stone reveals surface memories, often broken now with the confusion and disorientation of death. These memories are incomplete, fractured, and often several memories bound as one. But the Kun Mur does not know nor understand this and takes the first memory they find and recasting it gives the soul a part of its life they have lost. This memory is always incongruous with reality. It might be sitting in a chair in the wilderness, eating at a table made of books, warming one\xe2\x80\x99s feet before a fireplace filled with flying birds. The Kun Mur has no experience in the world and no reference points and recasts only what it sees. For its part, the snared soul becomes lost in this memory, though it never seems to care, for it is reliving a moment, however odd, that it thought it once knew. \n'b' Beckoned by imagery . To summon a Kun Mur to hunt for a soul on the Grey Waste you must bait them with imagery. \n'b' Wardens of souls . The Kun Mur do not actively engage in combat, but if hounded or harassed by the living, dead, or demons from Gehenna they will, in a pinch turn and open their lanterns, exposing the enemy to the full power held within. The lamp is a receptacle for souls, filled with creatures that attack the Kun Mur or threaten it. It is for this reason that the demons of Gehenna avoid the Kun Mur and leave the souls they have harvested in peace. If extinguished or lost or in any way broken and the light ruined, any bound soul in the lamp breaks free.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kunokephalos \n'b'\n'b' Medium humanoid , lawful neutral \n'b' Armor Class 14 (natural armor, shield) Hit Points 11 (2d8 +2) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +3, Survival +3 Senses passive Perception 15 Languages Kunokephalos; Understands Common but can\xe2\x80\x99t speak Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The kunokephalos has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Sudden Rush . Until the end of the turn, the kunokephalos\xe2\x80\x99 speed increases by 60 feet and it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b' Actions \n'b' Multiattack . The kunokephalos makes two melee attacks : one with its bite and one with its spear, shortsword, or claws. It makes two ranged attacks with its longbow. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit 7 (2d4 + 2) slashing damage. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and the target\xe2\x80\x99s speed is reduced by 10 feet until the end of its next turn. \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 when used with two hands to make a melee attack . \n'b' About \n'b' This humanoid is black in appearance, with the head and teeth of a dog. Beneath its chin hangs down a beard and strong and very sharp nails cover its hands. Its whole body is covered with hair. \n'b' Kunokephaloi are dog-headed humanoids that wander in loose tribes. A kunokephalos is about 7-1/2 feet tall and weighs 300 pounds. Kunokephaloi speak Kunokephalos. \n'b' Their own language sounds likes screeching to humans. \n'b' Most kunokephaloi have dirty yellow or reddish-brown fur. Kunokephaloi also keep goats and sheep, and while their food is the flesh of wild beasts, they drink the milk of goats. \n'b' Meat Eaters . Kunokephaloi live on raw meat and number about 120,000. They live in the mountains and do not practice any trade beyond hunting; they cook their prey by letting it roast in the sun. They also rear numbers of sheep and goats, drinking the milk of the sheep and whey made from it. They eat the fruit of the Siptakhora, whence amber is procured, since it is sweet. They also dry it and keep it in baskets, as the Greeks keep their dried grapes. \n'b' They make rafts which they load with this fruit together with well-cleaned purple flowers and 260 talents of amber, with the same quantity of the purple dye, and 1000 additional talents of amber, which they send annually to the king of India. They exchange the rest for bread, flour, and cotton stuffs with the Indians, from whom they also buy swords for hunting wild beasts, bows, and arrows, being very skillful in drawing the bow and hurling the spear. \n'b' Every five years the king sends them a present of 300,000 bows, as many spears, 120,000 shields, and 50,000 swords. \n'b' Cave Dwellers . Kunokephaloi live in caves. They set out for the chase with bows and spears, and as they are very swift of foot, they pursue and soon overtake their quarry. \n'b' The women have a bath once a month, the men do not have a bath at all, but only wash their hands. They anoint themselves three times a month with oil made from milk and wipe themselves with skins. The clothes of men and women alike are not skins with the hair on, but skins tanned and very fine. The richest wear linen clothes, but they are few in number. They have no beds, but sleep on leaves or grass. He who possesses the greatest number of sheep is considered the richest, and so in regard to their other possessions. All, both men and women, have tails above their hips, like dogs, but longer and hairier. They live longer than any other men, 170, sometimes 200 years.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kushite Sorcerer \n'b' Medium humanoid (tiefling), any evil \n'b' Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +5, Charisma +7 Skills Arcana +6, Deception +7, History +6, Religion +6 Damage Resistances fire Senses darkvision 60 ft., passive Perception 10 Languages Trade Tongue, Abyssal, Nurian Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The Kushite sorcerer is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Kushite sorcerer has the following sorcerer spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : claws of darkness *, fire bolt, mage hand , minor illusion , poison spray \n'b' 1st level (4 slots) : disguise self , magic missile , shield \n'b' 2nd level (4 slots) : mirror image , scorching ray \n'b' 3rd level (3 slots) : dispel magic , fireball \n'b' 4th level (3 slots) : banishment , power word pain** \n'b' 5th level (1 slot) : dominate person \n'b'\n'b' Empowered Spell (3/Day) . When the Kushite sorcerer rolls damage for a spell, it can reroll up to 4 damage dice. It must use the new rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Poisoned Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage. \n'b' Summon Minor Demon (1/Day) . The Kushite sorcerer summons a dretch, which appears at an unoccupied point the sorcerer can see within 90 feet. The dretch disappears if it drops to 0 hit points or after 1 hour, whichever comes first. The dretch is friendly to the sorcerer and its companions. It rolls initiative and has its own turns, obeying any verbal commands issued by the sorcerer. If the sorcerer doesn\xe2\x80\x99t issue it any commands, it defends itself from hostile creatures but otherwise takes no actions . \n'b'\n'b' REACTIONS \n'b'\n'b' Hellish Rebuke (1/Day) . When the Kushite sorcerer takes damage from a creature within 60 feet that it can see, the sorcerer can choose to surround its attacker with hellish flames. The creature must make a DC 15 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' One hundred cruel and depraved sorcerers serve an undead ruler.\xc2\xa0\xc2\xa0Many Kushite sorcerers have scaly skin, small horns, or forked tails; others have pupilless eyes of black, red, or gold. As they studied and absorbed the forbidden lore of their fiendish allies, their arcane spells took on a sinister aspect. Magic missile spells cast by a Kushite sorcerer might manifest as cruelly barbed darts, a shield spell could appear as a grinning demon\xe2\x80\x99s face, and scorching rays might become screeching rays, screaming with the agony of the damned as they strike home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kuthi \n'b' Small fey , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d6) Speed 50 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 10 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses passive Perception 11 Languages Understands Sylvan but cannot speak Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Silent Movement . Kuthis are naturally silent in their movements until they choose to make noise. They have advantage on Stealth rolls. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) piercing damage. The first time a target is of medium size or smaller is bitten by a Kuthis in a round, they must make a Dexterity save (DC 13) or be knocked prone . \n'b'\n'b' ABOUT \n'b' The kuthis are black wolf-like beasts. They are shorter than wolves, with long torsos and even longer tails. Their fur is short and disheveled, and always very dark. Between their shoulders lies a great tuft of hair, like a hunch back. Long snouts, filled with wickedly sharp teeth, afford them an amazing sense of smell. The snout of the kuthis is hairless, resembling the bone beneath. Their foremost fangs are long, protruding beneath the lower jaw. Retractable claws serve the kuthis well when they attempt to grasp prey they are taking down. Their eyes reflect a deep red color. \n'b' Pack Animals . The kuthis almost always hunt in packs. They always hunt demi-humans, humans, giants, or humanoids. They never hunt or attack animals unless pressed. When they single out their prey they hound it, chasing it, by baying, howling, and barking in their pursuit. If encountering a single kuthis it is always a weaker beast, unable to maintain itself in a pack. \n'b' Mob tactics . The kuthis are pack-oriented animals. They attack in waves; the second to the strongest beast always strikes first, attempting to bite the prey in such a way as to make it off balance, usually by biting an arm. The second and third pack leaders strike the victim from different angles and directions, attempting to keep the prey spinning around and off-balance. As soon as it falls, the pack leaps upon the victim and rends it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kuthite \n'b' Large fey , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d10+28) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Perception +4 Saving Throws Dexterity +5, Charisma +4 Senses dark vision 60 ft. Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spell Resistance . The kuthite has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kuthite can fire twice with its bow, strike once with its tail, or constrict. \n'b' Bow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. The target must make an escape roll (DC 13) or be grappled . \n'b' Constriction . If the kuthite has a target grappled at the beginning of its turn, it may use its action to constrict them. The target takes 14 (3d8+1) bludgeoning damage and is considered restrained . \n'b'\n'b' ABOUT \n'b' The kuthite\xe2\x80\x99s torsos, heads, and arms resemble those of beautiful humans, resting upon a long snake\xe2\x80\x99s body. They have bat-like wings with a span of over a dozen feet. Their skin is flawless, pale, and supple, covered only by their hair which they wear long, bound up from time to time with silver or gold broaches. Their beauty is legendary, rivaling that of any of the fey. Despite having wings, the kuthite are horrible in flight, rarely able to get more than a few feet off the ground. The wings serve more for balance while they use their long snake form to coil and climb up surfaces. In this way, they can climb vertical planes. \n'b' Eternal Recluses . The creatures are immortal, living out their lives in almost any terrain but preferring regions where they can nest high off the ground and far from the interference of other creatures. They are commonly found in abandoned castles and towers. \n'b' Dangerous Curiosity . The kuthite are very curious creatures and rarely pass up an opportunity to molest travelers or any who come near their lairs. Though not wholly evil, they are possessed by an innate greed that often drives them to kill those they molest. \n'b' Archers . The kuthite favor the bow in combat. Though they disdain clothing and armor of any type, they are able to fashion bows and arrows. Their skills are immense with the weapon and their speed beyond that of normal creatures; as such they can shoot two arrows per round. The kuthite are able to use the bow in close action combat, shooting victims they are constricting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corrupted Elf \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 12 Hit Points 22 (5d8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened Senses darkvision 60 ft., passive Perception 10 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Violet Corruption (Lesser) . Purple growths appear on the flesh, spreading from the neck. At the start of the affected creature\xe2\x80\x99s turn, they must succeed on a DC 10 Charisma saving throw or be compelled to bite their nearest ally for 3 (1d10) necrotic damage. A successful save means the creature acts as normal but remains infected. The corruption is purged when the corrupted elf is destroyed. This disease only affects elves or half-elves. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. The target must succeed on a DC 10 Charisma saving throw or be compelled to bite their nearest ally for 3 (1d10) necrotic damage. If the target is an elf or half-elf , they need to make a Constitution DC 10 saving throw or be inflicted with Violet Corruption (Lesser). \n'b' About \n'b' A corrupted elf appears superficially to be a wild elf, taller and thinner than a human , but with body twisted and warped, flesh oozing with tumescent purple boils. It shares its consciousness with a violet pudding. The corrupted elf mindlessly attacks anything not part of the pudding\xe2\x80\x99s ooze colony.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kuunganisha \n'b' A strange amalgam of imp and quasit hunches beneath bat-like wings. Its feet and hands end in wicked claws, and its eyes and needle-tooth-filled mouth are too large for its bald head. \n'b' Small fiend , any evil \n'b' Armor Class 13 Hit Points 17 (5d6) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 11 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Stealth +5 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, Infernal Challenge 2 (450 XP) \n'b' Special Traits \n'b' Fiend Sight . Magical darkness doesn\xe2\x80\x99t impede the fiend\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The kuunganisha has advantage on saving throws against spells and other magical effects. \n'b' Regeneration . The fiend regains 1 hp at the start of its turn if it has at least 1 hp . \n'b' Will of the Master . The master of the kuunganisha can cast a spell through the familiar, using the fiend\xe2\x80\x99s senses to target the spell. The range limitations are treated as if the spell originated from the kuunganisha, not the master. The spell effect occurs on the kuunganisha\xe2\x80\x99s turn, though the master must cast the spell during the master\xe2\x80\x99s turn. Concentration spells must still be maintained by the master. \n'b' Actions \n'b' Multiattack . The kuunganisha makes one claw attack and one bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Invisibility . The kuunganisha magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the fiend wears or carries becomes invisible with it. \n'b' About \n'b' Magical Conduit . The kuunganisha were created as mobile, sentient conduits for arcane power. Long-term exposure to a particular school of magic can alter a kuunganisha\xe2\x80\x99s appearance, such as fire-feather wings instead of bat-like wings on a kuunganisha regularly used to channel evocation magic or skin covered in non-functioning, but constantly-moving eyes on kuunganishas exposed to excessive divination magic. \n'b' Flexible Entropy . While kuunganisha are always evil, they may be lawful, neutral, or chaotic, depending on the alignment of their masters. \n'b' Kuunganisha Familiars \n'b' The kuunganisha can serve another creature as a familiar, forming a telepathic bond with its willing master. While bonded, the kuunganisha and its master can each sense what the other senses as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master shares the kuunganisha\xe2\x80\x99s Magic Resistance trait. \n'b' Kuunganisha prefer to serve powerful wizards, though a few warlocks that have proven themselves useful to their patrons have been gifted the service of these creatures as well.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kwikstep \n'b' Huge aberration , neutral \n'b' Armor Class 13 Hit Points 105 (10d12 + 40) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Damage Immunities prone Senses passive Perception 11 Languages Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cursed . The kwikstep\xe2\x80\x99s curse can be undone with a greater restoration or wish spell, returning it to its original humanoid form. \n'b' Sure-Footed . The kwikstep has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Trampling Charge . If the kwikstep moves at least 20 feet straight toward a creature and then hits it with a fist attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone . If the target is prone , the kwikstep can make one attack with its stomp against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kwikstep makes two attacks: one with its fist and one to constrict. \n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 2) bludgeoning damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one Large or smaller creature. Hit : 13 (2d10 + 2) bludgeoning damage. The target is grappled (escape DC 13) if the kwikstep isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Stomp . Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 12 (3d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This curious being has the head of a young man-a Munchkin-with a pleasant face and hair neatly combed. \n'b' But the body is very long, for it has twenty legs-ten legs on each side-and this causes the body to stretch out and lie in a horizontal position, so that all the legs can touch the ground and stand. From the shoulders extends two small arms; small beside so many legs. It is dressed in the regulation clothing of the Munchkin people, a dark blue coat neatly fitting the long body and each pair of legs having a pair of sky-blue trousers, with blue-tinted stockings and blue leather shoes turned up at the pointed toes. \n'b' These horrifying aberrations are the result of cruel curses. Poorly-worded wishes by unsuspecting dupes who wish to be faster, or have more legs, or otherwise expand their locomotion find themselves turned into a freak of nature with multiple legs. Despite their condition, kwiksteps are generally good-natured if narrowly focused on their goal of being turned back to their original form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyeryong, Fire \n'b' Small monstrosity , unaligned \n'b' Armor Class 12 Hit Points 9 (2d6+2) Speed 25 ft., fly 10 ft. (maximum height 10 ft.)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d4+2) piercing damage. \n'b' Fire Breath (Recharge 6) . The fire kyeryong exhales fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 8 (3d4) fire damage on a failed save, or half as much on a success. After using its fire breath, the fire kyeryong gains 1 level of exhaustion and must succeed on a DC 12 Constitution saving throw or fall asleep for 1 hour. \n'b'\n'b' ABOUT \n'b' Kyeryong resemble small dragons but with avian heads and upper body features resembling roosters or hens. In some lands they are rare and revered by shamans and monks as guardians of sacred mountains and pools, but in other regions they are quite common and in such places they are regularly hunted for their meat. Each type of kyeryong embodies an aspect of their origin that is reflected in their powers. \n'b' The fire kyeryongs are especially aggressive and breathe fire. However, they are easily subdued after using their fire breathing weapon, as the burst of energy tends to send them to sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyeryong, Mountain \n'b' Small monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 15 (2d6+6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +0 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . When the mountain kyeryong falls, it can move horizontally 5 feet for every 5 feet it falls vertically, up to a maximum of 30 feet, taking no fall damage if it lands during that movement. \n'b' Pounce . If the mountain kyeryong moves at least 20 feet or drops from above at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be\xc2\xa0forced prone . If the target is prone , the mountain kyeryong can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4+2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Kyeryong resemble small dragons but with avian heads and upper body features resembling roosters or hens. In some lands they are rare and revered by shamans and monks as guardians of sacred mountains and pools, but in other regions they are quite common and in such places they are regularly hunted for their meat. Each type of kyeryong embodies an aspect of their origin that is reflected in their powers. \n'b' The mountain kyeryongs usually choose flight over fight, using their climbing skills to flee and their hard shells to protect themselves. When fight is unavoidable, they tend to pounce down upon their prey. A neat little trick-their shells make convenient soup bowls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcane Stalker \n'b' Medium fey , chaotic evil \n'b' Armor Class 14 Hit Points 49 (9d8 + 9) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Languages Sylvan, Elvish Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The arcane stalker\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The arcane stalker can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : detect magic , message \n'b' 1/day : mirror image , phantasmal steed, see invisibility \n'b'\n'b' Magic Resistance . The arcane stalker has advantage on saving throws against spells and other magical effects. \n'b' Shadow Step . While in dim light or darkness, the arcane stalker can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness . It then has advantage on the first melee attack it makes before the end of the turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arcane stalker makes two attacks. \n'b' Arcanis Sword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. In addition, if the arcane stalker hits a spellcaster, the arcane stalker can use a bonus action to cast dispel magic . \n'b'\n'b' Reactions \n'b'\n'b' Uncanny Dodge . When an attacker that the arcane stalker can see hits it with an attack , the arcane stalker can use its reaction to halve the attack \xe2\x80\x98s damage against it. \n'b'\n'b' About \n'b' A flash of a shining sword in the dark and your spell ends. Arcane stalkers can spell trouble for any magic user. These agile, elite warriors of the Unseelie Court are especially adept at fighting those who use magic. \n'b' Arcane Weapon . Each arcane stalker wields a magical sword called an Arcanis Sword. Not only can the weapon do bodily harm but it can also dispel magic . \n'b' Evil Minions of the Queen . The Queen of Darkness often uses these stealthy fey to hunt down her enemies. \n'b' At Home in the Dark . Arcane stalkers are skilled at moving in the dark.