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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Dire \n'b' Medium beast , unaligned \n'b' Armor Class 11 Hit Points 26 (4d8 + 8) Speed 10 ft., swim 20 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Salt Vulnerability . A handful of salt burns a dire leech as if it were a flask of acid, causing 1d6 acid damage per handful. \n'b'\n'b' ACTIONS \n'b'\n'b' Blood Drain . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) 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 5 (1d8 + 1) 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 10 Strength check to rip the leech off, which causes 1d4 slashing damage to the attached target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Giant \n'b' Medium beast (aquatic), unaligned \n'b' Armor Class 11 Hit Points 26 (4d8 + 8) Speed 5 ft., swim 20 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Vulnerability to Salt . A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 acid damage per use. \n'b'\n'b' Actions \n'b'\n'b' Blood Drain . Melee Weapon Attack : +3 to hit, reach 5 ft. one creature. Hit : 4 (1d6 + 1) 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 5 (1d8 + 1) 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 10 Strength check to rip the leech off and make it detach. \n'b'\n'b' About \n'b' A large, bloated leech floats in the muck and slime.\xc2\xa0These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.\xc2\xa0Giant leeches appear as larger versions of the common leech.\xc2\xa0A giant leech attacks any living creature that comes within 30 feet of it. There is a 50% chance that any leech encountered carries filth fever.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Giant \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 7 (2d6) Speed 15 ft., swim 30 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex + 5, Con +2 Skills Stealth +5 Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The leech can breathe air and water. \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, and the leech attaches to the target. While attached, the leech doesn\xe2\x80\x99t attack . Instead, at the start of each of the leech\xe2\x80\x99s turns, the target loses 5 (1d4 + 3) hp due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can use its action to detach the leech. \n'b'\n'b' ABOUT \n'b' Giant leeches lurk in placid ponds, babbling creeks, and mighty rivers. They slink through the dark forest waters with their distinctive vertical undulation, following any movement they sense toward fresh blood. Some varieties have adapted to life in the oceans, and a rare few dwell on land, though land-dwelling leeches prefer humid, moist climates.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Giant \n'b' Medium beast , neutral \n'b' Armor Class 11 Hit Points 52 (8d8+16) Speed 5 ft., swim 25 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Condition Immunities blinded , prone Senses blindsight 30 ft (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The giant leech can breathe air and water. \n'b' Swamp Stealth . When in a swamp, the leech makes stealth checks with advantage. Vulnerability to Salt. A handful of salt burns a giant leech, dealing 1d6 points of acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage, 7 (2d6) poison damage, and the creature is grappled (escape DC 13). While grappled in this way, the leech doesn\xe2\x80\x99t attack . Instead, at the start of each of the leech\xe2\x80\x99s turns, the target loses 9 (1d6+2) hit points due to blood loss. A creature can spend their action carefully applying fire to the giant leech, causing it to end the grapple.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leech, Giant Sea \n'b' Small monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 16 (3d6 + 6) Speed 10 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 6 (-2) CON: 14 (+2) INT: 1 (-5) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsense 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The giant sea leech can breathe in air or water. \n'b' Numbing Bite . The giant sea leech secretes a powerful numbing agent when it bites underwater. Its victim must make a successful DC 14 Wisdom saving throw to notice that it has a leech attached unless it is being actively sought. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage and the leech is attached to its target. \n'b' Life Suck . While the leech is attached to a creature and alive, instead of making a Bite attack , it sucks the life essence from its victim. The target loses 1d6 hit points and gains a level of Exhaustion . The leech gains hit points equal to half the loss to the target, increasing its hit point maximum if necessary. A creature can use an action to attempt a DC 13 Strength check to remove the leech. A successful removal causes 3 (1d6) slashing damage to the target, even if the leech is dead. Alternatively, a dead leech can be removed without causing damage with a successful DC 17 Wisdom ( Medicine ) check. \n'b'\n'b' ABOUT \n'b' More dangerous than its freshwater cousins, the giant sea leech is about three feet long. Along with blood, this leech sucks out the very essence of life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leechfolk \n'b' Medium monstrosity , true neutral \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses passive Perception 10, darkvision 60 ft. Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Leechfolk can breathe both air and water. \n'b' Camouflage . Leechfolk have advantage on all Dexterity ( Stealth ) rolls while in swamps. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leechfolk makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. If both of a leechfolk\xe2\x80\x99s slam attacks hit the same target, the target is grappled (escape DC 13). At the start of each subsequent turn, the leechfolk drains 5 (1d4 + 3) hit points from a grappled victim. \n'b'\n'b' ABOUT \n'b' Legends speak of a race of monstrous creatures that dwell deep in the swamps. More leech than human, these creatures feed by draining the blood from animals or, if any are available, sentient prey. They live in crude villages of thatch huts or in caves near or below the surface of rivers, ponds, and scummy lakes. Though they are not evil, leechfolk are driven by hunger and consider all creatures with blood to be fair game. \n'b' Though they cooperate with each other and appear to have a hierarchy of sorts, no one knows for certain how they actually communicate. No one has yet been able to communicate with the leechfolk, and they continue to make little distinction between intelligent and unintelligent victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemure Mass \n'b' Huge fiend (devil), lawful evil \n'b' Armor Class 13 Hit Points 150 (20d12 + 20) Speed 15 ft.\n'b' STATS STR: 20 (+5) DEX: 5 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, cold, piercing, and slashing Damage Immunities fire, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 120 ft., passive Perception 9 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Devil\xe2\x80\x99s Sight . Magical darkness does not impede the lemure mass\xe2\x80\x99s darkvision . \n'b' Hellish Rejuvenation . If the lemure mass dies in the Nine Hells, it comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. \n'b' Spawn . When the lemure mass reduces a creature to 0 hit points, that creature immediately turns into a lemure and is absorbed into the lemure mass. The lemure mass regains 13 hit points for each lemure it absorbs, and its maximum hit points are increased by 13. \n'b' Actions \n'b' Multiattack . The lemure mass makes five Fist attacks. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage. \n'b' About \n'b' The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure\xe2\x80\x99s semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure\xe2\x80\x99s features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. \n'b' Although among the most loathsome creatures in existence, lemures serve a vital role in Hell\xe2\x80\x99s perverse ecology. When at the end of a mortal life a creature\xe2\x80\x99s soul is damned-whether because it revered diabolical forces or failed in the worship of another deity-it joins the masses of suffering souls filling the plains of Avernus, Hell\xe2\x80\x99s first layer. Here a soul\xe2\x80\x99s torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell\xe2\x80\x99s deeper layers-typically one suited to the punishments appropriate to the soul\xe2\x80\x99s crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or-in the cases of the most profane spirits-reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemurfolk \n'b' Small humanoid (lemurfolk), neutral \n'b' Armor Class 12 Hit Points 21 (6d6) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Lemurfolk Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can\xe2\x80\x99t gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Blowgun . Ranged Weapon Attack : +4 to hit, range 25/100 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ABOUT \n'b' This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes. \n'b' Jungle Rulers . These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs. \n'b' Greyfur Elders . Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don\xe2\x80\x99t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\xe2\x80\x94a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemurfolk Greyfur \n'b' Family: Lemurfolk \n'b' Small humanoid (lemurfolk), neutral \n'b' Armor Class 13 Hit Points 67 (15d6 + 15) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 9 (\xe2\x80\x931) DEX: 16 (+3) CON: 12 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Lemurfolk Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . As lemurfolk. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The greyfur lemurfolk makes two Greyfur\xe2\x80\x99s Staff or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting. \n'b' Greyfur\xe2\x80\x99s Staff . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) force damage. \n'b' Arcane Bolt . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 10 (2d6 + 3) force damage. \n'b' Spellcasting . The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : light , mage hand , prestidigitation \n'b' 3/day each : color spray , sleep \n'b'\n'b' ABOUT \n'b' This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes. \n'b' Jungle Rulers . These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs. \n'b' Greyfur Elders . Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don\xe2\x80\x99t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\xe2\x80\x94a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amazon Warrior \n'b' Family: Amazon \n'b' Medium humanoid (human) \n'b' Armor Class 17 (scale mail, two-weapon fighting) Hit Points 38 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2, Vehicle (water and land) +3 Senses passive Perception 12 Languages Kagari (Common) Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The warrior has advantage on saving throws against being frightened \n'b' Two-Weapon Fighting . The warrior gains a +1 to their AC when fighting with a melee weapon in each hand \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warrior makes one shortsword and one chakram attack . \n'b' Chakram . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2 slashing damage in melee or 5 (1d6 + 2) slashing damage at range. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Amazons are fierce defenders of the weak and helpless. This is largely because of their veneration of the goddess of protection. However, they are also mercenaries who have no problem making money helping men kill each other.