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyeryong, Snow \n'b' Small monstrosity , unaligned \n'b' Armor Class 12 Hit Points 9 (2d6+2) Speed 20 ft., fly 40 ft. (max height 10 ft.)\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the snow kyeryong remains motionless, it is indistinguishable from an ordinary pile of snow. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d4+2) piercing damage. \n'b' Snowball (Recharge 4-6) . The snow kyeryong exhales a ball of snow against one target within 20 feet of it. The target must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) cold damage. \n'b' Sleep Breath (Recharge 6) . The snow kyeryong exhales sleep gas in a 15-foot cube. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. \n'b'\n'b' ABOUT \n'b' Kyeryong resemble small dragons but with avian heads and upper body features resembling roosters or hens. In some lands they are rare and revered by shamans and monks as guardians of sacred mountains and pools, but in other regions they are quite common and in such places they are regularly hunted for their meat. Each type of kyeryong embodies an aspect of their origin that is reflected in their powers. \n'b' The snow kyeryongs are elusive and mysterious. They aren\xe2\x80\x99t aggressive and have the best-tasting meat, but they are the hardest to find. Many hunters have disappeared in pursuit of this creature, only to be found in the spring having frozen to death. The position of the bodies suggest they simply went to sleep in the harsh cold.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyoshi \n'b' Small fiend , chaotic evil \n'b' Armor Class 18 (natural armor) Hit points 28 (8d6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 17 (+3) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +4, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Abyssal Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, a kyoshi has advantage on attack rolls against any creature it surprised. Regeneration. The kyoshi regains 5 hit points at the start of its turn if it has at least 1 hit point. If the kyoshi takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the kyoshi\xe2\x80\x99s next turn. Stake to the Heart. The kyoshi is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 3 (1d6) every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies. A target that dies rises a koyshi zombie at the next midnight. The kyoshi zombie is not under control of any other kyoshi. Claws. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b'\n'b' About \n'b' This diminutive creature is hunched over and naked, covered only by its black, slimy skin. It hisses and squeals like a delighted child as its mouth and claws twitch in anticipation. \n'b' Kyoshi are little demonic children who enjoy biting people. They see the spawn they create as big dolls that they are fond of playing house with. Utterly warped and completely malign, they\xe2\x80\x99re very dangerous when they have \xe2\x80\x9cplay dates\xe2\x80\x9d in groups of two or more. \n'b' Kyoshi try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyrkogrim \n'b' Large undead , neutral good \n'b' Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison, radiant Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Charge . If the kyrkogrim moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Death Gaze . When a creature that can see the kyrkogrim\xe2\x80\x99s eyes starts its turn within 30 feet of the kyrkogrim, the kyrkogrim can force it to make a DC 13 Constitution saving throw if the kyrkogrim isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points , unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the kyrkogrim until the start of its next turn. If the creature looks at the kyrkogrim in the meantime, it must immediately make the saving throw. \n'b' Ethereal Sight . The kyrkogrim can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The kyrkogrim 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' Relentless (Recharges after a Short or Long Rest) . If the kyrkogrim takes 10 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. \n'b' Actions \n'b' Etherealness . The kyrkogrim enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Tusk . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) radiant damage. \n'b' Withering Gaze . One creature that the kyrkogrim can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Before you stands a glowing, spectral boar of massive size! \n'b' It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard. Kyrkogrims are powerful opponents who are ideally suited to defeating hostile undead and generally ignore any living humanoids in their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kytha \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 17 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +7, Wisdom +5 Skills Athletics +9, Intimidation +7, Perception +9, Stealth +7 Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 19 Languages Abyssal, Celestial, Draconic, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The kytha\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components.\n'b'\n'b' At will : darkness \n'b' 1/day each : hold person (3rd level), silence \n'b' Magic Resistance . The kytha has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The kytha\xe2\x80\x99s weapon attacks are considered magical for the purpose of damage resistance . \n'b'\n'b' Actions \n'b' Multiattack . The kytha attacks twice with its Claws, and once with either its Bite or Tongue. \n'b' Tongue . Melee Weapon Attack : +9 to hit, reach 15 ft., one creature. Hit : 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) poison damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 14 (2d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Summon (1/day). The kytha has a 35% chance to summon 1d2 babau or 1 kytha. The summoned demon appears in an unoccupied space within 60 feet of the kytha, but can\xe2\x80\x99t summon other demons. It remains for 1 minute, until it or the first kytha is slain, or until the first kytha takes an action to dismiss it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyton, Augur \n'b' Family: Kyton \n'b' Tiny fiend (devil), lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kyton\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s darkvision. \n'b' Magic Resistance . The augur has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Augur makes 3 gore attacks. \n'b' Gore . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Unnerving Gaze . The augur may turn its gaze on one target within 30 ft., forcing them to make a DC 12 Wisdom saving throw or become frightened for 1 round. \n'b'\n'b' ABOUT \n'b' Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants\xe2\x80\x94as well as most despicable\xe2\x80\x94of the chain devilssrd (also called kytons) on the Plane of Shadow. \n'b' Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. \n'b' Deadly Infiltrators . While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore\xe2\x80\x94rolling within and dipping their blades into freshly spilled pools\xe2\x80\x94an unfortunate trait which has led many careless augurs to their capture or doom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corrupted Pixie \n'b' Tiny fiend , chaotic evil \n'b' Armor Class 15 Hit Points 5 (2d4) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 2 (-4) DEX: 20 (+5) CON: 10 (+0) INT: 12 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Infernal, Primordial, Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Magic Resistance . The pixie has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The pixie\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : vicious mockery \n'b' 1/day each : bestow curse , charm person , confusion , detect thoughts , dispel magic , fire bolt, hideous laughter , ray of enfeeblement , suggestion \n'b'\n'b' Actions \n'b' Confusion Touch . The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself. \n'b' Superior Invisibility . The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. \n'b' About \n'b' A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs. \n'b' Corrupted pixies are fey turned fiends who savor violence. \n'b' Corrupted by Hags . Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. \n'b' These acts combined with the hags\xe2\x80\x99 magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. \n'b' Many of these pixies think of their creators as gods who exposed the world\xe2\x80\x99s true joys: murder, torture, and other evil acts. \n'b' Mischief Makers . Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags\xe2\x80\x99 more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature\xe2\x80\x99s death. \n'b' Destroy Beauty . Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up. \n'b' Restored by Pixie Dust . If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyton, Interlocutor \n'b' Family: Kyton \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 180 (19d10 + 76) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +9, Wis +7, Cha +10 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 120 ft. passive Perception 12 Languages Common, Infernal Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kyton\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The kyton has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Interlocutor Kyton makes 3 attacks with its claws. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 23 (4d8+5) slashing damage. \n'b' Unnerving Gaze . As a bonus action, the kyton may turn its gaze on one target within 30 ft., causing them to make a DC 18 Wisdom saving throw or become paralyzed for 1 round, as they believe that their own body parts are entangled within the kyton. \n'b'\n'b' ABOUT \n'b' Interlocutors are kytons who have taken their shadow-surgery to its extreme. At the core of each multi-limbed monstrosity of claws and blades struggles a barely humanoid mass of veins, organs, and twisted flesh. Interlocutors are 9 feet tall and weigh 800 pounds. \n'b' Glorious Ones . Glorious interlocutors are kyton interlocutors who have mortified and rebuilt their flesh and metal so many times that they have developed an understanding of agony that dwarfs even their ordinary interlocutor kin. They have learned to channel that pain into emotional surges of incalculable intensity. Pain, fear, and rage are a melodic symphony of sensation for them and their victims. \n'b' Primes . Interlocutors prime are the master surgeon-sculptors among kytons, viewing their practice more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. \n'b' Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor\xe2\x80\x99s victim, death is a mercy that is rarely offered.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyton, Interlocutor Prime \n'b' Family: Kyton \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 180 (19d10 + 76) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +9, Wis +7, Cha +10 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 120 ft. passive Perception 12 Languages Common, Infernal Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Agonizing Obedience . A creature bleeding from an interlocutor prime\xe2\x80\x99s bloody blades is wracked with pain, gaining one level of exhaustion and having disadvantage on saving throws against become frightened . Calm emotions ends this effect, but otherwise it cannot be suppressed or removed until the bleeding is stopped, after which an affected creature can attempt a DC 18 Wisdom save as an action to end the effect. \n'b' Kyton\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The kyton has advantage on saving throws against spells and other magical effects. \n'b' Unnerving Gaze . As a bonus action, the kyton may turn its gaze on one target within 30 ft., causing them to make a DC 18 Wisdom saving throw or become paralyzed for 1 round, as they believe that their own body parts are entangled within the kyton. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Interlocutor Kyton makes 3 attacks with its bloody blades. \n'b' Bloody Blades . Melee Weapon Attack : +10 to hit, reach 5 ft., or range 5 ft., one target. Hit : 23 (4d8+5) slashing damage, plus 3 (1d6) points of slashing damage per round from bleeding, which is ended by magical healing or a successful DC 18 Constitution save. Bleeding damage from multiple hits does not stack, but if any hit is a critical hit the bleeding damage is increased to 7 (2d6) and the DC of a Constitution save to end it is increased to 20. \n'b' Barbed Wire . The interlocutor prime wraps a creature in barbed wire, causing them to make a DC 18 Dexterity saving throw. Those who fail are grappled (escape DC 18) and failing an escape check causes 14 (4d6) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When an interlocutor prime is subjected to slashing damage, it splits into two new interlocutors prime if it has at least 20 hit points . Each new prime has hit points equal to half the original prime\xe2\x80\x99s, rounded down. New primes are one size smaller than the original prime. A split interlocutor prime can reassemble itself into its normal form by making a DC 18 Constitution save, taking 1 minute. \n'b'\n'b' ABOUT \n'b' Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants\xe2\x80\x94as well as most despicable\xe2\x80\x94of the chain devilssrd (also called kytons) on the Plane of Shadow. \n'b' Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. \n'b' Deadly Infiltrators . While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore\xe2\x80\x94rolling within and dipping their blades into freshly spilled pools\xe2\x80\x94an unfortunate trait which has led many careless augurs to their capture or doom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyton, Interlocutor- Glorious One \n'b' Family: Kyton \n'b' Large fiend (devil), lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 198 (19d10 + 94) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 18 (+4) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +7, Cha +10 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities cold, poison Condition Immunities frightened , poisoned , stunned Senses darkvision 120 ft. passive Perception 12 Languages Common, Infernal Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Augur Attunement . Glorious ones have a psychic connection with augur kytons within 300 feet, allowing them to know their location at all times and to concentrate in order to see through the augur\xe2\x80\x99s eye as if usingarcane eye. In addition, a glorious one\xe2\x80\x99s mental synchronization with augurs grants the augurs advantage on attack rolls against any creature adjacent to the glorious one. \n'b' Free Action . Difficult terrain does not cost a glorious one extra movement, and magic cannot cause it to become paralyzed or restrained . \n'b' Kyton\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The kyton has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The glorious one makes 3 attacks with its claws. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., or range 5 ft., one target. Hit : 23 (4d8+5) slashing damage. \n'b' Unnerving Gaze . As a bonus action, the kyton may turn its gaze on one target within 30 ft., causing them to make a DC 18 Wisdom saving throw or become paralyzed for 1 round, as they believe that their own body parts are entangled within the kyton. \n'b' Agonized Wail . All creatures within 120 ft. must succeed on a DC 18 Wisdom saving throw or be frightened for as long as they are within 120 ft. of the glorious one. Creatures who makes this save are immune to this ability for 24 hours. \n'b' Impaler . If a glorious one hits a creature with twice in the same round with its claw attack , as a bonus action it impales that creature with metal shards. The target is restrained and takes 3 (1d6) points of slashing damage per round. It can escape with a DC 18 Dexterity check; an ally assisting an impaled creature grants advantage on this check. A failed check deals 10 (3d6) points of slashing damage to the impaled creature. \n'b'\n'b' REACTIONS \n'b'\n'b' Pleasure and Pain . Whenever an effect that causes creatures to become frightened or stunned affects a glorious one, as a reaction it can ignore that effect and instead gain 10 temporary hit points and the benefit of a bless spell (no concentration required) for 1 minute. \n'b' Slither Out . Whenever a glorious one would become grappled , paralyzed , prone , or restrained , as a reaction it can ignore that effect and instead can move up to 20 ft. and gain the benefits of a haste spell lasting until the end of its next turn. The glorious one suffers no ill effects when the haste ends. \n'b'\n'b' ABOUT \n'b' Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants\xe2\x80\x94as well as most despicable\xe2\x80\x94of the chain devilssrd (also called kytons) on the Plane of Shadow. \n'b' Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. \n'b' Deadly Infiltrators . While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. Many augurs cannot help but indulge themselves when exposed to gore\xe2\x80\x94rolling within and dipping their blades into freshly spilled pools\xe2\x80\x94an unfortunate trait which has led many careless augurs to their capture or doom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Kyton, Feral \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8 + 40) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +5, Cha +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, telepathy 120 ft. Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Kyton\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the kyton\xe2\x80\x99s darkvision . \n'b' Magic Resistance . The kyton has advantage on saving throws against spells and other magical effects. Swarming. Two feral kytons may share a single space. If two kytons sharing a space attack the same foe, each attack is made at a +2 bonus. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The kyton makes two attacks. Distended Bite. Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 5) piercing damage. The target is grappled (escape DC 14) if the kyton isn\xe2\x80\x99t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. \n'b'\n'b' ABOUT \n'b' When a termagant kyton dwells in a place of relative safety, the creatures bred by her are often predominantly feral kytons. The feral kyton is in many ways a lesser being even to weaker kin; they are almost always found in hives where the number of kyton is vast, the profligate manner of their birth often makes weaker or inferior kyton that some say are deliberately created to allow cruelty to thrive. Feral kytons are more brutish and sadistically violent than their more subtle and cruel kin-the huge numbers they are found in does not enable many to rise above the foul rank and file of their birth. They are cruel-like all their kin-but this cruelty is more sadistic bullying and group torment than refined suffering. They are creatures of the pack. \n'b' Savage . Kyton ferals are grotesque and animalistic creatures. Though roughly humanoid in shape, they have longer, more savage features, including prehensile tails that are often more dexterous than their gnarled and gangly limbs. Their mouths-used to biting in huge packs-have mouths able to extend outwards; their jaws tearing and rending, not for food, but for pleasure. Pack Ascendance. The feral kyton exists within the pack, but also hates it-it despises its need to have others of its kind nearby. It also hates those above it; fears and loathes their power and that of the mother that bred it; a figure it regards as divine yet hates and envies. The feral kyton has one big advantage, however, over its less-common kin; if it is able to rise through the festering sweating mass of its brood, it is truly a figure of power. A microscopic number of feral kytons rise to become more powerful kytons-revoltingly animalistic versions of interlocutor, ostiarius, and sacristan. Some ferals rise to form particular new types of kyton that can come only from feral heritage, with the dreaded festius, ovvaria and pak being the three most commonly encountered. These feral kytons have horrific powers to call and command other kytons, able to bend them to their own will or take away their will to the point of self-destruction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lady Hawk \n'b' Medium humanoid (human, shapechanger), lawful good \n'b' Armor Class 13 (16 with barkskin ) Hit Points 45 (7d8 + 14) Speed 30 ft., fly 70 ft. (hawk form) \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +8, Nature +4, Perception +8, Survival +8 Senses passive Perception 18 Languages Common, Druidic, Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechange . The lady hawk can use her action to polymorph into a Small-sized hawk or back into her true form. Her statistics, other than her size and spellcasting, are the same in each form. Any equipment she is wearing or carrying is transformed. She reverts to her human form if she dies. \n'b' Speak with Birds . The lady hawk can communicate with birds as if they shared a language. \n'b' Spellcasting . The lady hawk is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16). The lady hawk can cast the following spells:\n'b'\n'b' Cantrips (at will) : druidcraft, mending , resistance \n'b' 1st level (4 slots) : animal friendship, cure wounds , speak with animals , thunderwave \n'b' 2nd level (3 slots) : animal messenger , barkskin , gust of wind \n'b' 3rd level (3 slots) : daylight , speak with plants , wind wall \n'b' 4th level (2 slots) : freedom of movement , greater invisibility \n'b'\n'b' Actions \n'b' Multiattack . The lady hawk makes two attacks. \n'b' Shortsword (human form) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Beak (hawk form) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Talons (hawk form) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b' About \n'b' A sizeable hawk flies low over a quiet part of the city. As the sunlight reflects on its exquisite wings, it banks and heads towards a lush garden. The hawk lands in a stand of trees and suddenly changes shape into a beautiful woman in a long brown dress. Her dress matches the stunning pattern of the bird\xe2\x80\x99s wings. \n'b' Natural Balance . The lady hawk wants to bring harmony and balance to the city. She fights against evil and works to protect nature. She is an ally of good-aligned druids and all forms of birds. Lady hawks are often in conflict with governments who want to expand settlements into unspoiled wilderness. \n'b' Helpful Heroine . Most of these women live two separate lives. One life as a helpful, humble servant and one as a hero fighting the forces of darkness. However, a few lady hawks live quietly as generous nobles. \n'b' Picky Eater . This shapechanger eats small portions and is very particular with regards to the kind of food she eats. Many folks quickly notice that she eats like a bird.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanist Inquisitor, Judge \n'b' Family: Arcanist Inquisitor \n'b' Medium humanoid (any race), any lawful \n'b' Armor Class 18 (plate) \n'b' Hit Points 112 (15d8 + 45) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +6, Investigation +5, Perception +6, Religion +5 \n'b' Senses passive Perception 16 \n'b' Languages any two languages \n'b' Challenge 9 (5,000 XP) \n'b' Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Clarity . While within 10 feet of a conscious inquisitor judge, creatures of the judge\xe2\x80\x99s choice can\xe2\x80\x99t be blinded or frightened , and creatures and objects can be invisible only if the judge allows it. \n'b' Brand Heretic (Recharges after a Short or Long Rest) . As a bonus action, the inquisitor judge chooses one creature the judge can see within 30 feet of it. The judge marks the target as a heretic. For 1 minute, the judge\xe2\x80\x99s weapon attack rolls against the heretic score a critical hit on a roll of 19 or 20. At the start of each of the heretic\xe2\x80\x99s turns, the judge can use a reaction to make one weapon attack against the heretic. \n'b' Smite . When the inquisitor judge hits with a melee weapon attack , it can expend one spell slot to deal extra radiant damage. The extra damage is 9 (2d8) for a 1stlevel spell slot, 13 (3d8) for a 2nd-level one, and 18 (4d8) for a 3rd level slot. \n'b' Spellcasting . The inquisitor judge is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). The judge has the following paladin spells prepared: \n'b'\n'b' 1st level (4 slots) : detect magic , hunter\xe2\x80\x99s mark, protection from evil and good \n'b' 2nd level (3 slots) : detect thoughts , lesser restoration \n'b' 3rd level (3 slots) : dispel magic , remove curse \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The judge makes two greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage and 4 (1d8) radiant damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lady in White \n'b' Medium undead , any alignment \n'b' Armor Class 12 Hit Points 49 (11d8) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages any languages it knew in life Challenge 2 (450 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The lady in white can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Actions \n'b' Grasp . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target\xe2\x80\x99s back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check. \n'b' Inflict Sorrow . The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target\xe2\x80\x99s Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . If a female humanoid dies from this attack , a new lady in white rises from the corpse 1d4 hours later. \n'b' Invisibility . The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). \n'b' Corpse Revealed . The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the lady\xe2\x80\x99s Corpse Revealed for the next 24 hours. \n'b' About \n'b' Swathed in white robes, skirts, and scarves, a lady in white seems to be a living woman for a time-until she reveals her true face, often one that terrifies all who see it. \n'b' Tragic Apparitions . The spirit of a woman who met a terrible, tragic end, often through murder at the hands of loved ones, a lady in white wanders near the place where she died. \n'b' Unpredictable Encounters . Encounters with ladies in white vary markedly. The only consistent details are the general appearance of the ladies-that they seem to be living women when first encountered-and the fact that they rarely appear in front of more than a few people at once. Though the ladies in white often appear confused or lost, some do so to deceive and lead people into danger. Some will change their appearance suddenly, revealing the injuries from which they died and frightening people into the path of some hazard. \n'b' Signs of the Past . Some ladies in white do no more than ask for directions or an escort home, disappearing along the route.\xc2\xa0Their sudden departure is usually accompanied by a scream at the location where their lives came to an end, but they otherwise cause their escorts no harm. The most frightening and well-known encounters with ladies in white are when their appearances reveal the ones who killed them. \n'b' Undead Nature . The lady in white doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lady of the Calling Bells \n'b' Large elemental , true neutral \n'b' Armor Class 18 (natural armor) Hit Points 283 (21d10 + 168) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 12 (+1) CON: 24 (+7) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +8, Wisdom +8, Charisma +8 Damage Resistances fire, poison Senses darkvision 120 ft., passive Perception 13 Languages Ignan, Common Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) If The Lady of the Calling Bells fails a saving throw, she can choose to succeed instead. \n'b' Blaze . When moving, The Lady of the Calling Bells may turn some or all of her body into fire. While fire, she can move through nonmagical fire without disturbing it. Movement made while she is fire does not provoke attacks of opportunity. Upon completing her movement, The Lady of the Calling Bells returns to her normal form. If she is in the air when this occurs, she is able to hover without falling. \n'b' Elemental Demise . If The Lady of the Calling Bells dies, her body disintegrates into a flash of fire and puff of smoke, leaving behind only equipment she was wearing or carrying. \n'b' Inferno . If The Lady of the Calling Bells has any Legendary Actions remaining at the start of her turn after her first, successful melee attacks against her strike her deal 1d10 fire damage to the attacker. \n'b' Innate Spellcasting . The Lady of the Calling Bells\xe2\x80\x99 spellcasting ability is Charisma (spell save DC 16). The Lady of the Calling Bells can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: enlarge/reduce , tongues 1/day each: conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire .. \n'b' Actions \n'b' Multiattack . The Lady of the Calling Bells makes two rapier attacks or uses her Hurl Flame twice. \n'b' Rapier . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) piercing damage plus 11 (2d10) fire damage. \n'b' Hurl Flame . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 24 (7d6) fire damage. \n'b' Immolate . The Lady of the Calling Bells targets a creature within 60 ft. that she can see. That creature must succeed on a DC 15 Dexterity saving throw or suffer 4d6 fire damage and become frightened . At the start of each turn, the creature suffers 2d6 fire damage. The creature may make a new saving throw at the end of each turn. The creature may also spend an action to become prone and roll around to extinguish the flame. \n'b' Legendary Actions \n'b' The Lady of the Calling Bells can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. \n'b' The Lady of the Calling Bells regains spent legendary actions at the start of her turn. \n'b' Attack . The Lady of the Calling Bells makes one rapier attack or one Hurl Flame attack . \n'b' Flash Fire . The Lady of the Calling Bells moves up to her speed and one creature within 30 ft. of the Fountain of Misdeeds must make a DC 15 Dexterity saving throw or suffer 4d6 fire damage and become blinded until the end of its next turn. \n'b' Conflagration (Costs 2 Actions) . A creature that is immolated must succeed on a DC 15 Dexterity saving throw or become paralyzed . Any creature that begins its turn within a 10-ft. radius of the creature or moves within 10 feet of it must make a DC 15 Dexterity saving throw or suffer 4d6 fire damage, suffering half as much on a successful saving throne. A conflagrated target may make a new saving throw at the end of each of their turns. \n'b' Lair Actions \n'b' When fighting inside her lair, The Lady of Calling Bells can invoke the magic of her home to take lair actions . On initiative count 20 (losing initiative ties), The Lady of Calling Bells takes a lair action to cause one of the following effects:. \n'b' The Lady of the Calling Bells causes the fragrant incense always burning in her braziers to become cloying and sickeningly intoxicating. The Lady of the Calling Bells causes up to 3 braziers to emit poisonous smoke. Creatures within 30 ft. of a brazier must make a DC 15 Constitution saving throw or suffer 4d6 poison damage and become poisoned until the end of its next turn. The Lady of the Calling Bells cannot use this lair action again until she has used a different one. \n'b' The Lady of the Calling Bells invokes the ethos built into the very walls of the Tower of the Calling Bells. She targets up to 3 people within 20 ft. of the walls of the tower with a DC 15 geas . The Lady of Calling Bells may choose a different geas for each creature. Unlike a normal geas , the affected creatures may attempt a new saving throw at the end of each turn while within the Tower of the Calling Bells. The Lady of the Calling Bells cannot use this lair action again until she has used a different one. \n'b' The Lady of the Calling Bells causes the bell to ring. Roll a 1d6. On a 6, a fire elemental is summoned. On any other result, all creatures other than those designated by The Lady of the Calling Bells must make a DC 15 Constitution saving throw or suffer 10 (3d6) thunder damage. No more than five elementals may be active at one time. \n'b'\n'b' ABOUT \n'b' The Lady of the Calling Bells, rose to the position of Lady upon winning the annual Red Lotus tournament, a test of combat prowess held yearly in the Blazing Citadel. This achievement earned her lands and station in the material world, and granted her the title of Lady. The Fountain of Misdeeds is a firm believer in the cause of the Blazing Citadel, and takes her charge as ruler of a Tower of Calling Bells to an almost religious level. She recruits acolytes to serve the Tower on a regular basis, replacing them as they burn out. The Fountain of Misdeeds is not skilled in seduction, but more than makes up for this with her fury in battle, and her rage at perceived wrongs. \n'b' The Tower of Calling Bells is made from polished obsidian, spiraling high into the sky. As the Tower of Calling Bells gains attendants and finds resonance across the planes, the tower grows and changes, altered by the planar song. The Fountain of Misdeeds has imbued the Tower of Calling Bells with her own ethos, and those who seek to confront her within her stronghold must contend with a manifestation of her will.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lakarn \n'b' Huge beast , neutral \n'b' Armor Class 13 (natural armor) Hit Points 315 (30d12+120) Speed 40 ft.\n'b' STATS STR: 24 (+7) DEX: 8 (-1) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 10 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Powerful Charge . If the lakarn can move at least 20 ft. towards an opponent and make a Gore attack , the attack does an additional 22 (4d10) bludgeoning damage. The target must succeed at a Dexterity save (DC 14) or take an additional 7 (2d6) bludgeoning damage and be knocked prone . \n'b' Trample . If the lakarn can move over a prone opponent, it can make a free stomp attack in addition to any other actions it takes. \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 23 (3d10+7) piercing damage. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 5 ft., one prone target. Hit : 34 (5d10+7) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These giant herbivores stand, on average, 20 feet at the shoulder. Four thick, trunk-like legs support their massive bulk. They have broad heads, narrows eyes, and long, thin ears. Their crown is topped by a massive set of flat antlers, more akin to a moose than anything else. Covered in thick hair, they are perfectly adapted to winter or cold environments. \n'b' Herds . Generally traveling in family groups of one large male and a dozen or so females and calves, the lakarn is constantly on the move as they deplete their local food supplies rather quickly. \n'b' Massive Mounts . Lakarn are used by mounts in some regions; as once tamed, they are easy to control and quickly adapt the trainer/rider into their family group, becoming very protective of them. \n'b' Ornery . The lakarn uses its horns to shovel snow from its food source or in battle, attacking others of its own species or any creatures foolhardy enough to hunt them. They are particularly aggressive and do not hesitate to charge any creature that they deem threatening. It usually threatens the creature first by lowering its head and waving it from side to side. If the horns and the sheer bulk of the beast do not frighten the foe, the lakarn charges, ramming its target, and once\xc2\xa0 prone , stomping it into the ground. When the bull feels its calves are threatened it rampages, fighting despite any wounds inflicted.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lakescourge Lotus \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Perception +5, Stealth +6 Damage Resistances necrotic Damage Immunities cold, poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Toxic Ichor . While submerged in water, the lakescourge lotus\xe2\x80\x99s ichor taints the water within 10 feet of it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or be poisoned while it remains in the area and for 1 minute after it leaves. A poisoned creature that is no longer in the water can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the purify food and drink spell is cast on a space within 5 feet of the lakescourge lotus or on the space it occupies, this trait ceases to function for 1 minute. \n'b' Undead Nature . The lakescourge lotus doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Waterwalker . The lakescourge lotus can walk across the surface of water as if it were solid ground. This trait otherwise works like the water walk spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lakescourge lotus makes two Tainted Claw or Poisonous Water Jet attacks. \n'b' Tainted Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 15 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' Poisonous Water Jet . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 15 (3d8 + 2) poison damage. \n'b' Enter Reflection . The lakescourge lotus touches a body of water large enough to hold it and becomes a reflection on the surface of the water. While in this form, the lotus has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks and resistance to bludgeoning, piercing, and slashing damage from magical attacks. While a reflection, its speed is reduced to 5 feet, it can\xe2\x80\x99t make Tainted Claw attacks, and it can revert to its true form as a bonus action. If the lakescourge lotus takes damage that isn\xe2\x80\x99t bludgeoning, piercing, or slashing while it is a reflection, it is forced back into its true form. \n'b'\n'b' ABOUT \n'b' A waterlogged cadaver with a gaping hole in its chest rises to the surface of the water. Elongated forearms hang limply at its sides, their claws dripping a sickly blue ichor. Glowing blue veins extend from a pulsing, flowering seed in its chest. The followers of an evil water god created the lakescourge lotus by implanting seeds in the chest of waterlogged corpses; the seeds spread vein-like roots and necrotic energy into the body. The resulting undead seek to destroy settlements built near rivers, lakes, and other bodies of water, and they are often found submerged near the water\xe2\x80\x99s edge. Passers-by who look in find a distorted, monstrous reflection returning their gaze. \n'b' Tainted Waters . The blighted seed produces a foul-smelling, dark blue ichor that the lotus can inject into its prey, poisoning it. Worse, this ichor slowly poisons the waters inhabited by the lotus, killing wildlife and sickening those that drink from it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corvid King \n'b' Small beast (ozbeast), neutral \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Sleight of Hand +4 Senses passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b' Mimicry . The corvid can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target has at least one eye and the corvid rolls a 20 on the attack roll, the target is blinded for 1 round. A target is immune to this effect if it takes none of the damage, has no eyes, or has legendary actions . \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the corvid king can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the king. A creature can benefit from only one Leadership die at a time. This effect ends if the king is incapacitated . \n'b'\n'b' ABOUT \n'b' This black bird looks at you curiously. \n'b' Corvids are common throughout Faerie but are smarter and more dangerous in groups than their common kin. \n'b' Corvids include crows, ravens, rooks, jackdaws, and magpies. \n'b' As tricksters and observers, they see all. Befriending corvids of any type is an important part of surviving in the wild, as their information can be critical to survival. \n'b' Conversely, crossing corvids can be deadly. They swarm to protect their nests and will not hesitate to bring down foes, sometimes at the behest of magic. \n'b' Corvids come in a wide range of shapes and sizes, with the most common being crows. The crows are manipulated by Wicked Witches to do their bidding. They are the enemies of scarecrows, although stuffkin scarecrows don\xe2\x80\x99t impress them much. The other breed is the jackdaw, which is a thieving species that enjoys grabbing anything shiny it can get its claws on and carrying the bauble back to its nest. \n'b' Corvid Kings rule over murders of corvids and are bigger, larger, and nastier than common corvids. \n'b' Corvid swarms, known as murders, are the response to intruders when an individual corvid is threatened. They are dangerous in groups and will not hesitate to peck out of the eyes of any creature that invades their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lakuma \n'b' Large ooze , unaligned \n'b' Armor Class 16 natural armor Hit Points 105 (10d10+50) Speed 25 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 1 (-5) WIS: 5 (-3) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Lakuma are amphibians and can breathe air and water. \n'b' False Appearance . While the lakuma remains motionless, it is indistinguishable from the surface of a body of water. A creature with a swim speed can sense a lakuma as through it had blindsight with a range equal to its swim speed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lakuma makes two attacks: one with its bite and one with its slam. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludegoning damage, and the target is grappled (DC 14 to escape) and must make a DC 14 Constitution saving throw. On a failure, the target is also restrained , and begins suffocating. A suffocating creature has a number of rounds equal to their Constitution modifier before their hit points are reduced to zero from suffocation. A Lakuma can grapple up to one large sized creature, two medium sized creatures, or four small sized creatures. \n'b'\n'b' ABOUT \n'b' There are few sea creatures as feared as the lakuma. Appearing as a flat sheet of water, the lakuma are virtually invisible in the open ocean. While most sea creatures can sense and avoid a lakuma through its movement in the water, most swimmers and fishermen are not so perceptive. A lakuma knows to swim near ports, finding a good spot in which to wait for fishing vessels and swimmers before dragging creatures into the depths to devour them, often leaving bits of its victims as the only proof of its presence. \n'b' Semirigid Shape . Unlike most oozes, which are wholly amorphous, the lakuma must maintain its round, mostly flat shape. It glides mostly on the surface of the ocean, though it has limited flexibility to follow the surge and swell of the water\xe2\x80\x99s surface. \n'b' Pleasant Offerings. Though these creatures are violent and deadly, there are a few known methods to deal with them. First, fishermen will sometimes make offerings to make the laukma happy. Offerings maybe something as simple as chum, while other more elaborate offerings may be made. Some local wise men can even appeal to the spirits for the ability to bind a lakuma to service. In such cases, a bound lakuma can become a boon to the defense and operation of fishing villages. \n'b' A cleric , druid , or warlock may be able to learn a variation of the geas spell that allows them to bind a specific creature, like the Lakuma, to its service for 30 days per casting. The creature does not need to understand you for this spell variation.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lamassu \n'b' Large celestial , lawful good \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 17 (+3) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +9, Wisdom +8, Charisma +7 Skills Arcana +7, History +7, Insight +8, Perception +8, Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 18 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Magic Resistance . The lamassu has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The lamassu\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the lamassu 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 16 Strength saving throw or be knocked prone . If the target is prone , the lamassu can make one claw attack against it as a bonus action . \n'b' Innate Spellcasting . The lamassu\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect evil and good , mage hand , magic circle , sacred flame , unseen servant \n'b' 3/day each : bless , calm emotions , command , dimension door , invisibility , thunderwave \n'b' 1/day each : banishment , flame strike , glyph of warding \n'b'\n'b' Actions \n'b' Multiattack . The lamassu makes two attacks with its claws. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage. \n'b' Healing Touch (3/day) . The lamassu touches a creature. The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned , blinded , or deafened conditions afflicting it. \n'b' Legendary Actions \n'b' The lamassu 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 lamassu regains spent legendary actions at the start of its turn. \n'b' Detect . The lamassu makes a Wisdom ( Perception ) check. \n'b' Claw Attack . The lamassu makes one claw attack . \n'b' Wing Attack (Costs 2 Actions) . The lamassu beats its wings. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone . The lamassu can then fly up to its flying speed. \n'b' About \n'b' This magnificent creature has the head of a human, the body of a lion, and the golden wings of an eagle. It turns and smiles benevolently at all the travelers it meets. \n'b' Ancient Protectors . Lamassu are dedicated to battling the forces of evil and protecting sites of historic and religious importance from harm. Most of the time, they inhabit abandoned temples and other ruins in deserts and protect those sites from foul monsters. Kind and compassionate towards humanoids, their regal bearing and archaic turns of phrase can sometimes make them seem aloof and superior. \n'b' Adopting a City . A lamassu will sometimes leave its ruins and adopt a humanoid city, simply by nesting in its largest gatehouse and inspecting the people and creatures that pass through the gate. In these situations, a protective lamassu watches for known criminals, offers blessings to the poor, and sometimes demands donations from the wealthy to assist beggars, widows, and orphans. In most cases, this role as a gate lamassu ends after a year and a day, but it can last up to a decade. \n'b' Watch captains, merchants, and city rulers have attempted flattery, bribery, and carefully-worded proclamations but nothing seems to dissuade a city lamassu. \n'b' Immortal Nature . A lamassu doesn\xe2\x80\x99t require food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lambent Witchfyre \n'b' Large aberration , unaligned \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 110 (13d10 + 39) \n'b' Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 17 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone \n'b' Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Absorption . Whenever the lambent witchfyre is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. \n'b' Fire Form . The lambent witchfyre can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the lambent witchfyre or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the lambent witchfyre can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b' Illumination . The lambent witchfyre sheds bright light in a 30-foot radius and dim light for an additional 30 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lambent witchfyre makes three blazing touch attacks. \n'b' Blazing Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. If a creature is slain by this attack , the lambent witchfyre regains hp equal to the damage dealt. The body of a creature slain by this attack turns to ash, along with any nonmagical items it was wearing or carrying. The creature can be restored to life only by means of a resurrection or wish spell. \n'b' Innate Spellcasting . The lava keeper\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : move earth , stone shape \n'b' 3/day each : wall of fire , wall of stone \n'b' 1/day each : conjure elemental (earth or fire elemental only), earthquake , fire storm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Lava Lob . Ranged Weapon Attack : +13 to hit, range 60/240 ft., one target. Hit : 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn. \n'b' Fumarole (Recharge 5-6) . The crater between the lava keeper\xe2\x80\x99s shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke. \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'\n'b' A creature of pure blue fire trickles across the cavern floor, burning and devouring all except the stone. \n'b' Though its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. \n'b' Arcane or Alien Origins . The lambent witchfyre\xe2\x80\x99s exact origins are unknown. Some sages speculate that it was an early attempt by a wizard to infuse life on the Material Plane with elemental essence. \n'b' Others theorize it is the disastrous byproduct of spell experimentation on an extra-planar creature. \n'b' Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. \n'b' Reproduction . When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent\xe2\x80\x99s hit points . The offspring then go their separate ways, seeking more life to devour'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lamia, Serpentine \n'b' Family: Lamia \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 13 (leather armor) Hit Points 36 (8d8) Speed 30 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 8 (-1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Intimidation +6 Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Seductive Gaze . When a humanoid that can see the serpentine lamia\xe2\x80\x99s eyes starts its turn within 30 feet of the serpentine lamia, the serpentine lamia can force it to make a DC 13 Charisma saving throw if the serpentine lamia isn\xe2\x80\x99t incapacitated and can see the creature. If the creature fails, it is charmed for 1 minute. The charmed 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 the serpentine lamia\xe2\x80\x99s Seductive Gaze for the next 24 hours. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the serpentine lamia until the start of its next turn, when it can avert its eyes again. If the creature looks at the serpentine lamia in the meantime, it must immediately make the save. \n'b' Serpent Strike . The serpentine lamia has advantage on attack rolls against a creature it has surprised, or that is charmed by it or its allies. \n'b' Snake Body . The serpentine lamia has advantage on saving throws and ability checks against being knocked prone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The serpentine lamia makes two attacks, only one of which can be a constrict attack . \n'b' Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the serpentine lamia can\xe2\x80\x99t constrict another target. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' The pair of serpentine creatures intertwine with the shackled prisoner, their scaly tails and grasping arms squeezing the life from him as he screams silently, the breath choked from his body. \n'b' The Smaller of the Species . Unlike the leonine forms of their larger lamia cousins, the serpentine lamias have humanoid torsos atop a serpentine tail. Seeing themselves as \xe2\x80\x9ctrue\xe2\x80\x9d lamia, the serpentine lamia consider the lion-bodied members of their race \xe2\x80\x9cfalse lamia.\xe2\x80\x9d They go to great lengths to destroy these false lamia whenever possible. \n'b' Constant Search for Indulgence . Serpentine lamias share the same hedonistic tendencies as their larger namesakes; however, they are more willing to travel or create lairs in civilized areas. In locations, where monstrous species are not attacked on sight as threats, serpentine lamias often travel freely without disguise. Their love of the finer things in life offers them opportunities to act as merchants, curators, and art experts. Their barely controlled desires often leave them unhindered by conscience or scruple, affording them careers of a more criminal nature. \n'b' Worship the Moon . Something in the serpentine lamias\xe2\x80\x99 psyches gives them a strong connection to the moon. They are at their most calm and rational when the moon is new, but as the lunar cycle moves toward its peak, the urges for debauchery and hedonism grow in the serpentine lamia. \xe2\x80\x9cDuring a full moon in a lamia\xe2\x80\x99s lair\xe2\x80\x9d has become a colloquial saying for a time or place of inescapable danger. For the duration of a full moon, serpentine lamias congregate at the home of the most prestigious of their kind. The bacchanalia that take place at these gatherings are legendary, where the overconsumption of the finest food and drink is only the beginning. In places with less stringent moral and ethical codes, the murder of innocents is often the highlight of these evenings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lamia, Serpentine Matriarch \n'b' Family: Lamia \n'b' Large monstrosity , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +10, Intimidation +10, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Serpent Strike . The matriarch serpentine lamia has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies. \n'b' Snake Body . The matriarch serpentine lamia has advantage on saving throws and ability checks against being knocked prone . \n'b' Speak with Snakes . The matriarch serpentine lamia can communicate with snakes as if they shared a language. \n'b' Innate Spellcasting . The matriarch serpentine lamia\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : animal friendship (snakes only), disguise self (any humanoid form), suggestion \n'b' 3/day each : animal messenger (snakes only), charm person , hypnotic pattern , moonbeam \n'b' 1/day each : compulsion, vampiric touch \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The matriarch serpentine lamia makes three attacks, but can use her constrict and Debilitating Touch attacks only once each. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained , the matriarch can automatically hit the target with her constrict, and the she can\xe2\x80\x99t constrict another target. \n'b' Debilitating Touch . Melee Spell Attack : +7 to hit, reach 5 ft., one target. Hit : The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks. \n'b' Seduce . One humanoid the matriarch serpentine lamia can see within 30 feet of her must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys the matriarch\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to the matriarch\xe2\x80\x99s Seduce for the next 24 hours. The matriarch can have only one target seduced at a time. If it seduces another, the effect on the previous target ends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lamp Blighter \n'b' Small fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 104 (16d6+48) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 20 (+5) CON: 16 (+3) INT: 16 (+3) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Languages Common, Sylvan, Undercommon Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lamp blighter\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : darkness , detect evil and good , greater invisibility (self only) \n'b' 1/day each : dancing lights , detect thoughts , disguise self , dispel magic , entangle , shield \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lamp blighter makes a bite attack and two claw attacks, or it makes two shortbow attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 10 (1d10 + 5) slashing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, 5 ft. reach, 1 target. Hit : 10 (1d10 + 5) slashing damage. On a critical hit, the lamp blighter plucks out an eye, and the target gains disadvantage on sight-based perception checks until they receive the benefits of a greater restoration , regenerate , or similar spell. \n'b' Shortbow . Ranged Weapon Attack : +8 to hit, 80/320 ft. reach, 1 target. Hit : 8 (1d6 + 5) piercing damage. The lamp blight uses poisoned arrows and chooses one of the following effects: 11 (2d10) poison damage, target is frightened for 1d4 rounds unless it succeeds at a DC 13 Wisdom saving throw, target is unconscious for 1d4 rounds unless it succeeds at a DC 13 Wisdom saving throw. Creatures may repeat this saving throw at the start of their turn to end either condition. \n'b'\n'b' ABOUT \n'b' Twisted in mind and form, lamp blighters have been corrupted by their own hatred for civilization and its encroachment upon lands that were once wild. Named for their practice of darkening lamps to draw victims close and also their love of ripping out eyes with their vicious claws, they take out this hatred upon inhabitants of border villages and towns, amplifying fear of the dark in the places they bedevil. Lamp blighters stand 2 feet tall fully when upright, though they are usually hunched over and flying at eye level of their victims, and they weigh about 20 pounds. \n'b' Twisted by Darkness . Lamp blighters were once pixies who chose to remain in their ancestral lands in the face of civilization\xe2\x80\x99s relentless expansion. Embittered and resentful of what they saw as an attack upon their way of life, these fey developed malice and anger that transformed their bodies: their bright colors faded, their teeth and claws elongated and sharpened, and their minds turned to vengeance. \n'b' To those who study these creatures, lamp blighters are evidence of the pliant nature of the fey and how they can be shaped by both their environment and their personalities. \n'b' Some such researchers go so far as to theorize that lamp blighters have internalized the corruption and change of certain declining civilized societies, a transformation that mirrors the physical and mental shift from pixie to lamp blighter. \n'b' Loathing of Light . In a lamp blighter\xe2\x80\x99s mind, nothing symbolizes the crushing pressure of civilization like fixed points of light . The stars glittering in the heavens, the glowing pulse of a firefly, and even forest fires brought about by lightning strikes\xe2\x80\x94these are all in motion in accordance with some natural order. Torches fitted to walls, posts with continual flame cast upon them, and hanging lanterns, however, represent to lamp blighters the contrived attempts of civilization to control nature and to bring the assumed safety of light to all places at all times. \n'b' By their own twisted logic, lamp blighters believe that by terrifying their enemies by extinguishing their lights and plucking out their eyes, they give their victims just what they think they desire: a world of perfect, orderly nothingness.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanist Inquisitor, Knight \n'b' Family: Arcanist Inquisitor \n'b' Medium humanoid (any race), any \n'b' Armor Class 18 (chain mail, shield) \n'b' Hit Points 65 (10d8 + 20) \n'b' Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Investigation +3, Perception +4 \n'b' Senses passive Perception 14 \n'b' Languages any two languages \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The inquisitor knight has advantage on saving throws against being frightened . \n'b' Discerning . The inquisitor knight has advantage on saving throws against illusions. \n'b' Mark . When the inquisitor knight hits a creature with a melee weapon attack , the knight marks that creature until the end of the knight\xe2\x80\x99s next turn. The mark ends early if the knight becomes incapacitated or dies, or someone else marks the same creature. While the marked creature is within the knight\xe2\x80\x99s reach, it has disadvantage on attack rolls against creatures other than the knight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The inquisitor knight makes two attacks. \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 with two hands to make a melee attack , and Mark. \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 and, if used to make a melee attack , and Mark. \n'b'\n'b' REACTIONS \n'b'\n'b' Marked Control . If a creature subjected to the inquisitor knight\xe2\x80\x99s Mark moves while within 5 feet of the knight, the knight can make a melee attack against that creature. On a hit, the creature\xe2\x80\x99s speed drops to 0 until the end of their current turn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lampad \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (supernatural beauty) Hit Points 102 (12d8+48) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 21 (+5) CON: 18 (+4) INT: 14 (+2) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 90 ft., passive Perception 13 Languages Aklo, Common, Undercommon Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Insane Beauty . This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim light. Those who look directly upon the lampad must succeed at a DC 15 Wisdom saving thrown or suffer the effects of the confusion spell for 1d6 rounds. A creature that succeeds at a saving throw is immune to the same lampad\xe2\x80\x99s insane beauty for 24 hours. A lampad can suppress or resume this ability at will without spending any action. \n'b' Innate Spellcasting : The lampad\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : acid splash , detect magic , light , meld into stone , mending \n'b' 2/day each : cure wounds , earthquake , faerie fire , magic stone, spider climb \n'b' 1/day each : stone shape \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lampad makes 2 sling attacks. \n'b' Sling . Ranged Weapon Attack : +8 to hit, range 30/120, 1 target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness . These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness , they know that exposing their forms under bright conditions gives them an edge over creatures viewing them. Just as nymphs guard nature\xe2\x80\x99s purest places and dryads protect their sacred trees, lampads watch over the dark places of the world deep underground. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lantern Goat \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 93 (17d8 + 17) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 13 (+1) INT: 6 (-2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8, Stealth +7 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the lantern goat moves at least 20 feet straight toward a target and then hits it with a head butt attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Fear Light . As a bonus action, the lantern goat can emit an ugly yellow light from the lantern around its neck. Any creature that can see the light within 30 feet of the lantern goat must make a DC 15 Wisdom saving throw, unless the lantern goat is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the lantern goat\xe2\x80\x99s Fear Light for the next 24 hours. \n'b' Life Sense . The lantern goat can innately sense all living creatures within 60 feet of it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lantern goat makes three attacks: one with its head butt and two with its hooves. \n'b' Head Butt . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage \n'b'\n'b' Reactions \n'b'\n'b' Soul Capture . As a reaction , when a creature within 60 feet of the lantern goat that it can see dies, the lantern goat can draw the soul of that creature into the lantern around its neck unless the creature succeeds on a DC 15 Wisdom saving throw. On a failure, the creature\xe2\x80\x99s soul is drawn into the lantern, where it will be digested over the next 1 hour by the lantern goat. Once the hour has elapsed, the creature dies and can only be returned to life by a resurrection , true resurrection , or wish spell. The lantern can only be removed from the lantern goat or be destroyed \xe2\x80\x93 thus releasing the trapped soul \xe2\x80\x93 if the lantern goat is slain. \n'b'\n'b' About \n'b' This creature resembles a goat with tangled and patchy gray-and-white hair, and horns and hooves that appear to be made of stone. Its eyes are stark white. Around its neck hangs a dented and ugly iron lantern, glowing with a foul amber light. \n'b' Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd\xe2\x80\x99s care and fall prey to the dangers of the wild, so too do humans and demi-humans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator\xe2\x80\x99s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. \n'b' The scarred and battered lantern that hangs from the goat\xe2\x80\x99s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. Lantern goats roam low mountains and foothills, damned to patrol the mortal realm in search of those who die alone. \n'b' How the lantern goat behaves in combat depends upon the number of adversaries it faces. Normally the goat preys on lone travelers, attacking them with its stony hooves and horns. If it encounters a group, the lantern goat emits a fear light from its lantern, intending to panic everyone in range and then pick them off individually.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lantern Goat \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8+42) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Cha +6, Dex +7 Skills Acrobatics +7, Perception +3, Stealth +7 Damage Immunities necrotic, poison Condition Immunities charmed , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 13 Languages none Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lifesense . A lantern goat notices and locates living creatures within 60 feet. \n'b' Soul Capture . Any living creature reduced to 0 Hit Points while within 60 feet of a lantern goat must succeed on a DC 14 Charisma saving throw or have its soul drawn into the lantern goat\xe2\x80\x99s lantern. Once captured, the lantern goat slowly digests the creature\xe2\x80\x99s soul over a period of 1 hour, using it to fuel its dark energies. This does not kill the creature until the soul is fully digested. A creature slain in this manner can only be returned to life by a resurrection , true resurrection , or wish spell. If the lantern goat is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern goat is destroyed. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lantern goat makes one headbutt attack and two hoof attacks. \n'b' Headbutt . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) bludgeoning damage. \n'b' Hoof . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fear Light . A lantern goat can emit an ugly yellow light from the lantern around its neck. All creatures within 60 feet that view this light must succeed a DC 14 Wisdom saving throw or become frightened and stunned for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns in order to break free of these effects. A creature that cannot see the light is immune to this ability. \n'b'\n'b' ABOUT \n'b' Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the goatherd\xe2\x80\x99s care and fall prey to the dangers of the wild, so too do humanoids often meet with a dire end while trekking alone in the hills. \n'b' Whether they die of exposure or become a predator\xe2\x80\x99s meal, these lost travelers usually journey in spirit form to the afterlife. \n'b' Some, however, if they perish too close to a lantern goat , find their souls drawn into the fell receptacle the creature wears around its neck. \n'b' How the lantern goat behaves in combat depends upon the number of adversaries it faces. Normally the goat preys on lone travelers, attacking them with its stony hooves and horns. If it encounters a group, the lantern goat emits a fear light from its lantern, intending to panic everyone in range and then pick them off individually. \n'b' Soul Lamp . The scarred and battered lantern that depends from the goat\xe2\x80\x99s neck serves to channel souls into the creature itself. As the goat moves through the hills, its lantern casts a sickening yellow glow that attracts the souls of the recently deceased. Lantern goats roam low mountains and foothills, damned to patrol the mortal realm in search of those who die alone.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corvid Swarm \n'b' Medium swarm of tiny beasts (ozbeast), neutral \n'b' Armor Class 12 Hit Points 24 (7d8 \xe2\x80\x93 7) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 8 (-1) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, slashing Damage Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Skills Perception +3, Sleight of Hand +4 Senses passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The corvid swarm is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny corvid. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Beaks . Melee Weapon Attack : +4 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. If the target has at least one eye it must make a DC 12 Dexterity saving throw or be blinded for 1 round. A target is immune to this effect if it takes none of the damage or has legendary actions . During the attack , the corvid swarm emits shrieks audible within 300 feet of it. The swarm continues to shriek until the disturbance moves out of range and for 1d4 of the swarm\xe2\x80\x99s turns afterward. \n'b'\n'b' ABOUT \n'b' This black bird looks at you curiously.\xc2\xa0 \n'b' Corvids are common throughout Faerie but are smarter and more dangerous in groups than their common kin.\xc2\xa0Corvids include crows, ravens, rooks, jackdaws, and magpies. \n'b' As tricksters and observers, they see all. Befriending corvids of any type is an important part of surviving in the wild, as their information can be critical to survival. \n'b' Conversely, crossing corvids can be deadly. They swarm to protect their nests and will not hesitate to bring down foes, sometimes at the behest of magic. \n'b' Corvids come in a wide range of shapes and sizes, with the most common being crows. The crows are manipulated by Wicked Witches to do their bidding. They are the enemies of scarecrows, although stuffkin scarecrows don\xe2\x80\x99t impress them much. The other breed is the jackdaw, which is a thieving species that enjoys grabbing anything shiny it can get its claws on and carrying the bauble back to its nest. \n'b' Corvid Kings rule over murders of corvids and are bigger, larger, and nastier than common corvids. \n'b' Corvid swarms, known as murders, are the response to intruders when an individual corvid is threatened. They are dangerous in groups and will not hesitate to peck out of the eyes of any creature that invades their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Larabay \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 207 (18d8+126) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 18 (+4) DEX: 22 (+6) CON: 24 (+7) INT: 15 (+2) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire, lightning Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Befuddling Gaze (3/Day) . All creatures in a 30 ft. cone must make a DC 15 Wisdom saving throw or be stunned for 1d4 rounds. Creatures may repeat this saving throw as an action to end the stunned condition early. \n'b' Innate Spellcasting : The larabay\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : alter self \n'b' 3/day each : burning hands , gust of wind , hallucinatory terrain , invisibility , suggestion \n'b' 1/day each : cone of cold , mirage arcane \n'b'\n'b' ACTIONS \n'b'\n'b' Rapier . Melee Weapon Attack : +10 to hit, 5 ft. reach, 1 target. Hit : 10 (1d8 + 6) piercing damage. The first target this attack hits per round must make a DC 15 Wisdom saving throw or be confused (per the confusion spell) for 1d6 rounds. Targets may repeat this save at the end of their turn, as with the spell. \n'b'\n'b' ABOUT \n'b' Larabays are capricious fey creatures that gravitate toward coastal regions with warm and temperate islands. They are especially fond of toying with sailors and fishermen, playing pranks aboard ships or in seaside towns by assuming various shapes and using their otherworldly powers of mischief. A larabay\xe2\x80\x99s idea of fun can quickly become quite serious, however, when its love of trickery begins to outweigh its sympathy for humanity, and a larabay\xe2\x80\x99s well-executed joke may result in a potentially fatal situation for those involved. \n'b' In their never-ending pursuit of a good laugh, larabays have been known to employ their supernatural illusions to draw ships and their crews into precarious situations such as hazardous waters or hidden shoals, and the depredations of a larabay are often only realized after it\xe2\x80\x99s too late. On land, larabays entice their unknowing dupes off cliffs\xe2\x80\x99 edges, through monster lairs, or into hidden ravines or pools of quicksand. \n'b' Shapeshifting Trickster . Larabays use their shapechanging abilities to craft intricate webs of social intrigue, though such schemes are always concocted in an effort simply to conduct a masterful hoax, usually resulting in the devastation or heartbreak of one or more of the parties involved rather than any concrete gains on the fey\xe2\x80\x99s part. While larabays have been known to inadvertently perform acts of good in the process of gulling cruel-hearted individuals, their unpredictable and precarious natures make them difficult allies, and one can never be sure just how long a larabay will remain faithful to a particular cause before getting bored or whether its companions are simply its latest victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lasher Scallop \n'b'\n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 44 (8d6+16) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b'\n'b' Multiattack . The lasher scallop makes three tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d3 + 2) bludgeoning damage and the target must make a DC 13 Dexterity saving throw or the lasher\xe2\x80\x99s tentacle sticks to it (escape DC 13). While stuck, the lasher scallop has advantage on attack rolls against the target and the target has disadvantage on Dexterity saving throws. The scallop can still use these stuck tentacles to attack , but only against the stuck target by constricting it. If all three of its tentacles are stuck, it no longer can make attacks of opportunity. \n'b' Shell Retreat . The lasher scallop can retreat into its shell, making it much harder to strike. While in its shell the lasher scallop is AC 18 but its speed is 0. \n'b' Reappear . The lasher scallop can come out from its shell, regaining its normal armor class and the ability to move. \n'b'\n'b' About \n'b' Found in seacaves, shaded hollows along tidal shelves, and mangrove swamps, lasher scallops are agile and curious cephalopods that are equally at home on land and in the water. Their five tentacles are ideal for climbing around the tangled environs of the tunnels and forested hummocks, while their sharp eyes are able to penetrate the gloom of thick-canopied swamps and caverns alike. With strong limbs and an incredibly sharp beak they hunt insects, small mammals, as well as fallen fruit and mushrooms. Quick and ever alert for danger, lasher scallops flee larger predators when they must, but if threatened without the opportunity to escape they grab onto any available surface and retreat completely into their shell, offering no soft point for a potential threat to attack . \n'b' A lasher scallop measures three feet across without counting its tentacles and weighs 150 lbs. \n'b' Intelligent Bivalves . Extremely intelligent animals, lasher scallops commonly fashion simple tools from rocks and sticks and have been observed to have complex problem-solving skills. Social beasts, they can often be found in small family groups, or routs, that travel and forage together. \n'b' Naturally capable of metachrosis-the ability to change their pigmentation-they express their emotions via complex color bursts and patterns on their skin and can make whistling calls channeled through their shells to communicate over long distances. \n'b' Egg Layers . Lasher scallops reproduce by laying eggs, which the female will typically attach to the bottoms of roots, cave shelves, or tree limbs where the rout is nesting. The eggs take eight to twelve months to hatch, and stars can spawn roughly once a year, with the entire rout guarding the clutch. Lasher scallops mature within 5-7 years but rarely live beyond 20. \n'b' Curious Collectors . More curious than cautious, lasher scallops quickly overcome any fear they might have of the trappings of civilization. Attracted to the sounds and smells, they can be found around settlements of any size, and are particularly drawn to dumps and trash heaps for the easy foraging. Natural problem solvers with clever appendages, they are regarded as something of a nuisance as few places can be considered truly \xe2\x80\x98lasher scallop proof \xe2\x80\x98 from the always hungry little omnivores. Nothing short of a locked metal box can keep a lasher scallop away from provisions once it has caught the scent of them, and some naturalists joke that it is only a matter of time before the cephalopods figure out how to pick locks. It is not unusual for lasher scallops to steal other items as well, as they have an insatiable fascination with bright shiny things, which they invariably bring back to the rout nest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lashray \n'b' Large monstrosity , neutral \n'b' Armor Class 15 (natural) Hit Points 90 (12d10+24) Speed swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages understands Deep Speech Challenge 6 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Breathing . The lashray can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lashray may make three lash attacks. \n'b' Lashes . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6+3) piercing damage and the creature must succeed on a DC 15 Constitution save or gain the poisoned condition for 1 minute. If a creature fails a poison save against a lash attack while it is poisoned by the lashray, the duration of the poison effect resets to 1 minute and the target suffers the following effects (these effects are cumulative) \n'b'\n'b' 2nd failed save : Creature takes 11 (2d10) poison damage. \n'b' 3rd failed save : Creature\xe2\x80\x99s speed is reduced to half while the poisoned condition persists. \n'b' 4th failed save : Creature becomes confused (as the spell) while the poisoned condition persists. \n'b' 5th and succeeding failed saves : Creature becomes paralyzed while the poisoned condition persists. \n'b'\n'b' A creature may repeat the poison saving throw at the end of each of its rounds to end the poisoned condition. \n'b' ABOUT \n'b' This massive stingray has six long tails, each armed with a barbed stinger. \n'b' Lashrays are shallow water dangers, attacking anything that moves near them out of fear . They are filter feeders with rudimentary bone-ridge-lined mouths, making their preferred diet shellfish and krill. They are paranoid creatures, seeing everything as a potential predator, even assuming creatures too small to harm them mean to try. \n'b' Lashrays attack with a chaotic flurry of tail attacks. The exact elements of lashray venom are unknown; if removed from the ray it becomes inert and useless. Though their venom is highly effective and potentially deadly, a lashray will most often leave a target alone once it\xe2\x80\x99s no longer a threat. The real danger of provoking a lashray isn\xe2\x80\x99t the creature itself, but the local predators that have learned to benefit from the creature\xe2\x80\x99s mode of defense. A lash ray that has one of its tails cut off grows a new one in 4 to 6 weeks. \n'b' Lashrays give birth to live young, and unborn rays are worth a great deal to undersea races. If taken before they are born, they can sometimes be trained to be loyal guardians. Such lash rays often think of themselves as oddly shaped members of whatever race raised them. Lashrays born naturally seem to acquire their racial paranoia within minutes of being free of their mother\xe2\x80\x99s body.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lasiodon \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 346 (22d20+110) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 18 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +11 Skills Perception +6, Stealth +6 (+12 if submerged) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Senses darkvision 120 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Black See . The lasiodon sees perfectly in darkness, including magical darkness . Each of its six heads protrudes a fleshy appendage that can project natural luminescence or shadow. Once each round as a bonus action, Land-eater determines how many heads to light up to illuminate an area, increasing the illumination in a 10-foot sphere per head. If none of its heads project light, it can instead project magical darkness (as the spell). Each head then reduces the illumination level to total darkness in a 60-foot sphere. \n'b' Camouflage . The lasiodon can spread itself out over a large area with its long necks and immense torso. It changes color to match the waters it swims in and moves with aquatic grace. While submerged, it has advantage on Dexterity ( Stealth ) checks. \n'b' Keen Smell . The lasiodon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Multiple Heads . The lasiodon has six heads. While it has more than one head, the lasiodon has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the lasiodon takes 55 or more damage in a single turn, one of its heads dies. \n'b' Reactive Heads . For each head, Land-eater has beyond one, it gets an extra reaction that can be used only for opportunity attacks. \n'b' Water Breathing . Land-eater can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lasiodon makes as many bite attacks as it has heads. At full health, a lasiodon has six. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 25 ft., one target. Hit : 24 (3d10 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the lasiodon. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the lasiodon, and it takes 21 (6d6) acid damage at the start of each of the lasiodon\xe2\x80\x99s turns. If the lasiodon takes 33 damage or more on a single turn from a creature inside it, the lasiodon must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the lasiodon. If the lasiodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Frigid Breath (Recharge 5-6) . The lasiodon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also encased in ice and gain the restrained condition until the ice melts or is destroyed. The ice has Armor Class 15 and 33 Hit Points , and damage from all effects other than magical fire and adamantine weapons is reduced by 5 points per attack . If the ice is created under water the target floats upward 60 feet each round at the beginning of its turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Frozen Food . When the lasiodon is reduced to less than half its original hit points its frigid breath attack option recharges and it may use it as a reaction . \n'b'\n'b' LEGENDARY ACTIONS \n'b' A lasiodon can take 3 legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A lasiodon regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The lasiodon moves up to half its speed. \n'b' Shroud . The lasiodon radiates magical darkness (as the spell) in a 30-foot radius. The darkness lasts until the start of the lasiodon\xe2\x80\x99s next turn. \n'b' Bite. (Costs 2 Actions) . The lasiodon makes one bite attack . \n'b'\n'b' About \n'b' Lasiodons are something out of ancient nightmares, with whale-like bodies, powerful fluked tails, and thick fins surmounted by six long-necked heads. Above each head\xe2\x80\x99s nightmarish maw is a curved, fleshy growth that glows in the dark waters with a pale radiance. \n'b' Deep Hydras . Lasiodons hunt the deepest oceans, luring inquisitive prey with the white glow of their protruding anglers and devouring it whole. With teeth able to slice solid stone, a lasiodon can freeze its quarry, sometimes attacking a school of large fish by freezing some and devouring others.\xc2\xa0In the darkest coldest depths, blocks of ice created by the creature\xe2\x80\x99s breath weapon remain still for several seconds before ascending slowly. Adult lasiodons average 60 feet long and weigh over 50 tons. \n'b' Unlimited Growth . Lasiodons never stop growing and seem immune to the effects of aging. Adult females average 60 feet long and weigh over 50 tons. \n'b' Lone Hunter . Lasiodons are cunning but not intelligent or social. The ferocious predators require a large hunting area, so they are almost always alone when encountered. They mate every few years at particularly bountiful hunting grounds in a frenzy that turns the ocean\xe2\x80\x99s green waters red.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lauk \n'b' Large aberration , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 170 (20d10+60) Speed 40 ft., Burrow 10 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold Damage Resistances fire Senses dark vision 60 ft., passive Perception 10 Challenge 6 (2,300 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The lauk can attack with its claws and its tusks each round. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (2d4+4) slashing damage. \n'b' Tusks . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10+4) piercing damage. \n'b' Icy Breath (Recharge 6) . The lauk fills a 60 ft. cone with thick icy vapor. The entire area is lightly obscured and considered difficult terrain for one minute. Any creature in the area when it is created must make a Dexterity save (DC 15), taking 16 (3d10) cold damage on a failed save, or half as much on a successful one. Thereafter, any creature that ends its turn in the area takes 7 (2d6) cold damage. The area disperses after one minute. \n'b'\n'b' ABOUT \n'b' The lauk are massive creatures that walk with an odd, shambling gait, as their forelegs are slightly shorter than their rear legs. Their long torsos are covered in thick, coarse, white hair except along their spine and chest area, where armored scales dominate. Tufts of hair mingle with the scales making for an untidy appearance. Their feet are like a bear\xe2\x80\x99s, but their nails are thick and blunt. The creature\xe2\x80\x99s head offers the most outlandish feature, for there the creature is possessed of a broad snout that ends upon the jaw in two inverted tusks. These tusks are actually the creature\xe2\x80\x99s front teeth that have grown out and down into the shapes of two massive horns. Their eyes are set forward like any predators and gleam a golden yellow in the sun. A thin coat of ice covers the creatures at all times. \n'b' Creatures of Ice . The lauk\xe2\x80\x99s skin emanates cold. The air around it crystallizes into ice. Whenever it travels it is followed by the sound of falling sleet; foliage is ofttimes covered with a thin layer of ice and the ground itself is left frozen, where before there was snow, there is now ice. \n'b' Hibernating Horrors . The lauk are creatures that hibernate most of the year, laying low in deep caverns during the warm months of spring and the heat of summer. It is only during the winter, when the temperatures fall, that the lauk rouse from their slumbers to terrorize the world. They come forth from their dens with ravenous hunger and though they are herbivores, feeding upon the trees, winter deadfall, and other similar growth, they are vicious when encountered. They view all things as a threat and attack without warning. \n'b' Alien . Born of the outer planes the lauk have little reasoning capacity and only an unquenchable desire to destroy things. They are not random in their patterns but calculated, deriving nothing from the world beyond a vague desire for its ending. \n'b' Belligerent . When the lauk see a threat they attack immediately, usually through wild threatening gestures, stomping their feet, bellowing, and ramming their tusks into trees, rocks, or any other item near them. This is all in preparation for the charge that must inevitably come. When they do attack, they rush upon the victim, goring them with their tusk, and if threatened or pressed too hard they bellow their icy breath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Laumeun \n'b' Medium undead , neutral evil \n'b' Armor Class 11 Hit Points 45 (10d8) Speed fly 30 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 11 (+0) INT: 17 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, stealth +4 Damage Immunities poison Condition Immunities poisoned , exhausted Damage Resistances necrotic, psychic, bludgeoning, piercing, and slashing from non-magical weapons Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Draining Touch . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 4 (1d8) necrotic damage. The laumeun gains these hit points as temporary hit points . \n'b'\n'b' REACTIONS \n'b'\n'b' Howl of Despair . As a reaction (after taking damage) the laumeun issues a horrifying wail. Any creature within 10 feet of the laumeun must make a Charisma save (DC 14) or take 7 (2d6) psychic damage. \n'b'\n'b' ABOUT \n'b' The laumeun were once humans whose bodies have wasted away, mutating into abominations through a lifetime of misspent sorceries. They are shells of themselves; their flesh largely rotted away, their innards, blackened with corruption, hanging on to their slowly mutating bones. Their muscle has long since decayed and only their sorcery holds them upright, giving them the appearance of floating. The laumeun stink like decayed flesh, the smell attracting hordes of flies, and other insects. They do not wear clothes or armor, nor carry weapons or any other accouterments, for their exposed tissues and bones are very sensitive and cause them great pain when in contact with the physical world. \n'b' Fallen Sorcerers . The laumeun are aware of what has happened to them. They well remember the transformation and understand that the sorcery they practiced in life somehow went awry and corrupted them. Filled with anger and constantly suffering pain from their exposed tissues they drift slightly above the ground seeking to visit their agonies on other unfortunate souls. They are attracted to magic-using creatures such as wizards and the like, smelling the sorcery from afar and drifting toward it. They attack any creature using magic or magical weapons on sight. The laumeun no longer practice sorcery, though they remember it well and lust for the power of its return until they fall into ruin, slain by some outsider. \n'b' Ancient Blight . The laumeun exist in every clime, both in cities and in the wilderness. Being immortal, they often survive long after their own homes have fallen to dust; dwelling still in the rumps of castles or the fallen remains of towers and the like. Their bones continue to mutate, growing longer, distorted, horns sometimes spring from the bones. The tissues of their guts eventually turn black and cling to the bones as rotting flesh, foul-smelling and diseased. \n'b' Silent Killers . The laumeun attack by drifting within ten feet of its victim and drawing off the life essence. They attack in the day or night, but are particularly dangerous at night, as often those being consumed are not aware that they are under attack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lava Child \n'b' Medium humanoid (elemental), neutral \n'b' Armor Class 13 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 13 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities cold Damage Resistances force Damage Immunities fire; bludgeoning, piercing, and slashing from metal weapons Senses darkvision 60 ft., passive Perception 14 Languages Ignan, Lava Child Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Heated Body . A creature that touches the lava child or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. \n'b' Metal Immunity . Lava children are unaffected by metal. They can walk through solid metal doors as if the door wasn\xe2\x80\x99t there. Metal weapons, even magical, have no effect on lava children. Lava children make all attacks with advantage against foes wearing metal armor. \n'b' Water Vulnerability . For every 1 gallon of water splashed on the lava child, it takes 3 cold damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lava child makes one bite attack and one attack with its claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' About \n'b' This creature is a stocky humanoid standing about 5 or 6 feet tall with sooty-black hair and green eyes. It wears crudely constructed hides of fur and leather. Its face has a curious, almost child-like appearance and seems to be imprinted with a permanent, non-changing smile. Its skin is pinkish-white. \n'b' Lava children are ill-tempered creatures created by shaitan genies. Shaped like stunted humanoids with the hideous heads of fanged infants, they prefer to reside in volcanoes. Typical lava children are 5 feet tall and 450 pounds. \n'b' Crafted in secret by the cunning magic of the earth genies known as shaitans, lava children are born of the shifting, molten border between the elemental planes of fire and earth. They were created as the perfect spies and scouts for the shaitans in their tumultuous and often hostile dealings with the fire-born efreeti genies. Though the lava children proved able in their vocation, perfectly suited to surviving in the Plane of Fire and those volcanoes and other fiery regions on the mortal world where efreet most often lair, the fire genies quickly grew wise to the scheme, and were easily able to dispatch the relatively weak lava children when they became troublesome. Thus the children\xe2\x80\x99s utility steadily lessened as the generations wore on, and over time the children\xe2\x80\x99s masters lost interest in their obsolete creations. In the absence of leadership, the strange minions of earth and stone began slowly to understand their own nature and independence, venturing out of their molten lairs and into the greater world beyond, to consider what they might become. \n'b' Lava children are a created race, woven from spirits of fire and earth and bound into their strange, diminutive forms by ancient shaitan genies. Their bodies are stunted but strong, their oversized heads adorned with perpetual smiles that are far too wide and terrible to behold. In these strange bodies, gifted with a number of unusual powers-such as the ability to glide through the earth, or the bizarre ability to completely ignore metal in all its forms-the lava children were able to slip silently through the molten borderlands where efreet and shaitans met and quarreled, always watching and waiting, gathering information to help their crafters remain on the right side of any deal. \n'b' Yet with the efreet\xe2\x80\x99s unraveling of this trick and the lava children\xe2\x80\x99s subsequent abandonment by the shaitans, life changed for them. Without the constant direction of their masters, the long-suppressed elemental spirits bound within the lava children began a discordant chorus of their own, and it was not long before many masterless lava children began questioning their purpose, giving up the ingrained need to watch for and report new possibilities. \n'b' They became proselytes of independence, seeking out and gathering to themselves other lava children set loose from physical or spiritual bondage to their uncaring masters. Uncertain what role they have to play in the world, lava children today gather in isolationist, subterranean communities called cysts. Some are content to contemplate their purpose in quietness, but others are all too curious about what it might mean to take action rather than constantly watching, and these strive to become masters instead of servants. \n'b' Lava children are bizarre-looking creations of molded stone, which ancient magic causes to appear and function like raw-pink flesh, growing and changing as the lava child ages. Though their bodies are relatively unremarkable, shaped like wiry, muscular humans and weighing 400 to 500 pounds, their heads are the disturbing, oversized heads of babies, with mouths that open far wider than they have any right to. Despite its stony nature and delicate appearance, their flesh moves and feels more like dry leather, flexible despite its hardness. \n'b' Lava children are generously proportioned regardless of their apparent gender, with broad shoulders. They rarely wear clothes, but when they do, they wear loose drapes or skirts woven from the same flexible, stony fibers that form their fine, patchy hair. A lava child\xe2\x80\x99s fingers end in long nails as keen-edged as obsidian shards. \n'b' For many, however, the true horror of a lava child rests in the feral, idiot grin of its infant face. Even when speaking in their sonorous, slightly mad voices, lava children\xe2\x80\x99s mouths do not move, and their eyes only rarely bother to focus, instead taking in everything through peripheral vision. Only when eating, reproducing, or fighting do the jaws of a lava child stretch wide, opening the aperture to the furnace that burns within them. Lava children consume organic matter, normally incinerating what they take in completely and producing no waste but an occasional trickle of ash and smoke from their mouths or nostrils. \n'b' Most lava children appear to be male, but gender is an irrelevant concept to lava children and refers only to their appearance. Lava children treat one another as siblings, and their means of reproduction is in no way akin to that of typical humanoids. Originally, the monstrous magma dwellers were birthed through the elder sorceries of the shaitans from the essence of elementals of earth and fire sacrificed to the project. These unfortunate elementals were summoned and mesmerized into a euphoric trance, and in their bliss were utterly torn apart, their essences flowing through narrow channels to fill stone molds. There the essences were blended with molten stone and left to cool and cure, the strange rites at work drawing forth the vital sparks of the elementals to give form and life to the molten rock within. When the molds were cracked open, the shaitans beheld the truth of their creation: though they\xe2\x80\x99d meant to craft a race that was strong, solid, and capable, the conflict between the earth and fire magic-the latter of which they had significantly less experience with-left their creations literally half-baked, with bizarre, infantile visages. Still, it quickly became clear that despite their hideous appearance, the lava children were still perfectly capable of fulfilling their roles, and the shaitans put them to work. \n'b' While their masters ruled their lives, lava children knew no other way that their kind might reproduce. As spies were destroyed in the line of duty, their numbers were replaced by bored shaitans using the same effective but inelegant processes. After their abandonment (or liberation, depending on who\xe2\x80\x99s telling the story), lava children found themselves unable to recreate those ancient rites, facing a future of dwindling into extinction-which, indeed, is what their creators had assumed would happen. The lava children grew increasingly distraught, calling upon spirits of earth and fire to lend their wisdom to solving the problem. At last, in a rage at the line\xe2\x80\x99s imminent extinction, a particularly powerful lava child chieftain attacked one of the unhelpful elementals, devouring it whole-and in doing so discovered the solution to all their troubles. \n'b' For the lava children found that they had not merely been created in those earthen molds; in the process of growing and forming within the shaitans\xe2\x80\x99 cr\xc3\xa8ches, those cr\xc3\xa8ches had become a part of them, and their very bodies could serve as incubators, warmed by the perpetual flames of their bellies. A mature lava child had but to distend its smiling maw and slowly engulf a small elemental, mephit, magmin, or similar earth- or fire-based creature as a serpent would an egg in order to begin gestating a new lava child. \n'b' After 2 months of carrying a trapped elemental within its distended belly, a \xe2\x80\x9cparent\xe2\x80\x9d lava child regurgitates its offspring-a smaller, near-duplicate of itself. While the shaitans made many designs for the lava children, each lava child can only beget offspring after its own likeness, with slight variations based on the elemental creature consumed to provide its genesis. A new lava child must consume massive amounts of organic material, converting it into a type of compacted ash that forms the body mass beneath its strange skin, and growing to maturity in 6 years. \n'b' Lava children have a lifespan similar to a human\xe2\x80\x99s, but as they age, their ashen internal substance starts to break down and be consumed by their internal fires. Minerals leach away, leaving them to appear pale and washed out in comparison to other lava children, and their skin hangs loose as their bodies shrink once more to a childlike size. Few lava children meet their final end from old age, however, as those reaching this advanced stage are often taken by the other lava children and ritually consumed-sometimes willingly and sometimes not-in order to be reborn as a new lava child, in a sort of symbolic reincarnation which nevertheless destroys the consumed lava child\xe2\x80\x99s personality and memories. \n'b' Perhaps the strangest part of a lava child\xe2\x80\x99s physiology is its unusual relationship with metal. For reasons unclear to even their shaitan creators, and perhaps having something to do with their unusual blending of earth and fire, lava children are incapable of interacting with metal. Instead, when lava children meet any sort of metal barrier, whether it\xe2\x80\x99s a wall of iron or the steel blade of a sword, they pass through it as if it were merely an illusion, with no adverse effects. This bizarre ability-presented by some sages as evidence that lava children exist somehow outside the normal palette of elements, instead embodying some sort of new force or material-was a pleasant surprise to their creators, who immediately hit on the trait\xe2\x80\x99s utility in allowing the lava children access to virtually any hardened redoubt. In addition, though individual lava children are no match for most seasoned adventurers, their ability to shrug off metal weapons and reach straight through steel shields and armor to tear flesh with their stony claws presents a terrifying challenge for which most humanoid warriors are decidedly ill prepared. \n'b' In some ways, lava children are children in fact as well as in name. In the wake of their long enslavement, they are prone to testing the limits of their freedom, acting on impulse or curiosity. Though they sometimes show moments of tender caring-often at inappropriate times, perhaps caressing the hair of a human they\xe2\x80\x99ve just slain-lava children\xe2\x80\x99s interactions with other creatures are filled with the naive, unthinking cruelty of a child desperate to express its own power over others. Lava children are susceptible to suggestion, but can be as stubborn as stones if they feel they\xe2\x80\x99re being manipulated. They are imitative of others, but at times are almost bizarre in their disregard for convention. As an independent race and culture, they\xe2\x80\x99ve only recently begun taking early steps into full maturity, with one of the few constants being that lava children are intensely private and do not react kindly to intruders visiting their territory. \n'b' Upon attaining their freedom, some lava children on the Material Plane retreated deep underground, where they dwell in the company of magmin, mephits, thoqqua, and similar near-elemental creatures. Most lava children, however, are loath to venture too far from the surface world and shallow caves where they have lived for so long, most often settling in geologically active regions. Though lava children cannot abide the touch of water, some cysts have sojourned through the stone of the seabed to congregate on small volcanic islands, isolated from other sentient life that might seek to manipulate or destroy them. \n'b' Lava children prefer community to solitude, especially when following a strong leader. Though they prefer to follow their own kind and are extremely mistrustful of those who would seek to lead them, they are ironically also easily cowed when obviously outmatched, and any leaders with an affinity for earth and fire (and sufficient power) can sway lava children into following them. Even for newly birthed lava children, the habit of servitude is deeply ingrained, and they are quick to give their obedience and respect, often using their earth glide and immunity to metal on behalf of their masters to sneak into places they\xe2\x80\x99re not meant to be, such as strongholds or bank vaults. Lava children\xe2\x80\x99s most common masters, however, are not outsiders to their race, but particularly strong and talented lava children, especially ones who have learned the secrets of magic. \n'b' Lava children are isolationist and often cruel, but not xenophobic. Humanoids living near a lava child cyst, such as a tribe of humans living at the base of an inhabited volcano, are sometimes aware of the lava children\xe2\x80\x99s presence, and may offer tribute to assuage their wrath. Lava children relish this respect and dominion-even if their requests are often little more than symbolic, as they have no actual use for food, gold, or human virgins-and may embellish the fiery powers at their disposal, though those who anger or ignore them discover that their burning wrath is all too real. \n'b' Lava children are not deeply religious, as their slavery and inelegant creation process has left them somewhat suspicious of faith in a higher power. They know of the gods, but offer them little love beyond the occasional veneration of deities representing fire, earthquakes, and volcanoes (or leading other races in worship of such beings, while subtly altering the message to shine reflected glory upon the lava children). Lava children have introduced many rituals into cultures they have touched, including firewalking across hot coals, fire dances with blazing poi and torches, fire-breathing, and even sacrifice via volcano.