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanist Inquisitor, Hunter \n'b' Medium humanoid (any race), any \n'b' Armor Class 15 (chain shirt) \n'b' Hit Points 26 (4d8 + 8) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +3, Perception +3, Religion +3, Survival +3 \n'b' Senses passive Perception 13 \n'b' Languages any two languages \n'b' Challenge 1 (200 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Inquisitor\xe2\x80\x99s Awareness . The inquisitor hunter can expend a 1st-level ranger spell slot to sense for 1 minute whether arcane or innate spellcasters, aberrations, fey, and fiends are within 1 mile. This trait doesn\xe2\x80\x99t reveal the creatures\xe2\x80\x99 locations or numbers. \n'b' Spellcasting . The inquisitor hunter is a 3rd-level spellcaster. Its spellcasting ability is Wisdom . The hunter knows the following ranger spells: \n'b'\n'b' 1st level (3 slots) : detect magic , hunter\xe2\x80\x99s mark, protection from evil and good \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The inquisitor hunter makes two shortsword attacks, provided it has a shortsword in each hand. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage and 2 (1d4) psychic damage, or 5 (2d4) psychic damage if the target is concentrating on a spell. \n'b' Longbow . Ranged Weapon Attack : +4 to hit, ranged 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage and 2 (1d4) psychic damage, or 5 (2d4) psychic damage if the target is concentrating on a spell. \n'b'\n'b' ABOUT \n'b' Radical Measures . The Arcanist Inquisition exists to detain and destroy arcane spellcasters. Inquisitors believe that arcane magic is inherently corrupting and that even the best intentioned spellcaster can succumb to dangerous behavior and moral ruin. At first, the inquisition\xe2\x80\x99s masters sought to monitor spellcasters, with detainment reserved for those who abused their magical gifts. Over time, the ideology became more hardline. \n'b' Now, inquisitors put spellcasters whom they don\xe2\x80\x99t imprison indefinitely to the fire. \n'b' Inquisitors train to discover mages, but they don\xe2\x80\x99t rely only on their acumen. Folks fearful of being accused are happy to point a finger at a suspicious neighbor if doing so focuses the inquisition\xe2\x80\x99s interest elsewhere. \n'b' Dogma Bound . The Arcanist Inquisition is known for its ongoing efforts to eradicate arcane magic and its practitioners. However, it also investigates other crimes against the edicts of the Arch Seraphs. Inquisitors carry a book of dogma derived from the words of Empyreus as spoken to Sagrado Valieda, the Inquisition\xe2\x80\x99s founder. The book identifies moral crimes that call for punishments, ranging from public humiliation to death. Initiates apply a strict and literal reading to the crimes and consequences detailed within the book. High-ranking inquisitors have more leeway in how they choose to interpret the edicts. \n'b' Inquisitors claim that if they set an innocent afire, Empyreus would douse the flames. That he has never done so is proof, adherents say, that no one has been wrongfully condemned. \n'b' Inquisitor Hierarchy . Inquisitor ranks vary from location to location. Sometimes, initiates give themselves grand titles, whereas powerful and stealthy mage-hunters might take no title at all. Certain areas have motley bands of inquisitors, some little more than thugs extorting the population. Other areas have organized detachment of inquisitors, some highly honorable and bound to their duty. The inquisition includes paladins and priests, but many members are soldiers or hunters with divine talents. \n'b' Lord Inquisitor Crevax . Lord Inquisitor Crevax is the master of the Cathedral of Embers, the headquarters of the Arcanist Inquisition and the largest prison in Etharis. She is an imposing dragonborn , covered in golden scales and rarely seen without her flaming longsword, Heretic\xe2\x80\x99s End. She has a stern demeanor and an unflinching faith in the ideology and goals of the Arcanist Inquisition. Once an accused has come under her authority as warden of the cathedral, she considers it her personal duty to ensure they never threaten others with their corruption again. \n'b'\n'b' DC 10 Intelligence ( Religion ) : The founder of the Arcanist Inquisition claims that the Arch Seraph Empyreus said that magic is dangerous, corrupt, and corrupting. People of the Castinellan Provinces hold this belief to be true, and the sentiment has spread beyond that region. The majority of the Arcanist Inquisition comprises soldiers from the Castinellan provinces, including many dragonborn . Their task is to seek out and punish magic-users. \n'b' DC 15 Intelligence ( History ) : Any suspected arcanist or associate of a suspected mage who publicly declares allegiance to Empyreus and confesses to crimes against the divine order can request judgment from a speaker for the Arch Seraph. If they do so, inquisitors are obligated to take the individual to the Cathedral of Embers for trial rather than passing judgment and meting out punishment as they normally would. \n'b' DC 15 Intelligence ( Arcana ) : The Cathedral of Embers, headquarters of the Arcanist Inquisition, is a well-known prison for suspected arcanists awaiting trial or serving a sentence. Less known is that the complex also contains an enormous collection of magic items, kept locked away. The inquisition is concerned as much with keeping the items safe as sequestering their potential influence. \n'b' DC 20 Intelligence ( Religion ) : Trained to root out secrets, some inquisitors have special blessings that allow them to pierce illusions and uncover deceit. Their devotion leads them to pursue their foes despite personal risk, making them difficult to evade.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemurkala, Common \n'b' Medium fey (enrooted), neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39); Wound Threshold 25 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Int +4, Cha +3 Skills Arcana +4, Deception * +6, Perception +6 Senses truesight 30 ft., darkvision 120 ft., passive Perception 16 Languages Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the lemurkala hits with it (included in the attack ). \n'b' Innate Spellcasting . The lemurkala\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). The lemurkala can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : goodberry, purify food and drink \n'b' 3/day each : feather fall \n'b' 1/day each : commune with nature , plant kingdom* \n'b'\n'b' Magic Weapons . The lemurkala\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lemurkala can use its Allied Swarm if able. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 16 (2d12 + 3) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage. \n'b' Etherealness . The lemurkala shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Allied Swarm (Recharge 6) . The lemurkala shakes itself, spreading a swarm of undervermin or a swarm of heliconias. The swarm appears in a space of the lemurkala\xe2\x80\x99s choice within 5 feet of it. The swarm acts as an ally of the lemurkala and attacks its enemies on the lemurkala\xe2\x80\x99s turn. The swarm remains for 1 hour, or until the lemurkala dismisses it as a bonus action. The lemurkala can be helped by only one allied swarm at a time. \n'b'\n'b' ABOUT \n'b' The lemurkala is an enrooted fey whose appearance may be humorous\xe2\x80\xa6 until it becomes frightening. This tetrapod is about five feet tall, with a rounded, awkward shape. It is covered with thick, green-brown fur, in which moss grows and small insects abound. Its flexible, agile paws are outfitted with impressive curved claws. Its head is topped by small, rounded, fuzzy ears, and even more striking are its two large, shining, protruding yellow eyes, which never seem capable of staying fixed on the same thing. Its face is elongated, with a wrinkled nose atop a very large mouth. The latter is kept closed most of the time, but when the lemurkala is angered, it opens its maw wide, showing how huge it is, filled with razorsharp teeth. \n'b' Eater of Bad Souls \n'b' Walking on thick roots that grow in its path and disappear after it, the lemurkala seems to have a restful, unconcerned existence, but in truth, it is a predator of undead, with a focus on incorporeal ones. It can devour these immaterial creatures that reject the natural cycle, and send them right back into it from the depths of its very peculiar stomach. As for corporeal undead, it has no appetite for their flesh, instead shredding them apart with its fearsome claws then gulping down the spiritual fragments that spill out. \n'b' It is surmised that this type of scavenger of souls multiplied after the Dawn War. And given how Cankerous activity and subterranean wars provided fertile grounds for the appearance of tormented souls, lemurkalas are far from done cleaning the Netherworld. \n'b' Traveler Between Ether and Astral \n'b' The lemurkala is a plane-shifting fey. It can open a portal to the Ethereal Plane on any wall or shadow of the Netherworld\xe2\x80\x99s wilderness, and goes there to feast upon tasty specters. It can also open a portal to the Astral Plane in the same fashion. \n'b' A Troublesome Spiritual Guide \n'b' It is believed that lemurkalas know many things and that they can aid those undertaking an arduous quest. But as knowledgeable as they are, they are not very amenable. They do not facilitate efforts to find them, and even seem to take mischievous pleasure in zipping into the Ethereal Plane when they are approached. When they cannot avoid interaction, they listen with a facade of vacant patience, putting on such convincingly empty-headed airs that one might question their intelligence. This game can stop quickly, however. Though humanoids may have a hard time telling them apart, lemurkalas have distinct personalities, and may thus have very different senses of humor, or even be entirely devoid of one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemurkala, Purging \n'b' Large fey (enrooted), neutral \n'b' Armor Class 18 (natural armor) Hit Points 195 (17d10 + 102); Wound Threshold 49 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 12 (+1) CON: 22 (+6) INT: 16 (+3) WIS: 20 (+5) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +11, Int +8, Cha +6 Skills Arcana +8, Deception * +11, Nature +8, Perception +10, Religion +8 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 60 ft., darkvision 120 ft., passive Perception 20 Languages Sylvan, telepathy 120 ft. Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Brute . A melee weapon deals one extra die of its damage when the purging lemurkala hits with it (included in the attack ). \n'b' Innate Spellcasting . The purging lemurkala\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). The purging lemurkala can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : goodberry, purify food and drink \n'b' 3/day each : feather fall , nondetection \n'b' 1/day each : banishment , commune with nature , find the path , gate *, plant kingdom** \n'b'\n'b' Legendary Resistance (3/Day) . If the purging lemurkala fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The purging lemurkala\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The purging lemurkala regains 10 hit points at the start of its turn if it has at least 1 hit point. \n'b'\n'b' (*) The gate can only lead to an underground maelossa, the Ethereal Plane, or the Astral Plane. \n'b' ACTIONS \n'b'\n'b' Multiattack . The purging lemurkala makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 24 (3d12 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 10 ft., one creature. Hit : 15 (3d6 + 5) slashing damage. \n'b' Etherealness . The purging lemurkala shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The purging lemurkala 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 purging lemurkala regains spent legendary actions at the start of its turn. \n'b'\n'b' Claws . The purging lemurkala makes an attack with its claws. \n'b' Move . The purging lemurkala moves up to its speed without provoking opportunity attacks. \n'b' Necrotic Breath (Costs 2 Actions) . The purging lemurkala exhales a wave of necrotic energy in a 40-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Luminescents he term \xe2\x80\x9cluminescent\xe2\x80\x9d applies figuratively to hope-bringing creatures, which can act as wizard familiars as well as playmates for children. Their natural environments are the maelossas, ruins, mushroom forests, and towns of the Netherworld. It can be hard to tell whether a luminescent is a beast or a fey, since many of these creatures have astoundingly similar appearances but very distinct features. Luminescent fey can live outside root maelossas, but stay away from the surface. \n'b' They can also be found in subterranean cities where they pose as beasts, and it is even said that certain luminescent beasts can grow into fey after a stay in a maelossa or an encounter with a celestial. \n'b' Luminescent fey have connections with the anakedis. There are secret paths, waymarked across the Ethereal Plane, that connect with certain sites of the Netherworld. \n'b' Luminescent beasts can be conjured as familiars via the find familiar spell, while luminescent fey can be summoned with the conjure woodland beings or minor ravagers or conjure fey or ravager spells. \n'b' Hope Bearers \n'b' If the leader uses this option, luminescent familiars and companions gain the Hope Bearer action: \n'b'\n'b' Hope Bearer (Charisma modifier/Day) . The luminescent chooses a creature that it can see within 60 feet of it. That creature gains one Hope die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Hope die, but must decide before the leader says whether the roll succeeds or fails. Once the Hope die is rolled, it is lost. A creature can have only one Hope or Bardic Inspiration die at a time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leng Spider \n'b' Huge fiend (mythic), chaotic evil \n'b'\n'b' Armor Class 20 (natural armor) Hit Points 384 (24d12 + 96) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 24 (+7) CON: 18 (+4) INT: 22 (+6) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +13, Int +12, Wis +11, Cha +12 Skills Deception +18, Insight +11, Perception +11, Stealth +19 Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 21; detect magic Languages Aklo; tongues Challenge 17 (18,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . A leng spider\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dispel magic, fabricate (web constructs only), freedom of movement \n'b' 3/day each : wind walk, invisibility, major image \n'b' 1/day each : charm monster (as charm person except it effects any creature type), insanity (as confusion but the duration is 1 day) mirage arcane, seeming \n'b'\n'b' Legendary Resistance (3/Day) . If a Leng spider fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . A Leng spider\xe2\x80\x99s weapon attacks are magical. \n'b' Spider Climb . The Leng spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Transdimensional Perception . A Leng spider can perceive the Ethereal Plane, the Plane of Shadow, and the Dimension of Dreams (unless Leng is also currently inside the Dream Dimension) from Leng and the Material Plane. By expending one use of its legendary actions it can phase its melee and bite attacks across the dimensional barriers to attack the inhabitants of those planes. By expending two uses of its legendary actions, a Leng spider can ensnare a target with its web strand and pull the target to the same plane unless it succeeds on a DC 20 Intelligence saving throw. \n'b' Web Sense . While in contact with a web, the Leng spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The Leng spider ignores movement restrictions caused by webbing. \n'b' Web Weaponry . A Leng spider is talented at using its webs to construct weapons and tools. This technique of weapon creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then wield the weighted cord like a flail or bolas (treat as a net). It can only wield one such weapon at a time \xc3\xaf\xc2\xbf\xc2\xbd it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it takes 1 minute to create a replacement weapon, provided it has access to heavyweight objects of the correct size (such as loose rocks or skulls). \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Leng spider makes three web-flail attacks. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \n'b' Web-Flail . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 12 (1d8 + 8) bludgeoning damage plus 10 (3d6) poison damage, and if the target took any poison damage it has disadvantage on the next attack roll it makes before the Leng spider\xe2\x80\x99s next turn. In addition, if the target is Medium or smaller, the Leng spider can make a Strength (Athletics) check as a bonus action to shove the target and knock it prone. \n'b' Web . Ranged Weapon Attack : +13 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 20 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' Legendary Actions \n'b' A Leng spider 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\xc3\xaf\xc2\xbf\xc2\xbds turn. A Leng spider regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The Leng spider may use one of its available attack options (except Multiattack). \n'b' Cast a Spell (Costs 2 Actions) . The Leng spider casts one of its innate spells. \n'b' Shifting Dreamscape (Costs 3 Actions) . The Leng spider rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of the Leng spider must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) damage of a type chosen by the spider: acid, cold, fire, lightning, or necrotic. \n'b'\n'b' About \n'b' Leng spiders are intelligent, carnivorous spiders with hideously bloated bodies, though they can move with terrifyingly fluid grace. An adult has a legspan of 20\xc3\xaf\xc2\xbf\xc2\xbd30 feet or occasionally more, but smaller (younger) specimens are common. An adult weighs 1-3 tons. Since they never stop growing, a few are far larger. They vary in color from deep purple to lambent orange. \n'b' Trapster . Leng spiders are sly and design traps for their prey.\xc2\xa0These can be elaborate and often involve treasure as bait. They are clever enough to let some adventurers live after finding the treasure, to entice further visitors to their mountain lairs.\xc2\xa0They delight in preying on humanoid egos and spring traps when a would-be treasure-seeker is most confident. Leng spiders thrive on being underestimated. \n'b' Dream Stalkers . These murderous beasts are not terrestrial at all but hail the mysterious plateau of Leng beyond the Dimension of Dreams. Both in their home realms and in their nests and networks in the mortal world, Leng spiders have a complex society and are readily able to wage war on those who infringe on their territory. Unless in their homes, they rarely fight to the death and will retreat if severely wounded to plot their revenge.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leng Spider \n'b' Huge fiend , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 230 (20d12 + 100) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +10, Wis +5 Skills Perception +5, Stealth +8 Damage Immunities cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15 Languages Aklo Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A Leng spider\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : dispel magic , freedom of movement , tongues \n'b' 3/day each : fly , invisibility , plane shift (only self ), web \n'b' 1/day each : charm monster, insanity (as confusion except duration is permanent), mirage arcana \n'b'\n'b' Spider Climb . A Leng spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Walker . A Leng spider ignores movement restrictions caused by webbing. \n'b' Web Weaponry . A Leng spider is talented at using its webs to construct masterwork weapons. This technique of weapon creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then wield the weighted cord as a flail or a bolas. It can only wield one such weapon at a time-it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a full-round action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Leng spider makes two web flail attacks and uses its bite. \n'b' Web Flail . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning and slashing damage. \n'b' Web Bolas . Ranged Weapon Attack : +11 to hit, range 30/60 ft., one target. Hit : 15 (2d8 + 6) bludgeoning and the target is restrained by web bolas. As an action, the restrained target can make a DC 19 Strength check, bursting the web bolas on a success. The web bolas can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Maddening Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw or become poisoned for 1 minute and taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. While the target is poisoned it is confused (as the confusion spell). The target may repeat the saving throw at the end of its turn to end the poison condition.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leng Spider (Frog God Games) \n'b' Huge aberration , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d12) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 10 (+0) INT: 18 (+4) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, Stealth +6 Damage Resistances cold Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Deep Speech, Unique Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Aberrant Biology : A Leng spider does not need to breathe. \n'b' Innate Spellcasting : A Leng-spider can use the following spell- like abilities, using Intelligence as its casting ability (DC 16, attack +8). The Leng-spider doesn\xe2\x80\x99t need material components to use these abilities. It can cast dispel magic as a bonus action .\n'b'\n'b'\n'b' At will : dispel magic \n'b' 3/day each : invisibility, phantasmal force \n'b' 1/day each : dominate monster \n'b'\n'b' Actions \n'b'\n'b' Multiattack : A Leng-spider bites once and attacks once with web flails. \n'b' Bite : Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature). Hit : 14 (2d10 + 3) piercing damage and the target must make a successful DC 11 Con saving throw or be poisoned by Leng venom (see below). \n'b' Web Flails : Melee Weapon Attack : +6 to hit (reach 5 ft.; one creature). Hit : 14 (2d10 + 3) bludgeoning damage. \n'b'\n'b' Leng Venom : A Leng spider\xe2\x80\x99s venom causes flesh to blister and rot, reducing the target\xe2\x80\x99s Charisma score by 1 point. It also triggers vivid and horrific hallucinations. A poisoned creature suffers the effect of the poisoned condition and must act as if affected by the confusion spell. The confusion effect ends the second time the creature rolls a 9 or 10 at the start of its turn (allowing it to act normally that turn). The poisoned condition persists until after the creature\xe2\x80\x99s next long rest , or until the poison is neutralized magically. Lost Charisma can be regained through magic. \n'b' About \n'b' This creature resembles an enormous spider with the glint of malevolent intelligence in its multifaceted eyes. Its bloated, purple body moves with surprising grace on seven legs. \n'b' The immense purple spiders of Leng are hideously bloated, yet they move with a fluid grace. A Leng-spider\xe2\x80\x99s body can grow up to 15 feet long, and they weigh several tons. Most leng-spiders possess seven legs, but some have nine, eleven, or five. They never have an even number, and the legs are positioned according to the rules of some alien symmetry that is unfathomable to human minds. \n'b' The spiders of Leng have long warred with that realm\xe2\x80\x99s more humanoid denizens, but this does not make the spiders allies of sane life. Leng- spiders see themselves as the only entities truly deserving of power. The only creatures they do not continually plan to destroy, apart from their kin, are their magically controlled slaves-most of whom probably would prefer death to the nightmare of servitude to the spiders of Leng. Fortunately, Leng-spiders have no intrinsic way to travel to the Material Plane. They must use meticulously-constructed portals or other methods to visit this world. \n'b' Despite their legendary cruelty, Leng-spiders build lairs with haunting beauty from their own webbing and other natural material. Their webs are similar to those of ordinary giant spiders, but they don\xe2\x80\x99t burn easily. The spiders\xe2\x80\x99 artistry extends to traps as well; their homes are laced with devices that are doubly deadly to the unwary because of their disarming beauty. \n'b' In addition to their poisonous bite, a Leng-spider\xe2\x80\x99s webs are also used as weapons. The spider attaches a weight (often nothing more complicated than a rock or a skull) to a length of webbing, which it then swings like a flail. Leverage from the spider\xe2\x80\x99s long limbs turn these makeshift flails into deadly weapons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leng Spider, Mature \n'b' Family: Leng Spider \n'b' This bloated, mottled purple spider\xe2\x80\x99s eyes shine eerily as if resenting the fact that you are still alive. Its head swivels to examine the area as if searching for its next meal. \n'b' Large monstrosity , lawful evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 124 (11d10 + 44) \n'b' Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +6, Stealth +8 \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance . The Leng spider has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b' Actions \n'b' Multiattack . The Leng spider makes three attacks: one with its bite and two with its talons. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage plus 7 (3d4) poison damage. If the target is a creature, it is poisoned . At the end of the creature\xe2\x80\x99s next turn, it must make a DC 15 Constitution saving throw, ending the poisoned condition on a success. At the end of every 30 days thereafter, the creature can make another saving throw to end the poisoned condition. This is a curse. Casting any spell that removes the poisoned condition or that removes curses on the creature ends the poisoned condition. \n'b' Talon . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Toxic Web (Recharge 5-6) . Ranged Weapon Attack : +8 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 15 Constitution saving throw or be poisoned . At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. As an action, the restrained target or another creature that can reach it can make a DC 15 Strength (Athletics) check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 13; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Boulder-Capped Pit Mechanical Trap \n'b' Challenge : 6 (2,300 XP) \n'b' When a creature touches a trigger object, a 5-foot-wide, 20-foot-deep pit opens underneath, causing the creature to fall into the pit below, supported by elaborately engineered webbing. A concealed boulder nearby then falls to seal the hole so that the spider can collect the intruder as part of a routine patrol, hoisting away the boulder with cleverly engineered webbing. A successful DC 15 Wisdom (Perception) check discerns that the trigger item (usually a piece of treasure) is conspicuously untouched and laced with a strand of webbing so fine as to be nearly invisible. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit or to deduce that a patch of ceiling or wall nearby is a silk image hiding a boulder strung up by ultra-strong webbing. Unless a character succeeds at a DC 20 Dexterity check with thieves\xe2\x80\x99 tools or weaver\xe2\x80\x99s tools, disturbing the webbing causes the boulder to roll on a straight path to the trigger object\xe2\x80\x99s original location. \n'b' Triggering the trap requires all creatures present to roll initiative after the pit opens. The trap rolls initiative with a +8 bonus. When the trap is triggered, all creatures in the affected area fall into the pit, taking 7 (2d6) bludgeoning damage from the fall. The pit\xe2\x80\x99s floor and walls are coated in the Leng spider\xe2\x80\x99s Toxic Web. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 17 Constitution saving throw or be poisoned . At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. On the trap\xe2\x80\x99s initiative count on the round after it is triggered, a 6-foot-diameter solid stone sphere falls atop the pit, blocking the opening with no more than an inch gap at any point around the edge. If the boulder passes through a creature\xe2\x80\x99s space, the creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. \n'b' The boulder weighs 10 tons. It can also be attacked and destroyed (AC 17; damage threshold 10; hp 1,000; resistance to cold, fire, lightning, and slashing damage; immunity to poison and psychic damage). The boulder can also be broken with 6 person-hours of work with mason\xe2\x80\x99s tools, picks, or other suitable equipment. If the boulder is broken by any means while atop the pit, it collapses into the pit and each creature within must make a DC 15 Dexterity saving throw, taking 55 (10d10) bludgeoning damage and becoming restrained on a failed save, or taking half as much damage and not becoming restrained on a successful one. A restrained creature can be freed as an action with a successful DC 20 Strength check. The Leng spider can use its webbing as cables to roll the boulder aside as an action. Characters who carefully inspect the webbing can deduce how to manipulate the webbing to move the boulder themselves with a successful DC 25 Intelligence (Investigation) check or a successful DC 20 Dexterity check with weaver\xe2\x80\x99s tools. \n'b' Boulder Pendulum Mechanical Trap \n'b' Challenge : 8 (3,900 XP) \n'b' A boulder pendulum is typically placed in a confined area, such as along a mountain ledge or in a narrow passage with a tall ceiling. When triggered, a large boulder swings down on a thick cord of webbing, passing through a 30-foot line to the trigger location. \n'b' A successful DC 15 Wisdom (Perception) check notices a strand of webbing so fine as to be nearly invisible that serves as the trigger. A successful DC 15 Intelligence (Investigation) check deduces that a patch of ceiling or wall nearby is a silk image hiding a boulder strung up by ultra-strong webbing. Unless a character succeeds at a DC 18 Dexterity check with thieves\xe2\x80\x99 tools or weaver\xe2\x80\x99s tools, disturbing the webbing triggers the trap. \n'b' The swinging boulder makes a melee attack with a +8 bonus against each target in its path. On a hit, the target takes 45 (10d8) bludgeoning damage and must succeed on a DC 15 Dexterity saving throw or be knocked prone. If the creature was on a ledge no wider than its space, it falls off the ledge if it failed its saving throw by 5 or more. \n'b' Web Net Mechanical Trap \n'b' Challenge : 2 (450 XP) if encountered with Leng spiders \n'b' This trap uses a silk trip wire to release a net of fine poisonous webbing suspended from the ceiling. \n'b' The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. A successful Wisdom (Perception) check DC 15 spots the fine silk trip wire and net. A successful DC 15 Dexterity check using thieves\xe2\x80\x99 tools breaks the trip wire harmlessly. A character without thieves\xe2\x80\x99 tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. \n'b' When the trap is triggered, the web is released, covering a 10-foot-square area. Those in the area are trapped under the web and restrained , and those that fail a DC 10 Strength saving throw are also knocked prone. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 17 Constitution saving throw or be poisoned . At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 13) destroys a 5-foot-square section of it, freeing any creature trapped in that section. \n'b' About \n'b' Leng spiders are intelligent, carnivorous spiders. Adults have a leg span of 20 to 30 feet or occasionally more, but smaller (younger) specimens are common. Adults weigh 1 to 3 tons. Since they never stop growing, a few are far larger. \n'b' Leng spiders are sly and design traps for their prey, which can be elaborate and often involve treasure as bait. \n'b' They are clever enough to let some adventurers live after finding the treasure, in order to entice further visitors to their mountain lairs. The creatures thrive on being underestimated: they delight in preying on humanoid egos and spring traps when a would-be treasure-seeker is most confident. \n'b' Leng spiders have a complex, territorial society that reacts violently to any who infringe on their territory. Unless guarding their homes, they rarely fight to the death and will retreat if severely wounded.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leng Spider, Old \n'b' Family: Leng Spider \n'b' Huge monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 181 (14d12 + 70) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 20 (+5) INT: 17 (+3) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Investigation +7, Stealth +8 Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Magic Resistance . The Leng spider has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The spider ignores movement restrictions caused by webbing. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Leng spider makes three attacks: one with its bite and two with its talons. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 7 (3d4) poison damage. If the target is a creature, it is poisoned . At the end of the creature\xe2\x80\x99s next turn, it must make a DC 17 Constitution saving throw, ending the poisoned condition on a success. At the end of every 30 days thereafter, the creature can make another saving throw to end the poisoned condition. This is a curse. Casting any spell that removes the poisoned condition or that removes curses on the creature ends the poisoned condition. \n'b' Talon . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Toxic Web (Recharge 5-6) . Ranged Weapon Attack : +9 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 17 Constitution saving throw or be poisoned. At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. As an action, the restrained target or another creature that can reach it can make a DC 17 Strength (Athletics) check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 13; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b'\n'b' Boulder-Capped Pit Mechanical Trap \n'b' Challenge : 6 (2,300 XP) \n'b' When a creature touches a trigger object, a 5-foot-wide, 20-foot-deep pit opens underneath, causing the creature to fall into the pit below, supported by elaborately engineered webbing. A concealed boulder nearby then falls to seal the hole so that the spider can collect the intruder as part of a routine patrol, hoisting away the boulder with cleverly engineered webbing. A successful DC 15 Wisdom (Perception) check discerns that the trigger item (usually a piece of treasure) is conspicuously untouched and laced with a strand of webbing so fine as to be nearly invisible. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit or to deduce that a patch of ceiling or wall nearby is a silk image hiding a boulder strung up by ultra-strong webbing. Unless a character succeeds at a DC 20 Dexterity check with thieves\xe2\x80\x99 tools or weaver\xe2\x80\x99s tools, disturbing the webbing causes the boulder to roll on a straight path to the trigger object\xe2\x80\x99s original location. \n'b' Triggering the trap requires all creatures present to roll initiative after the pit opens. The trap rolls initiative with a +8 bonus. When the trap is triggered, all creatures in the affected area fall into the pit, taking 7 (2d6) bludgeoning damage from the fall. The pit\xe2\x80\x99s floor and walls are coated in the Leng spider\xe2\x80\x99s Toxic Web. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 17 Constitution saving throw or be poisoned . At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. On the trap\xe2\x80\x99s initiative count on the round after it is triggered, a 6-foot-diameter solid stone sphere falls atop the pit, blocking the opening with no more than an inch gap at any point around the edge. If the boulder passes through a creature\xe2\x80\x99s space, the creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. \n'b' The boulder weighs 10 tons. It can also be attacked and destroyed (AC 17; damage threshold 10; hp 1,000; resistance to cold, fire, lightning, and slashing damage; immunity to poison and psychic damage). The boulder can also be broken with 6 person-hours of work with mason\xe2\x80\x99s tools, picks, or other suitable equipment. If the boulder is broken by any means while atop the pit, it collapses into the pit and each creature within must make a DC 15 Dexterity saving throw, taking 55 (10d10) bludgeoning damage and becoming restrained on a failed save, or taking half as much damage and not becoming restrained on a successful one. A restrained creature can be freed as an action with a successful DC 20 Strength check. The Leng spider can use its webbing as cables to roll the boulder aside as an action. Characters who carefully inspect the webbing can deduce how to manipulate the webbing to move the boulder themselves with a successful DC 25 Intelligence (Investigation) check or a successful DC 20 Dexterity check with weaver\xe2\x80\x99s tools. \n'b' Boulder Pendulum Mechanical Trap \n'b' Challenge : 8 (3,900 XP) \n'b' A boulder pendulum is typically placed in a confined area, such as along a mountain ledge or in a narrow passage with a tall ceiling. When triggered, a large boulder swings down on a thick cord of webbing, passing through a 30-foot line to the trigger location. \n'b' A successful DC 15 Wisdom (Perception) check notices a strand of webbing so fine as to be nearly invisible that serves as the trigger. A successful DC 15 Intelligence (Investigation) check deduces that a patch of ceiling or wall nearby is a silk image hiding a boulder strung up by ultra-strong webbing. Unless a character succeeds at a DC 18 Dexterity check with thieves\xe2\x80\x99 tools or weaver\xe2\x80\x99s tools, disturbing the webbing triggers the trap. \n'b' The swinging boulder makes a melee attack with a +8 bonus against each target in its path. On a hit, the target takes 45 (10d8) bludgeoning damage and must succeed on a DC 15 Dexterity saving throw or be knocked prone. If the creature was on a ledge no wider than its space, it falls off the ledge if it failed its saving throw by 5 or more. \n'b' Web Net Mechanical Trap \n'b' Challenge : 2 (450 XP) if encountered with Leng spiders \n'b' This trap uses a silk trip wire to release a net of fine poisonous webbing suspended from the ceiling. \n'b' The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. A successful Wisdom (Perception) check DC 15 spots the fine silk trip wire and net. A successful DC 15 Dexterity check using thieves\xe2\x80\x99 tools breaks the trip wire harmlessly. A character without thieves\xe2\x80\x99 tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. \n'b' When the trap is triggered, the web is released, covering a 10-foot-square area. Those in the area are trapped under the web and restrained , and those that fail a DC 10 Strength saving throw are also knocked prone. Whenever a creature starts its turn restrained by the webbing, it must succeed on a DC 17 Constitution saving throw or be poisoned . At the end of each of the poisoned creature\xe2\x80\x99s turns, it makes a new saving throw, ending this poisoned condition on itself on a success. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 13) destroys a 5-foot-square section of it, freeing any creature trapped in that section. \n'b' About \n'b' This bloated, mottled purple spider\xe2\x80\x99s eyes shine eerily as if resenting the fact that you are still alive. Its head swivels to examine the area as if searching for its next meal. \n'b' Leng spiders are intelligent, carnivorous spiders. Adults have a leg span of 20 to 30 feet or occasionally more, but smaller (younger) specimens are common. Adults weigh 1 to 3 tons. Since they never stop growing, a few are far larger. \n'b' Leng spiders are sly and design traps for their prey, which can be elaborate and often involve treasure as bait. \n'b' They are clever enough to let some adventurers live after finding the treasure, in order to entice further visitors to their mountain lairs. The creatures thrive on being underestimated: they delight in preying on humanoid egos and spring traps when a would-be treasure-seeker is most confident. \n'b' Leng spiders have a complex, territorial society that reacts violently to any who infringe on their territory. Unless guarding their homes, they rarely fight to the death and will retreat if severely wounded.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leonino \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 13 (3d4 + 6) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 8 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +1, Dexterity +5 Skills Perception +1, Persuasion +3, Stealth +5 Senses darkvision 30 ft., passive Perception 11 Languages Elvish Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The leonino doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Evasion . If the leonino is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the leonino instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b' Silent Wings . The flight of a leonine is especially silent and difficult to notice in forests and urban settings. It has advantage on Dexterity ( Stealth ) checks made while flying in these areas. \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) slashing damage. If this is the first time the leonino has hit the target within the past 24 hours, the target must succeed on a DC 10 Wisdom saving throw or be charmed by the leonino for 1 hour. \n'b'\n'b' About \n'b' Slightly larger than a housecat and sporting the wings of an owl, the leonino are beloved and rare pets in elvish courts and palaces, where they are kept as companion animals to royal children, courtesans, and gigolos. \n'b' The leonino are sometimes found as messengers for powerful elven enchanters, nobles, and rogues.\xc2\xa0While they can be tamed, most leonino are feral and live on the fringes of halfling settlements, along tropical and temperate coastlines, or in temperate forests, where they devour rodents, frogs, salamanders, and small birds. \n'b' Listen and Rarely Speak . The leonino who live in elvish or halfling settlements invariably learn the language around them and are capable of speaking it. However, their innate hauteur and sense of superiority means that they rarely comment or converse; when they do, they are known for their wit and often quite deadpan humor. \n'b' Water Couriers . The leonino are fond of harborfronts, ships, and fisherfolk of all kinds. They sometimes serve as messengers between elven ships and various harbormasters, other ship\xe2\x80\x99s captains, and even pirates and aquatic creatures such as merfolk or deep ones . \n'b' Leonino Familiars \n'b' A leonino will sometimes deign to serve an elven wizard as a familiar. This requires the normal casting of the find familiar spell, with an additional offering of fine fish and at least 200 feet of dyed red yarn. Once the spell is cast, the wizard makes a check with its Charisma contested by the leonino\xe2\x80\x99s Charisma check. If the leonino wins, the wizard is hated and distrusted by most feline creatures for at least one month. This unfortunate wizard will be pursued by yowling packs of alley cats and leonino in most towns, farms, and villages and may be attacked by tigers, chimeras, and other feline monsters in the wilderness.\xc2\xa0Offerings and propitiation of local alley cats, leonino, and other felines may reduce this time. If the wizard wins, the leonino becomes a familiar as normal with the following trait. \n'b' Familiar . The leonino can 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 leonino senses as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master shares the leonino\xe2\x80\x99s Evasion trait. At any time and for any reason, the leonino can end its service as a familiar, ending the telepathic bond . \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a leonino without modifying its challenge rating. \n'b'\n'b' Bite . Melee Weapon Attack . +5 to hit, reach 5 ft., on target. Hit : 5 (1d4 + 3) slashing damage. The leonino grabs the target. If the target is a Tiny or smaller creature, it is grappled (escape DC 10). Until this grapple ends, the target is restrained . A larger creature is not grappled , and it can use an action to remove the leonino with a Strength ( Athletics ) or Dexterity ( Acrobatics ) check at the same DC. While the leonino has its target grabbed, it deals 5 (1d4 + 3) slashing damage with its rear claws. This attack replaces the leonino\xe2\x80\x99s normal bite attack. \n'b' Favored Messenger . While the leonino is delivering a message , it has advantage on saving throws against spells and other magical effects. The leonino doesn\xe2\x80\x99t possess the Evasion trait. \n'b' Resplendent Wings . The leonino\xe2\x80\x99s wings are vibrantly colored, and it has advantage on Charisma ( Persuasion ) checks against creatures that can see its wings. The leonino doesn\xe2\x80\x99t possess the Silent Wings trait. \n'b' Rodentsense . The leonino can detect the presence of rats and other rodents within 30 feet. This allows it to sense a shapeshifting creature that has at least one rodent-like form (such as a wererat), even if the creature is not in that form. Additionally, the leonino has advantage on Wisdom ( Survival ) checks to track rodents. The leonino does not possess darkvision .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leopard \n'b' Medium beast , unaligned \n'b' Armor Class : 15 Hit Points 30 (5d8+10) Speed : 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Athletics +5, Perception +3, Stealth +8 Senses : darkvision 60 ft., passive Perception 14 Languages : \xe2\x80\x93 Challenge : 1 (200 XP) \n'b' Special Traits \n'b' Pounce : If the leopard 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 13 Strength saving throw or be knocked prone . If the target is prone , the tiger can make one bite attack against it as a bonus action. \n'b' Keen Smell : The leopard has advantage on Wisdom checks that rely on smell. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Claw : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' About \n'b' Leopards are a great cat, weighting between 90 and 130 lbs. They are native to savannahs and grasslands climates, where their typical prey is grazing mammals such as deer and antelope, though they are not above hauling off other small creatures if they can get away with it. \n'b' Snow Leopards And Cheetahs \n'b' Snow leopards and cheetahs share the same statistics in-game as leopards, but snow leopards are white in color with black spots, and their native habitat is mountainous regions where they are adept at climbing rocks and icy terrain. Cheetahs are of a similar size as leopards and have a similar spotted pattern, but are known for their incredible bursts of speed of up to 75 mph, making them the fastest land animal in existence. Cheetahs are also daytime hunters as opposed to nocturnal creatures. They have a base speed of 60 ft. and gain the following special ability: \n'b' Burst of Speed : On each of its turns, a cheetah can take the Dash action as a bonus action. If it takes this action as its first action in combat, it gains advantage on initiative . It is also not subject to opportunity attacks for leaving a threatened space.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Couatl \n'b' This great serpent has multicolored wings and eyes that glimmer with intense awareness. \n'b' Medium celestial , lawful good \n'b' Armor Class 19 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 17 (+3) INT: 18 (+4) WIS: 20 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +7, Cha +6 Damage Resistances radiant Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses truesight 120 ft., passive Perception 15 Languages all, telepathy 120 ft. Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Innate Spellcasting : The couatl\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: \n'b' At will : detect evil and good , detect magic , detect thoughts \n'b' 3/day each : bless , create food and water , cure wounds , lesser restoration , protection from poison , sanctuary , shield \n'b' 1/day each : dream , greater restoration , scrying \n'b' Magic Weapons : The couatl\xe2\x80\x99s weapon attacks are magical. \n'b' Shielded Mind : The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b' Actions \n'b' Bite : Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. \n'b' Constrict : Melee Weapon Attack : +6 to hit, reach 10 ft., one Medium or smaller creature. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the couatl can\xe2\x80\x99t constrict another target. \n'b' Change Shape : The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl\xe2\x80\x99s choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions , and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leopard \n'b' Medium beast , unaligned \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 36 (+3) CON: 32 (+1) INT: 1 (-4) WIS: 42 (+1) CHA: 1 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3, Stealth +7 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The leopard has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the leopard 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 13 Strength saving throw or be knocked prone . If the target is prone , the leopard can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Leopards have spotted fur that provides good camouflage in their natural habitats. Though smaller than other large cats, they are fast and strong, and hunt most anything they find in their range.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanographer \n'b' Medium or Small humanoid (any), lawful good \n'b' Armor Class 15 (studded leather) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Investigation +5, Stealth +4, Perception +3 Senses passive Perception 11 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Brooch of Soul Protection . The Arcanographer cannot be possessed by an undead creature, and it rolls all Wisdom saving throws with advantage. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage. \n'b' Spellcasting . The Arcanographer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : fire bolt, guidance, mending \n'b' 3/day : identify, magic missile, shield \n'b'\n'b' ABOUT \n'b' For every high-level ghost hunting guild member, there are countless initiates and underlings. These Npcs could serve as friends or foes to an adventuring party depending on the circumstances. \n'b' These ghost hunters have abilities that are useful both in and out of combat. While most guild members can hold their own in a fight with the incorporeal undead, few are willing to sacrifice themselves in the name of their guild. \n'b' Arcanographers make up the rank and file of the Metaphysical Investigation Collective. Although their work is typically focused on arcane research and the study of the supernatural, Arcanographers have some combat capabilities if necessary.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leopardfolk (Common) \n'b' Medium humanoid (leopardfolk), chaotic evil \n'b' Armor Class 13 Hit Points 9 (2d8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feline Agility . When the leopardfolk moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the leopardfolk can\xe2\x80\x99t use it again until it moves 0 feet on one of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leopardfolk makes two attacks with its claws or its spear. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands. \n'b'\n'b' ABOUT \n'b' This leopard-like humanoid has wicked claws and is covered in spots. \n'b' Leopardfolk once lived on Partrippany Island, where many of them were scattered to the waves by a terrific storm. Some survive on islands scattered across the Nonestic Ocean, terrorizing all they cross. They enslave sentient beings they can catch and eat everything else.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leopardfolk (Noble) \n'b' Medium humanoid (leopardfolk), chaotic evil \n'b' Armor Class 13 Hit Points 36 (8d8) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 15 (+2) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +2, Perception +5, Stealth +5, Survival +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Feline Agility . When the leopardfolk moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the leopardfolk can\xe2\x80\x99t use it again until it moves 0 feet on one of its turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leopardfolk makes two attacks with its claws or its spear. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands. \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 leopard-like humanoid has wicked claws and is covered in spots. \n'b' Leopardfolk once lived on Partrippany Island, where many of them were scattered to the waves by a terrific storm. Some survive on islands scattered across the Nonestic Ocean, terrorizing all they cross. They enslave sentient beings they can catch and eat everything else.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leprechaun \n'b' Small fey , neutral \n'b' Armor Class 13 Hit Points 14 (4d6) Speed 40 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 16 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed Senses passive Perception 16 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The leprechaun\xe2\x80\x99s innate spellcasting ability is Intelligence (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 : dancing lights , hideous laughter , invisibility (self only), mage hand , magic mouth , major image , minor illusion \n'b' 1/day each : hypnotic pattern , major image \n'b'\n'b' Sneak Attack (1/turn) . The leprechaun deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the leprechaun that isn\xe2\x80\x99t incapacitated and the leprechaun doesn\xe2\x80\x99t have disadvantage on the attack roll. \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' About \n'b' This creature resembles a tiny elf with long pointed ears and a pointed nose. It is dressed in brightly colored clothes of red and green and wears a wide-brimmed hat. \n'b' Leprechauns are short fey creatures, about 2 feet tall. They favor brightly colored clothes, particularly greens and reds. Leprechauns are a jovial people, enjoying fine food and drink; some leprechauns also enjoy a good smoke from a long-stemmed pipe. They are a tricky folk and enjoy jokes and pranks, although they usually do not appreciate being the victims of such acts. Most leprechauns are skilled pickpockets, and it is a favored prank of these wee folk to filch items from unsuspecting travelers in their domain and then taunt the intruders into pursuit. The leprechaun so involved in the prank often alternates between being visible and invisible as he teases and pesters his pursuers in a merry chase. \n'b' Leprechauns tire of pranks quickly, however, and will give up the stolen item and sneak away. Some say leprechauns are descendants of halflings and pixies. Leprechauns summarily dismiss this rumor, however, scoffing at those who repeat it. \n'b' Leprechauns are fun-loving creatures and prefer to avoid combat. When facing opponents, a leprechaun usually turns invisible and flees. If forced into melee, a leprechaun uses its abilities to their fullest extent, seeking to drive an opponent off rather than kill it. \n'b' Leprechaun Traits \n'b' Leprechauns have a penchant for green, browns, grins, pranks, pots of gold, and lucky charms. \n'b' Ability Score Increase . Your Charisma score increases by 2, and your Dexterity score increases by 1. \n'b' Age . Leprechauns remain children for around the same amount of time as humans, but live as long as elves, if not longer. \n'b' Alignment . Leprechauns dislike rules, as a rule, and are almost never lawful. They are almost always, as a rule, neutral or chaotic, but don\xe2\x80\x99t usually hew towards good or evil to any real extent. \n'b' Size . You are average for fey but smaller than most other races. Your size is Small. \n'b' Speed . Your base walking speed is 30 feet. \n'b' Faeriefolk . You cannot be put to sleep or aged by magic. \n'b' Polymorph Object . You can touch as an action one nonmagical inanimate object not being held or worn by another creature and magically transform it into another nonmagical inanimate object of the same size. The object remains changed for 1 minute, or until you use an action to change it back to its true form. A transformed object functions normally for the duration. \n'b' Trickster Magic . You can cast the dancing lights cantrip. When you reach 3rd level, you can cast the silent image spell once per day. When you reach 5th level, you can cast invisibility spell once per day. Charisma is your spellcasting ability for these spells. \n'b' Languages . You can speak, read, and write Common and Sylvan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leprechaun King \n'b' Small fey , chaotic neutral \n'b' Armor Class 15 Hit Points 54 (12d6 + 12) Speed 40 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Cha +5 Skills Deception +7, Insight +4, Nature + 4, Perception +6, Sleight of Hand +7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not silvered Senses passive Perception 16 Languages Common, Elven, Halfling, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bewildering Blarney . The leprechaun gains has advantage on Charisma ( Deception ) checks, and if engaged in conversation it can use its innate spells without being noticed if it can make a Charisma ( Deception ) check against the passive Perception of any onlooker. When engaged in conversation with a creature, a leprechaun can cause creatures to forget the last minute unless they succeed at a DC 14 Intelligence saving throw. \n'b' Innate Spellcasting : The leprechaun\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The pixie can innately cast the following spells, requiring no components: \n'b'\n'b' At will : detect evil and good , druidcraft, invisibility (self only), mage hand , minor illusion , shillelagh , silent image \n'b' 3/day each : charm person , color spray , enthrall , fabricate \n'b' 1/day each : creation \n'b'\n'b' Leprechaun Magic . When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a creature (at the GM\xe2\x80\x99s discretion), including pretending it has the ability to grant wishes or that it will reveal the location of a hidden hoard of gold or other treasure, the spell-like ability resolves at caster level 8th rather than 4th. If a leprechaun uses its spell-like abilities in this manner, it has a bonus of +11 on concentration checks. \n'b' Magic Resistance . The leprechaun has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. If the leprechaun confirms a critical hit with its shillelagh , the target is knocked prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The leprechaun 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 leprechaun regains spent legendary actions at the start of its turn. \n'b'\n'b' Club . The leprechaun makes a club attack . \n'b' Move . The leprechaun moves up to its speed without provoking opportunity attacks. \n'b' Cast a Spell (Costs 2 Actions) . The leprechaun casts one spell. \n'b'\n'b' ABOUT \n'b' Leprechauns are small, fun-loving tricksters. They are most commonly found in forests and share the close connection with nature that is possessed by most fey creatures. \n'b' Leprechauns love playing tricks on unknowing passersby\xe2\x80\x94almost as much as they love a fine bottle of wine and a plateful of hot food in their bellies. They often steal something of worth from adventurers just to provoke a chase. Using their ability to disappear at will to its full potential, they wait until their victims appear to be about to give up the chase before reappearing once more to let the chase resume. They are not greedy creatures, and eventually drop what they\xe2\x80\x99ve stolen, slipping away while their angry pursuers claim the lost property. The exception is gold\xe2\x80\x94leprechaun kings love gold and often hoard it in secret, hidden places. It is rumored that a person who finds a gold coin in the forest and returns it to the leprechaun king that dropped it will be granted a wish as a reward. Unfortunately, these rumors are false\xe2\x80\x94likely perpetuated by the leprechaun kings themselves in order to trick others into bringing them gold. \n'b' Leprechauns prefer not to kill other creatures unless the ones attacking them are malicious or known enemies of the forest or fey. They often use their powers to befuddle and annoy evil folk, tricking creatures such as goblins and orcs into thinking a forest is haunted.