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Addanc, Adult \n'b' Family: Addanc \n'b' Large monstrosity , neutral evil \n'b' Armor Class 11 Hit Points 42 (5d10 + 15) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 4 (-3) WIS: 14 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6 Senses darkvision 60 ft., passive Perception 12 Languages understands Common Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The addanc can hold its breath for 16 minutes. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The addanc makes two attacks: either one with its bite and one with its claws or one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 7 (1d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the addanc can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' The depths of the swamp hide many dangerous secrets. The addanc is one secret that even the swamp would much rather forget about-even the very landscape trembles as it passes by. \n'b' The addanc is a solitary predator that builds dams to create small lakes. Once its territory is defined, anything that comes near the lake or adjoining river becomes the addanc\xe2\x80\x99s prey. \n'b' The beast hunts by floating just under the surface of the water and waiting for its next meal to approach, at which point it attacks with a bone-crunching bite. With the prey held tight in its jaws, the addanc attempts to drag its quarry under the water. Both industrious and conniving, this monster possesses enough intelligence to wait for its prey to be at its most vulnerable. Once it attacks, it goes immediately for the kill, giving its prey little chance to resist. It cares not for its prey; it cares only for its stomach. \n'b' Like the natural beaver\xe2\x80\x99s lodge, an addanc\xe2\x80\x99s lair can only be accessed from below the water\xe2\x80\x99s surface. The structure within is a truly gruesome scene. The creature uses the possessions and remains of its victims for decoration, and the stench of decay permeates the entire lair. The adjoining dam is composed of heavy tree branches; logs with long bones of larger prey are interspersed to shore the structure. A typical addanc lair is between thirty and fifty feet in diameter and rises about fifteen feet above the surface of the water. \n'b' A typical addanc is 7 feet long and weighs 250 pounds. \n'b' A death addanc is 15 feet long and weighs around 1,000 pounds. A young addanc is 4 feet long and weighs 70 pounds. \n'b' Young addancs hunt in packs, finding safety in numbers. As soon as they get large enough to take care of themselves, they find their own territory and almost never leave. Both adult addancs and death addancs hunt in much smaller numbers or by themselves; they are rarely found in larger numbers. \n'b' There is, however, one significant, annual exception to their solitary behavior. During mating season every spring, all the females swim together in a sizable lake or swamp. \n'b' Over the course of a month\xe2\x80\x99s time, the males will engage in a fierce competition to bring their prospective mates large quantities of food or shiny objects, obtained by slaughtering humanoids that live nearby. Once a female chooses a mate, the pair lay their eggs in the female\xe2\x80\x99s lair and the male only leaves to bring back food. Males that do not win a mate during this time are at their most aggressive, killing anything they encounter and leaving the bodies uneaten.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanist Inquisitor, Priest \n'b' Family: Arcanist Inquisitor \n'b' Medium humanoid (any race), any \n'b' Armor Class 16 (ring mail, shield) \n'b' Hit Points 39 (6d8 + 12) \n'b' Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 11 (+0) CON: 14 (+2) INT: 13 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +5, Investigation +3, Perception +5, Religion +3 \n'b' Senses passive Perception 15 \n'b' Languages any two languages \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The inquisitor priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: \n'b'\n'b' Cantrips (at will) : light , sacred flame , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : cure wounds , detect magic , guiding bolt , healing word , protection from evil and good \n'b' 2nd level (3 slots) : lesser restoration , see invisibility , silence , spiritual weapon \n'b' 3rd level (3 slots) : dispel magic , remove curse \n'b'\n'b' Ward . If the inquisitor priest casts a spell that causes creatures to regain hit points , the priest can also end the effects of one spell affecting one creature that regained hit points . The ended effects must be from a spell of a level equal to or lower than the spell slot the priest used to cast the healing spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Warhammer . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage and 4 (1d8) force damage, or 9 (2d8) force damage if the target is concentrating on a spell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lava Dog \n'b' Large elemental , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 5 (-3) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages Ignan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heated Body . A creature that touches the lava dog or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. \n'b' Illumination . The lava dog sheds bright red light in a 20-foot-radius and dim light for an additional 10 feet. \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 plus 3 (1d6) fire damage. \n'b' Spit Lava . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b'\n'b' ABOUT \n'b' Looking down from his pegasus , a paladin sees a bizarre sight. Racing through rivers of lava on a mountainside is a large dog-like monster. The bulky yellow and black creature seems unaffected by the searing hot temperatures. \n'b' Peak Experiences . Living in a volcano is a harsh life. However, for an elemental from a fiery world it feels just right. It is unlikely that this elemental will be found far from a volcano. \n'b' Lava their Owners . A number of lava dogs have become companions for fire giants. They are highly sought after by giants to guard their lairs. \n'b' Hot-Tempered . Although some are trained by fire giants, these monsters are generally in a bad mood. It doesn\xe2\x80\x99t take much to get a lava dog enraged.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cosmic Symphony \n'b' Large celestial , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 200 (16d10 + 112) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 26 (+8) CON: 25 (+7) INT: 2 (\xe2\x80\x934) WIS: 21 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +10, Cha +9 Skills Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant, thunder Condition Immunities deafened , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses truesight 120 ft., passive Perception 20 Languages understands all languages but can\xe2\x80\x99t speak Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Invisible . The cosmic symphony is invisible . \n'b' Legendary Resistance (3/Day) . If the cosmic symphony fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The cosmic symphony has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cosmic symphony can use Universal Music. It then makes one Discordant Wave attack and one Slam attack or two Discordant Wave attacks. \n'b' Discordant Wave . Melee or Ranged Spell Attack : +10 to hit, reach 5 ft. or range 60/120 ft., one target. Hit : 27 (5d8 + 5) thunder damage. The target and each creature within 10 feet of it must succeed on a DC 18 Constitution saving throw or become deafened until the end of its next turn. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage plus 22 (5d8) thunder damage. \n'b' Universal Music . Each creature of the symphony\xe2\x80\x99s choice within 120 feet of the cosmic symphony must succeed on a DC 18 Constitution saving throw or be incapacitated for 1 minute. A creature that fails the saving throw by 5 or more is stunned for 1 minute instead. A stunned or incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the cosmic symphony\xe2\x80\x99s Universal Music for the next 24 hours. \n'b' Celestial Crescendo (Recharge 5\xe2\x80\x936) . Sound waves explode from the cosmic symphony. Each creature within 30 feet of the symphony must make a Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t deafened . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The cosmic symphony 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 cosmic symphony regains spent legendary actions at the start of its turn. \n'b'\n'b' Fly . The cosmic symphony flies up to half its flying speed without provoking opportunity attacks. \n'b' Major Chord (Costs 2 Actions) . The symphony regains 18 (4d8) hp . \n'b' Minor Chord (Costs 2 Actions) . Each creature within 10 feet of the symphony must succeed on a DC 18 Constitution saving throw or take 9 (2d8) thunder damage. \n'b'\n'b' ABOUT \n'b' Humming reverberates through the air as spinning rings of rainbow light shimmer in the sky. \n'b' A cosmic symphony is invisible, being made of heavenly sound, but those capable of seeing invisible creatures see an angelic being shimmering with rainbow-colored light. \n'b' Music of the Spheres . Cosmic symphonies form only when a remarkable event upsets the predestined rhythms of the universe. This upset reverberates as a living symphony that exists for as long as it takes to play through its unique musical movements. \n'b' Soul Music . The music emitted by the cosmic symphony is felt rather than heard. Any creature with a soul can perceive the symphony\xe2\x80\x99s music, regardless of if it can normally hear sound. Consequently, the majority of fiends and celestials are unable to hear the symphony.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lava Keeper \n'b' Huge elemental , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 276 (24d12 + 120) Speed 40 ft., burrow 40 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 21 (+5) INT: 10 (+0) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +11, Wis +10 Skills History +12, Perception +10 Damage Resistances acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 20 Languages Ignan, Terran Challenge 18 (20,000 XP) \n'b' Special Traits \n'b'\n'b' Lava Dribble . Each creature that starts its turn within 5 feet of the lava keeper must make a DC 19 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Innate Spellcasting . The lava keeper\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : move earth , stone shape \n'b' 3/day each : wall of fire , wall of stone \n'b' 1/day each : conjure elemental (earth or fire elemental only), earthquake , fire storm \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Lava Lob . Ranged Weapon Attack : +13 to hit, range 60/240 ft., one target. Hit : 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn. \n'b' Fumarole (Recharge 5-6) . The crater between the lava keeper\xe2\x80\x99s shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke. \n'b'\n'b' About \n'b' A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature. \n'b' Volcanic Guardians . Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home. \n'b' Noble Elementals . Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the cherufes, and go out of their way to put an end to any cherufes they encounter. \n'b' Gods of the Mount . Lava keepers are sometimes worshiped by primitive humanoids living in volcanic regions. These humanoids offer the lava keeper tribute, and, in return, the lava keeper drives off harmful monsters and directs lava flows in ways that promote new life and maintain healthy soil. The two sides rarely possess the means to communicate with one another, and the lava keeper often has little understanding of the tribe\xe2\x80\x99s true goals or motivations. While not evil, the lava keeper does not have the same concept of life as most humanoids and seldom intervenes in the sacrifice of a living creature. However, stories abound of sacrifices being saved by their lava keepers after the two discovered they could speak with each other. \n'b' Elemental Nature . The lava keeper doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lavafolk \n'b' Medium elemental (lavafolk), neutral \n'b' Armor Class 11 \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 16 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +2, Survival +2 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire, poison \n'b' Damage Immunities poisoned \n'b' Senses passive Perception 12 \n'b' Languages Ignan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the lavafolk dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren\xe2\x80\x99t being worn or carried in that area are ignited. \n'b' Freeze . If the lavafolk takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. \n'b' Ignited Illumination . As a bonus action, the lavafolk can set itself ablaze or extinguish its flames. While ablaze, the lavafolk sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Burning Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. \n'b'\n'b' ABOUT \n'b' This rough humanoid blackened exterior crackles with flames. \n'b' Lavafolk live on the island of Lavaland and don\xe2\x80\x99t venture further, for good reason. Surrounded by water, they turn into basalt statues if they plunge into its depths. \n'b' Unfortunately, they make their homes in active volcanoes and it is not uncommon for their young to be flung far from the island. The lucky ones land on boats, although the captains may not think so. \n'b' Say What? Lavafolk do not speak the Common tongue, which makes relations heated at best.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lavawight \n'b' Medium undead , chaotic evil \n'b' Armor Class 22 (natural armor) Hit Points 304 (32d8 + 160) Speed 60 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 21 (+5) INT: 10 (+0) WIS: 18 (+4) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 22 (41,000 XP) \n'b' Special Traits \n'b'\n'b' Heat Aura . Creatures which begin their turn within 10 feet of the lavawight take 11 (2d10) fire damage. \n'b' Innate Spellcasting . The lavawight\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, with no need for material components:\n'b'\n'b'\n'b' At will : dimension door , fireball , flame arrow, wall of fire \n'b' 3/day : counterspell \n'b'\n'b' Life Drain . If the lavawight hits a creature with a Claw or Skull Butt attack, that creature must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the fire damage taken, and the lavawight regains hit points equal to that amount. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A creature killed by this reduction is turned into a pile of ash and may only be restored to life with a resurrection , true resurrection , or wish spell. \n'b' Molten Healing . All fire-based creatures (such as fire elementals and magma mephits), including the lavawight itself, which begin their turn within 10 feet of the lavawight regain 10 hit points . The lavawight dies if it is reduced to 0 hit points , and this ability does not function. \n'b' Rend . If the lavawight hits the same target with two Claw attacks in the same turn, it deals an additional 34 (6d8 + 7) slashing damage to that target. \n'b' Turn Resistance . The lavawight has advantage on saving throws against any effect that turns undead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lavawight makes two Claw attacks and one Skull Butt attack . \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) slashing damage plus 11 (2d10) fire damage. If the target is a creature, see Life Drain above. \n'b' Skull Butt . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage plus 16 (3d10) fire damage. If the target is a creature, see Life Drain above.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lazavik \n'b' Tiny fey , neutral good \n'b' Armor Class 14 Hit Points 36 (8d4 + 16) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 13 (+1) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +8, Survival +5 Damage Resistances poison Condition Immunities frightened , poisoned Senses darkvision 120 ft., passive Perception 17 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Glowing Eye . As a bonus action, the lazavik makes its single eye shine with a brilliant golden light. Its eye sheds bright light in a line that is 90 feet long and 5 feet wide, or it sheds bright light in a 30-foot cone. Each creature in the area illuminated by the lazavik\xe2\x80\x99s eye gains the lazavik\xe2\x80\x99s Swamp Stride trait as long as it remains on the illuminated path. The lazavik can douse its light at any time (no action required). \n'b' Hold Breath . The lazavik can hold its breath for 30 minutes. \n'b' Speak with Beasts . The lazavik can communicate with beasts as if they shared a language. \n'b' Swamp Stride . Difficult terrain composed of mud, reeds, or other marshy terrain doesn\xe2\x80\x99t cost the lazavik extra movement. In addition, it can pass through nonmagical hazards, such as quicksand, without being hindered by them and through nonmagical plants without taking damage from them, despite thorns, spines, or a similar hazard. \n'b' Actions \n'b' Reed Whip . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Eye Flare (Recharge 5-6) . The lazavik\xe2\x80\x99s eye flares with blinding light in a 15-foot cone. Each creature in the area much make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . 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' About \n'b' Standing no taller than a cat, this tiny humanoid has a snow-white beard and a single eye that blazes with golden light. He holds a long reed whip in his hands. \n'b' Swamp-Dwelling Fey . Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female korrigans and lazaviks are not uncommon and sometimes produce offspring. \n'b' Glowing Guides . Lazaviks hate seeing anyone in distress and use the animals of the region to keep tabs on creatures in peril from natural swamp hazards or evil monsters. When it finds creatures in danger, a lazavik uses its glowing eye to direct them to safety or prevent them from getting lost, but it prefers to keep itself out of sight as much as possible. Lazaviks hate evil swamp-dwelling monsters like green hags and miremals, but they save their greatest enmity for will-o\xe2\x80\x99- wisps. They are often confused with will-o\xe2\x80\x99-wisps, which leads to complications in their otherwise peaceful existences.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leafcatcher \n'b' Large plant , unaligned \n'b' Armor Class 12 \n'b' Hit Points 45 (7d10 + 7) \n'b' Speed 0 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 \n'b' Damage Immunities blinded , deafened , exhaustion , prone \n'b' Senses tremorsense 30 ft., passive Perception 10 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aversion of Music . Leafcatchers exposed to music within 30 feet must make a DC 10 Constitution saving throw or be stunned until the music stops. \n'b' False Appearance . While the leafcatcher remains motionless, it is indistinguishable from an ordinary tropical plant. \n'b' Shimmering Leaves (1/Day) . When the leafcatcher detects any creatures nearby, it can use its reaction to shimmer. Any beast or humanoid within 30 feet must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the leafcatcher as possible. An affected 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' ACTIONS \n'b'\n'b' Engulf . Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or smaller creature. Hit : The target is trapped inside the leafcatcher\xe2\x80\x99s leafy jaws. While trapped in this way, the target is blinded and restrained , and has total cover from an attacks and other effects outside the leafcatcher. If the leafcatcher dies or is stunned , the creature inside it is no longer restrained by it. A leafcatcher can engulf only one creature at a time. \n'b'\n'b' ABOUT \n'b' Masses of great broad leaves rise from the ground far into the air, until they tower twice as high as a man. The plants form rows on both sides of the road and from each plant rises a dozen or more of the big broad leaves, which sway continually from side to side, although no wind is blowing. But the most curious thing about the swaying leaves is their color. They seem to have a general groundwork of blue, but here and there other colors glint at times through the blue\xe2\x80\x94gorgeous yellows, turning to pink, purple, orange and scarlet, mingled with more sober browns and grays\xe2\x80\x94each appearing as a blotch or stripe anywhere on a leaf and then disappearing, to be replaced by some other color of a different shape. The changeful coloring of the great leaves is very beautiful, but it is bewildering, as well, and the novelty of the scene draws you close to the line of plants to watch. \n'b' Leafcatchers are leafy plants that prey on any who pass them by. Their vibrant colors are distracting enough to cause passersby to stop and look at them; this is ultimately the downfall of anyone foolish enough to do so, as the leafcatcher will envelop its bewildered prey. \n'b' Music Soothes the Savage Plant . Leafcatchers have one particular vulnerability : they find music calming and straighten upon the sound of it. It can be whistling or any other kind of music, but sound makes them docile. \n'b' Homegrown Horror . Unlike feather ferns, which were magically created as a ward against intruders, it seems likely leafcatchers are a Faerie native that grew naturally from the magical energies springing up in the wild. Their vulnerability to music provides a hint to their origins: it\xe2\x80\x99s likely that immortals learned to sing to the plants to get them to release their prey. The tactic is certainly known to ryls, who regularly patrol leafcatcher fields.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leanan Sidhe \n'b' Medium fey , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 153 (18d8+72) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 12 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages all Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The leanan sidhe\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : calm emotions , dimension door \n'b' 3/day each : charm person (as a bonus action), hypnotic pattern \n'b'\n'b' Spell Blessing (1/Day) . By touching a willing spellcasting for 1 round, the leanan sidhe enhances their magic. Once per day, they can recover a spell slot as a pearl of power . The leanan sidhe can only bless one caster at a time in this way, and can revoke the blessing as a standard action. \n'b' Skill Blessing (1/Day) . The leanan sidhe magically creates a tool. The intended recipient of this tool gains advantages on ability checks the tool\xe2\x80\x99s proficiency applies to. One such tool can exist at a time, and the leanan sidhe can destroy it as an action, regardless of distance. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee Weapon Attack : +7 to hit, 5 ft. reach, 1 target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Lifedrain (Recharge 4-6) . Ranged spell attack : +7 to hit, range 60, 1 target. Hit : 10 (3d6) necrotic damage and the leanan sidhe heals the same amount. \n'b'\n'b' ABOUT \n'b' Leanan sidhe are regal fey who pride themselves as patrons of the arts. By establishing a magical link with a talented mortal performer or artist, the leanan sidhe enhances her target\xe2\x80\x99s skill, but slowly feeds on his life energy. Many tragic stories of talented artists who have a creative burst and then fall into obscurity or suddenly die can be attributed to the influence of these creatures. A leanan sidhe prefers to avoid direct combat and relies on her minions and devotees to protect her\xe2\x80\x94all of whom hope to become her next special project, despite the cost of this arrangement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leaping Skin \n'b' Medium undead , neutral evil \n'b' Armor Class 13 \n'b' Hit Points 37 (5d8 + 15) \n'b' Speed 15 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 7 (\xe2\x80\x932) WIS: 6 (\xe2\x80\x932) CHA: 2 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison \n'b' Condition Immunities exhaustion , poisoned \n'b' Senses darkvision 60 ft., passive Perception 8 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Damage Transfer . While it is grappling a creature, the skin takes only half the damage dealt to it, and the creature grappled by the skin takes the other half. \n'b' Puppet Corpse . As a bonus action, the leaping skin can wrap itself around a Medium or Small corpse or skeleton within 5 feet. Until it drops the corpse (including using its Smother attack ), the leaping skin has a walking speed of 30 feet. The corpse can be attacked and destroyed (AC 12, 9 hit points , immunity to poison and psychic damage). While wrapped around a corpse, the leaping skin recovers 1 hit point at the beginning of its turn, up to its maximum hit points . Eventually (DM\xe2\x80\x99s discretion), it drains all the useful strength from a corpse, leaving a dissolved skeleton from which it can absorb no more hit points from but can still use as a puppet \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leaping skin makes three attacks: two slam attacks and one smother attack . \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Smother . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 12). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating, and the skin can\xe2\x80\x99t smother another target. In addition, at the start of each of the target\xe2\x80\x99s turns, the target takes 9 (2d8) acid damage. \n'b'\n'b' ABOUT \n'b' In extremely rare circumstances, the energies of the Underhell can animate only a portion of a corpse, such as a skeleton that erupts forth from the flesh. Other times, however, the corpse\xe2\x80\x99s skin will animate, tearing itself from the muscle of the corpse. These animated skins constantly seep unique acids from their pores that allow a skin to break down the tissue of any creature it engulfs, effectively allowing a skin to \xe2\x80\x9cdigest\xe2\x80\x9d a creature. The animated skin makes use of digested organic matter to reconstitute itself and repair damage to itself, unlike most undead created by the Underhell. Many tales of these animated skins detail a corpse walking about, only for the skin to jump off and attack a victim, hence the name \xe2\x80\x9cleaping skin.\xe2\x80\x9d \n'b' A leaping skin resembles dead flesh and manifests any damage or decomposition it underwent before its reanimation, unless it has recently eaten the skin of a recently slain creature, in which case it looks mostly fresh and possibly alive. As such, anyone that sees a body engulfed by a leaping skin tends to confuse the body with an ordinary corpse or zombie . This common mistake allows a leaping skin to hide in plain sight, especially among the ranks of corpses or other undead. Only when the skin jumps from the body, leaving a partially digested corpse behind, does it become obvious that the skin is not what it seems. \n'b' A leaping skin is constantly on the search for more tissue to digest to maintain its own form, using its latest meals as transportation. The leaping skin can pull the body\xe2\x80\x99s skeleton along, partially mimicking the use of muscles and joints to move a body. \n'b' Spies for Fiends . In rare cases, leaping skins are used for reconnaissance by fiends. They offer the leaping skin a steady supply of bodies in exchange for the skin using its ability to animate a fresh body and pilot it into a place where it can observe the actions of mortals fighting against the invasion. \n'b' This animated skin is the size of full-grown adult with a large tear running along its back. It quivers and shakes without the support of a body and digestive acids ooze from its internal surface.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leashed Lesion \n'b' Large aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 65 (10d10 + 10) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 12 (+1) INT: 6 (\xe2\x80\x932) WIS: 9 (\xe2\x80\x931) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic Senses blindsight 120 ft., passive Perception 9 Languages understands Void Speech but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The leashed lesion makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage plus 5 (2d4) necrotic damage. The lesion and any creature grappled by its Life Tether regain hp equal to the necrotic damage dealt. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Draining Burst (Recharge 5\xe2\x80\x936) . The leashed lesion selects a point it can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 12 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. The lesion and any creature grappled by its Life Tether each gain 13 (3d8) temporary hp . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Life Tether . The leashed lesion attaches a symbiotic tether to a creature sitting in the recess in its back. A creature in the recess that isn\xe2\x80\x99t attached to the tether takes 7 (2d6) piercing damage at the end of the lesion\xe2\x80\x99s turn, and the lesion regains hp equal to the damage dealt. While the tether is attached, the creature is grappled by the lesion. The lesion or the creature can detach the tether as a bonus action. The lesion can have its symbiotic tether attached to only one creature at a time. \n'b'\n'b' ABOUT \n'b' With a vibrant, emerald carapace and gnarled spikes shine in even poor torchlight. Its back looks almost like a saddle or the wagon\xe2\x80\x99s seat, save for the inward-facing spikes that mark it as clearly dangerous. Its eyeless head lifts, revealing a mouth full of needle-like teeth. \n'b' A leashed lesion is a horse-sized arthropodal aberration with bright pink flesh emerging from the carapace at its joints. It survives via a curious symbiosis. In the wild, a leashed lesion hosts another aberration in the saddle-like recess in its back. The lesion gains whatever protection the rider can offer, while the rider gains access to life force the lesion drains from its prey. \n'b' Summoned Allies . Cult leaders, particularly of cults of the Void, often summon leashed lesions as protective mounts. These cultists place themselves or a valued subordinate spellcaster within the lesion\xe2\x80\x99s recess, helping the monster fend of threats and healing the rider in the midst of combat. Such arrangements gave the lesion its name, as monster-hunters often consider them little more than the leashed pets of cult leaders. Often too late, cultists discover that an unhappy leashed lesion is just as likely to kill its rider as protect it. \n'b' Exacting Mounts . Native to twisted worlds in the space between the stars, wild lesions occasionally wander through rents in reality at the site of ancient rituals or destructive magic. \n'b' Such lesions don\xe2\x80\x99t distinguish the wildlife of their new home from the aberrations of their old one and swiftly cycle through potential riders and devour meals as they seek creatures worthy of being symbiotically bound to them. Villages have seen farmers and herds of livestock drained to desiccated husks by wild or lost lesions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech Swarm \n'b' Medium swarm of Tiny beasts , unaligned \n'b' Armor Class 13 Hit Points 32 (5d8 + 10) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 5 (-3) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 13 (+1) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The leech swarm has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Blood Sense . The leech swarm can pinpoint, by scent, the location of creatures that aren\xe2\x80\x99t undead or constructs within 30 feet of it. \n'b' Swarm . The leech swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b'\n'b' ACTIONS \n'b'\n'b' Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer. If the target is a creature other than a construct or an undead, it must succeed on a DC 13 Dexterity saving throw or lose 2 (1d4) hp at the start of each of its turns as leeches attach to it and drain its blood. Any creature can take an action to find and remove the leeches with a successful DC 13 Wisdom ( Perception ) check. The leeches also detach if the target takes fire damage. \n'b'\n'b' ABOUT \n'b' In swampy areas where food is plentiful, leeches gather together in swarms numbering in the hundreds to hunt prey. When their food supply is diminished, the leeches often turn on each other, effectively destroying the swarm. The scent of blood attracts leech swarms, and they easily locate warm-blooded prey. \n'b' Victims who move out of a leech swarm are not safe, as several leeches remain attached and continue to drain blood until they are removed. These hangers-on are adept at locating hard-to-reach places on their prey as they wriggle into gaps in armor or crawl into boots. Their victims must spend extra time to locate and remove them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanist Inquisitor, Warder \n'b' Family: Arcanist Inquisitor \n'b' Medium humanoid (any race), any \n'b' Armor Class 18 (chain mail, shield) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +7, Investigation +4, Religion +4, Perception +7 Senses passive Perception 17 Languages any two languages Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The inquisitor warder is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : light , sacred flame , spare the dying , thaumaturgy \n'b' 1st level (4 slots) : cure wounds , detect magic , guiding bolt , healing word , identify , protection from evil and good \n'b' 2nd level (3 slots) : lesser restoration , see invisibility , silence , spiritual weapon , zone of truth \n'b' 3rd level (3 slots) : dispel magic , remove curse \n'b' 4th level (3 slots) : arcane eye , locate creature \n'b' 5th level (2 slots) : greater restoration , mass cure wounds \n'b' 6th level (1 slot) : true seeing \n'b'\n'b' Ward . If the inquisitor warder casts a spell that causes creatures to regain hit points , the warder can also end the effects of one spell affecting one creature that regained hit points . The ended effects must be from a spell of a level equal to or lower than the spell slot the warder used to cast the healing spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The inquisitor warder makes two warhammer attacks. \n'b' Warhammer . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and 9 (2d8) force damage, or 13 (3d8) force damage if the target is concentrating on a spell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cottabus \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, History +3, Insight +2, Investigation +3, Nature +3, Perception +2 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Question Eater . The cottabus needs 50 questions answered per day. Eating 25 questions a day counts as half a day without food. The cottabus can go without food for six days. At the end of each day beyond that limit, it automatically suffers one level of exhaustion . A normal day of eating resets the count of days without food to zero. \n'b' Tree Stride . Once on each of its turns, the cottabus can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. \n'b'\n'b' ACTIONS \n'b'\n'b' 50 Questions . The cottabus chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 11 Wisdom saving throw, or it takes 5 (1d8 + 1) psychic damage. Constructs and undead are immune to this effect. \n'b' Tail Swat . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be pushed 5 feet in a straight line away from the cottabus. If the saving throw fails by 5 or more, the target falls prone . \n'b' Weird Insight . The cottabus targets one creature it can see within 30 feet that can hear it. The target must contest its Charisma ( Deception ) check against the cottabus\xe2\x80\x99 Wisdom ( Insight ) check. If the cottabus wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed . \n'b'\n'b' ABOUT \n'b' This rabbit-like creature is as large as a pony, but is shaped like a great overfed cat. Its eyes bulge unpleasantly and the end of its tail ends in a large fan. It won\xe2\x80\x99t stop asking questions: \xe2\x80\x9cWill you kindly tell me who you are, where you came from, when you came, what you are going for, how you are going to get it, why you are going and what you are going to do when you do get it!\xe2\x80\x9d Cottabuses are desperate, lonely creatures who are well aware of how annoying they are, but ask questions anyway. \n'b' They feed on answers, gradually getting weaker and more desperate if they fail to get anyway. A well-fed cottabus eats fifty questions a day. \n'b' Cottabuses have several abilities that give them an advantage in dragging questions out of their prey. They can stride amongst the trees, following doggedly following targets through forests. If attacked, they use their tails to swat foes away. But for the most part they just ask endless questions. Despite their irritating nature, cottabuses can be useful sources of information as the answers to their endless questions often garners hints about nearby dangers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Cave \n'b' Medium monstrosity , neutral \n'b' Armor Class 15 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Senses darkvision 60 ft., tremorsense 60 ft. passive Perception 14 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Actions \n'b' Multiattack . The leech makes up to four tentacle attacks and can use blood drain on a grappled creature. \n'b' Tentacles . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. The target is grappled (escape DC 12) if the leech isn\xe2\x80\x99t already grappling a creature, and the target is restrained until the grapple ends. While grappling a creature, the leech can\xe2\x80\x99t use that tentacle. The leech has four tentacles. \n'b' Blood Drain . Melee Weapon Attack : +5 to hit, reach 5 ft. one creature. Hit : 9 (2d6+2) piercing damage, and the leech attaches to the target. While attached, the leech doesn\xe2\x80\x99t attack . Instead, at the start of the leech\xe2\x80\x99s turns, the target loses 9 (2d6 + 2) hit points due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 25 hit points of blood from the target or the target dies. A creature, including the target, can use its action to make a DC 12 Strength check to rip the leech off and make it detach. \n'b' About \n'b' This large, bloated creature has a flattened, semi-translucent body of sickly yellow. Eight whip-like tentacles protrude from the monster\xe2\x80\x99s front, near its head. Hundreds of smaller tentacles line its body and seem to aid in locomotion. Its mouth is rounded and ringed with dozens of needlelike teeth. \n'b' Though not aquatic creatures, cave leeches are often found lairing near underground rivers, lakes, and streams. They are aggressive creatures whose sole purpose seems to be to kill and devour any living creature that stumbles into their territory. \n'b' Cave leeches often lair with others of their kind. Food is not shared among them, so each leech is effectively on its own when hunting prey. \n'b' Quarrels over prey sometimes erupt between cave leeches lairing together; these disputes end when one of the leeches backs down or is driven away. \n'b' An adult cave leech measures about 8 feet long and its whip-like tentacles are each about 6 feet long. Cave leeches are often mistaken for ordinary giant leeches, especially when at rest because the creature folds its tentacles back against its body. They also do this when waiting to strike. \n'b' When a meal comes within range, the cave leech fires a tentacle out and attempts to grab its target. Grabbed prey is pulled in to the cave leech\xe2\x80\x99s mouth and bitten by its horrible teeth. Living creatures trapped by its tentacles are held and bitten, the leech draining blood with its bite. A victim that is completely drained of blood becomes a dried, rotting husk and its body is cast aside. Foes killed by its bite attack are often dragged to the cave leech\xe2\x80\x99s lair and fed to the young or drained of blood over several days. A cave leech sometimes uses the rotting husks of its victims to line its lair.'} |
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