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Agave Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 78 (12d6+36) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +5, Wis +4 Skills Athletics +4, Performance +6, Stealth +5 (+6 in deserts) Damage Immunities poison Condition Immunities frightened , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . desert plants \n'b' Plant Form . Small agave plant \n'b' Verdant Burst When the Agave leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with agave, becoming difficult terrain . If the terrain is not viable for agave, they wither and die after 24 hours. \n'b' Freedom\xe2\x80\x99s Favor At the end of each turn, the leshy can end one effect that has reduced its speed to 0, including grapple and restrain effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Agave leshy makes two attacks on its turn as an action \xe2\x80\x93 choosing from its Frond and Nectar Spit attacks. \n'b' Frond . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) slashing damage. On a hit, a target must make a DC 14 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the end of their next turn. \n'b' Nectar Spit . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 13 (3d4+3) poison damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Distill As a bonus action, the Agave leshy distills its internal alcohol to become stronger. The leshy adds 1d4 poison damage to each attack , but suffers -1 to Dexterity saving throws and attack rolls. The Agave leshy can stack this ability up to 3 times, to a total of 3d4 poison damage and a -3 attack and saving throw penalty. This effect ends after one minute if the Agave leshy hasn\xe2\x80\x99t used Distill in that time. \n'b'\n'b' ABOUT \n'b' Found in deserts throughout the Americas, agave is a succulent with leaves covered in sharp \xe2\x80\x9cteeth\xe2\x80\x9d. Agave have numerous adaptations to survive their harsh environment, requiring little water to survive. However, agave is best known for its agricultural use, as it can be harvested as a base for making tequila. Its nearly 200 pound heart, the pi\xc3\xb1a, is roasted then pressed to produce a sweet base for fermentation, leading to the popular spirit. \n'b' The Agave leshy is a friendly drinker and the favored leshy of drunken gods everywhere. It uses sharp spines for defense, and its innate distillation powers to subdue foes. The Agave leshy is also fiercely free, and hates to be restrained in any way. Please fight responsibly! \n'b' The Agave leshy\xe2\x80\x99s main strength is alcohol, which it uses to weaken foes and buff itself. If your table is into it, the tipsiness of the leshy also offers great role-playing options. This leshy often starts the encounter with slurred words and swaying steps, and may leave the players feeling the same. Out of combat, it is a great party guest, provided no one over-indulges. Bottoms up!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Algae Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 13 HP 18 (4d6 + 4) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +3, Wis +4 Skills Athletics +4, Stealth +4 (+5 at night), Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . algae \n'b' Plant Form . Small bloom of algae \n'b' Water Breathing . The Algae leshy can breathe only underwater. \n'b' Verdant Burst . When the Algae leshy dies, a burst of primal energy explodes from their body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with algae, becoming difficult terrain . If the terrain is not viable for algae, they wither and die after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Algae leshy makes two attacks on its turn as an action \xe2\x80\x93 choosing from its Stalk and Algae Jet attacks. \n'b' Stalk . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. \n'b' Algae Jet . Ranged Weapon Attack : +5 to hit, range 20/80 ft., one target. Hit : 6 (1d6+3) poison damage. On a hit, the target is covered in algae and has disadvantage on saving throws against the Algae leshy\xe2\x80\x99s Bioluminescence ability. \n'b' Bioluminescence The algae covering the Algae leshy begins to glow, producing bright light in a 20-foot radius. All creatures within range must make a DC 13 Wisdom saving throw or become stunned until the end of your next turn. \n'b'\n'b' ABOUT \n'b' The term \xe2\x80\x9calgae\xe2\x80\x9d is applied to a wide range of organisms, from single cells to large plants. Some algae \xe2\x80\x93 primarily dinoflagellates \xe2\x80\x93 can produce light in a process known as bioluminescence. Algae with this ability create stunning displays of light, capable of defending against potential threats. \n'b' The Algae leshy utilizes a similar power, coating its enemies in glowing algae and dazzling them bright lights. If befriended, the Algae leshy can bring some much needed light to dark times. So if you spot a mysterious light in the midst of deep, dark water, don\xe2\x80\x99t worry, it\xe2\x80\x99s probably fine. \n'b' Leshy is modeled after an aquatic creature known as the sea slug. These solar powered slugs blur the line between plant and animal in amazing ways, incorporating algae parts into their bodies to perform photosynthesis! This phenomenon, called kleptoplasty, arises when a sea slug eats algae and sequesters its chloroplasts for future use.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aloe Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 99 (18d6 + 36) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 13 (+1) WIS: 10 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Medicine +5, Perception +5, Stealth +5 (+6 in deserts) Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . succulents \n'b' Plant Form . Small aloe plant \n'b' Verdant Burst When the Aloe leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with aloe, becoming difficult terrain . If the terrain is not viable for aloe, they wither and die after 24 hours. \n'b' Slippery . The leaves of the Aloe leshy secretes a slippery coating, giving the leshy immunity to fire damage and advantage on checks against being grappled or restrained . This ability is suspended until the start of the Aloe leshy\xe2\x80\x99s next turn if an effect would otherwise cause fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Aloe leshy makes two attacks on its turn as an action \xe2\x80\x93 choosing from its Spiked Fist and Slippery Fist attacks. \n'b' Spike Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. \n'b' Slippery Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. On a hit, the target is covered in aloe and treats all movement as if in difficult terrain until the start of its next turn. \n'b'\n'b' ABOUT \n'b' Originating from the Arabian Peninsula, the 500 species of aloe can now be found growing almost anywhere warm. Aloe is a succulent, with gel filled leaves capable of storing large amounts of water. These leaves have been used for millennia as treatment for skin damage, especially sunburns and minor irritation, and aloe is commonly cultivated for its gel and latex. \n'b' Typically found in desert and tropical environments, Aloe Leshies function as healers in small settlements, soothing minor injuries with traditional remedies. If provoked, the Aloe leshy will leave enemies slipping, sliding, and open to attack from its spiky leaves. Enhanced water-retention affords a strong protection against the heat, both natural and magical in origin. \n'b' The spirits drawn to an aloe plant are those interested in healing and protecting others. While still ready for a fight, Aloe Leshies are at their best when practicing traditional medicine and tending the sick. They can be great teachers for players trying to learn more healing, especially non-magical remedies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Avocado Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 36 (8d6 + 8) Speed 25 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +3, Wis +3 Skills Acrobatics +5, Perception +5, Stealth +5 (+6 on farms), Survival +3 Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small avocado tree \n'b' Verdant Burst . When the Avocado leshy dies, a burst of primal energy explodes from their body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with avocado, becoming difficult terrain . If the terrain is not viable for avocados, they wither and die after 24 hours. \n'b' Solid Core . Any successful melee weapon against the Avocado leshy that deals slashing damage must make an Athletics or Acrobatics check (DC 13) or risk the blade sticking in the leshy\xe2\x80\x99s solid core. They may attempt to retrieve the blade as an action on their turn with an additional Athletics or Acrobatics check. \n'b' Regeneration . The Avocado leshy regenerates 5 (1d10) hit points at the end of its turn, every round. If the Avocado leshy suffers slashing damage, it cannot regenerate until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Avocado leshy makes two attacks on its turn as an action using its Machete attack . \n'b' Machete . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b'\n'b' ABOUT \n'b' A favorite of millennials everywhere, avocado is a fruit-bearing tree originating from southern Mexico. Its fruit (technically a berry) has an extremely high fat content, making for a unique eating experience. Avocados are used in guacamole, spread on toast, and other savory dishes. Of course, you can\xe2\x80\x99t discuss avocado without mentioning that its name means testicle. \n'b' Much like the fruit it is derived from, the Avocado leshy is a chonky one, moving a bit slower than other leshy but with increased fortitude and constitution in exchange. The hard pit of the avocado serves as a central core of the leshy, and provides some protection against slashing damage (which inactivates its natural regeneration). \n'b' Leshies formed from avocado often utilize their pit as a pseudo-head, requiring the berry to be opened. Normally, this would cause an avocado to go bad quickly, but the leshies are gifted a small amount of regeneration to counteract this effect. It is possible these creatures were first created in an attempt to generate an endless supply of avocado.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Allip \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 48 (8d8 + 16) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX: 12 (+1) CON: 14 (+2) INT: 11 (+0) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +3 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. Senses passive Perception 13 Languages \xe2\x80\x94 Challenge 6 (2,300) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The allip can move through other creatures and object as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Madness . If the allip is targeted by a mind control or telepathic ability, the caster takes 15 (3d10) psychic damage and must make a DC 16 Wisdom saving throw losing 1d4 Wisdom points on a failure. A creature dropped to a Wisdom score of 0 dies and raises as an Allip 10 minutes later. \n'b' Sunlight Sensitivity . While in sunlight, the allip has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage and 10 (3d6) necrotic damage. \n'b' Babble (Recharge 6) . All creatures within 20 ft. of the Allip that aren\xe2\x80\x99t deafened must make a DC 16 Wisdom saving throw taking 20 (3d10 + 4) psychic damage and 1d4 Wisdom drain on a failed save or half damage and no Wisdom drain on a success. Any creature who makes their save is immune to the allip\xe2\x80\x99s babble for 24 hours. A creature dropped to a Wisdom score of 0 dies and raises as an allip 10 minutes later.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Couatl, Auwaz \n'b' Family: Couatl \n'b' Large celestial , chaotic good \n'b' Armor Class 17 (natural armor) Hit Points 105 (14d8 + 42) Speed 20 ft., fly 50 ft., swim 60 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 17 (+3) INT: 15 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +5, Cha +6 Skills Deception +6, Insight +8, Nature +5, Perception +8, Survival +8 Damage Immunities psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 18 Languages Celestial, Common, Draconic, telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The couatl\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect good and evil, detect magic , detect thoughts , invisibility , speak with animals \n'b' 3/day each : bless , create food and water , cure wounds 16 (cast as a 3rd-level spell), lesser restoration , protection from poison , sanctuary , water breathing \n'b' 1/day each : call lightning , control water , dispel good and evil, modify memory \n'b'\n'b' Magic Weapons . The couatl\xe2\x80\x99s weapon attacks are magical. \n'b' Shielded Mind . The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 9 (2d8) poison damage. If the couatl hits a Medium or smaller target, it can make a constrict attack against that creature as a bonus action. \n'b' Constrict . Melee Weapon Attack : +6 to hit, reach 10 ft., one Medium or smaller creature. Hit : 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the couatl can\xe2\x80\x99t constrict another target. \n'b' Gift of the Sea (1/Day) . An auwaz couatl can bestow a blessing or curse on a creature that is within 120 feet. Either effect lasts for 24 hours. A blessed creature gains the effects of the find the path spell related to a port or destination they have if they are traveling. Also, any ship the blessed creature is on has favorable winds for the remainder of the effect, doubling its travel speed. A cursed creature has disadvantage on any ability checks related to sailing or navigation, and winds slow the cursed creature\xe2\x80\x99s boat, halving its travel speed. \n'b'\n'b' ABOUT \n'b' These winged serpents are greater cousins of the common couatl, servants of gods of goodness who direct the actions of their lesser kin and serve on more urgent or dangerous tasks. They watch from the shadows and influence them toward good deeds, spreading wisdom, peace, and cooperation with others. They also stand ready to intervene when the forces of evil gather their forces in great strength that overwhelms mortals and their allies alike. They are carnivorous, feeding on birds, mammals, and the occasional evil humanoid, monster, or fiend. Auwaz Couatl . The blue and green scales and feathers of these serpents resemble ocean waters. The smallest of couatls, they are 8 feet long with a 12-foot wingspan. They help those lost at sea find their way to safety, though when they find evil creatures adrift they work to ensure they remain lost and taken by the deep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bamboo Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 (natural armor) HP 66 (12d6 + 24) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 19 (+4) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +7, Perception +8, Stealth +5, Survival +6 Senses darkvision 60 ft., passive Perception 18 Languages Common, Druidic, Sylvan \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . grasses \n'b' Plant Form . Small bamboo shoot \n'b' Verdant Burst . When the Bamboo leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with bamboo shoots, becoming difficult terrain . If the terrain is not viable for bamboo, they wither and die after 24 hours. \n'b' Agile Steps . The Bamboo leshy ignores non-magical difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Bamboo leshy makes two attacks with its action using either its Fist or Throwing Dagger attacks. \n'b' Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b' Throwing Dagger . Ranged Weapon Attack : +5 to hit, range 20/80 ft., one target. Hit : 8 (2d4+3) slashing damage plus 2 (1d4) poison damage. \n'b' Pressure Point Strike (Recharge 5-6) . The Bamboo leshy strikes an adjacent creature at key points, causing its joins to lock up. The target must make a DC 14 Wisdom saving throw or suffer 10 (2d6+3) bludgeoning damage and be stunned until the end of their next turn. On a successful save, the target takes half damage and is not stunned . \n'b'\n'b' ABOUT \n'b' Bamboo is a well-known plant found throughout the world, but its ubiquity does not lessen its spectacular properties. Despite being a grass, bamboo is as strong as some woods, and is even used as a building material. Bamboo can also grow incredibly fast, up to several feet in a single day, making it a highly renewable resource. \n'b' Leshies crafted from the same stand of bamboo tend to have similar traits, though they are still unique individuals. These leshies have been found to form small bands or settlements, training under more experienced leshies to perfect their skills before venturing into the world. They will often meditate in their bamboo form for days before emerging to perform their duties. \n'b' Bamboo is a gregarious flowerer, meaning all plants in a single \xe2\x80\x9ccohort\xe2\x80\x99 will flower at once, regardless of climate or location. This flowering is rare, occurring at intervals of up to 120 years, but lasts for several years at a time. At the end of the flowering, the bamboo dies, leading to the collapse of entire forests, before a new generation grows in its stead.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Baneberry Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 13 HP 66 (12d6 + 24) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 8 (-1) CON: 14 (+2) INT: 19 (+4) WIS: 13 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 (+6 in forests), Survival +6 Condition Immunities blinded Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . berry plants \n'b' Plant Form . Small baneberry plant \n'b' Verdant Burst . When the Baneberry leshy dies, a burst of primal energy explodes from their body, restoring 3 (1d6) hit points to each plant creature in a 30-foot radius. This area immediately fills with baneberry plants, becoming difficult terrain . If the terrain is not viable for baneberries, they wither and die after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Twig . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) slashing damage plus 1d4 poison damage. On a hit, the target must make a DC 13 Constitution saving throw or be poisoned for one minute. \n'b' Berry Burst . Ranged Weapon Attack : +4 to hit, range 20/80 ft., one target. Hit : 4 (1d4+2) bludgeoning damage plus 2 (1d4) poison damage. On a hit, the target must make a DC 13 Constitution saving throw or be poisoned for one minute. \n'b'\n'b' ABOUT \n'b' Also known as Doll\xe2\x80\x99s Eyes, baneberry is a unique looking plant that produces white berries resembling small eyes. These berries, as well as the body and leaves of the plant, are incredibly toxic to humans, and ingesting the berries can lead to cardiac arrest and death. However, birds are unaffected by this poison, allowing them to eat the berries and spread baneberry seeds. \n'b' The Baneberry leshy has developed these berries into rudimentary eyes, giving it strong awareness of its surroundings. Sneaking up on a Baneberry leshy is nearly impossible, and fighting risks exposure to powerful toxins. \n'b' Perhaps a keen-eyed Tengu would fare better? \n'b' Baneberry leshy are occasionally hunted by witches and alchemists in order to harvest their powerful poisons. Luckily, this leshy will typically spot hunters before they spot it, and will endeavor to avoid potential predators whenever possible. However, this vision also makes the leshy an ideal scout and lookout, and spotting a Baneberry leshy may indicate a more valuable target lies nearby.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcanoplasm \n'b' Large monstrosity , neutral \n'b' Armor Class 12 (natural armor) Hit Points 103 (9d10 + 54) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 6 (-2) CON: 22 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Athletics +4, Stealth +0 Damage Immunities poison Condition Immunities paralyzed , poisoned , prone , stunned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common, draconic (understands but can\xe2\x80\x99t speak) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Absorb Arcane Energy . Any arcane spell targeted at an arcanoplasm is automatically absorbed into its body. This cures 1 point of damage per 3 points of damage the spell would otherwise deal; non-damaging spells cure 1 point of damage per spell slot used to cast the spell. Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. The arcanoplasm can\xe2\x80\x99t absorb magic from spells that it cast itself using arcane spell mimicry, and it can\xe2\x80\x99t absorb divine magic, which affects it normally. \n'b' Amorphous . An arcanoplasm can move through gaps as small as one square inch without penalty. \n'b' Arcane sense . An arcanoplasm can automatically detect the location of any arcane spellcaster within 100 feet. This ability is not blocked by any material. \n'b' Arcane Spell Mimicry . As an action, an arcanoplasm can mimic any arcane spell of 4th level or lower cast within 30 feet of it on its next turn. The spell takes effect as if cast by a 7th-level sorcerer (spell save DC 13, +6 spell attack bonus) and requires no components. Because of its innately magical nature, an arcanoplasm adds both its Con and Cha modifiers to concentration checks when it takes damage. \n'b' Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arcanoplasm make one Slam attack and one Constriction attack . \n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 12). \n'b' Constriction . One creature already grappled by the arcanoplasm takes 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. \n'b'\n'b' ABOUT \n'b' Thought to be the result of a failed magical experiment, wizards and sorcerers alike have tried for years to gather information on this alien creature, but thus far such information has eluded even the most resourceful of researchers. Arcanoplasms are found in areas where the residual energy of arcane magic lingers. Such areas include abandoned wizard\xe2\x80\x99s towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Because it lairs in ruins and similar places that attract adventurers, it rarely has to wait long between meals. Arcanoplasms always target arcane spellcasting creatures first. Thanks to its ability to replicate spells cast near it, the arcanoplasm always tries to stay within 30 feet of a hostile arcane caster. Mimicked spells are cast at the foe deemed most threatening.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Bonsai Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 18 (natural armor) HP 143 (22d6 + 66) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 16 (+3) WIS: 22 (+6) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +6, Wis +9 Skills Acrobatics +11, Medicine +10, Nature +9, Perception +9, Stealth +11 Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 8 (3,900 XP) \n'b'\n'b' Plant Speech . bonsai plants \n'b' Plant Form . Small bonsai tree \n'b' Verdant Burst . When a Bonsai leshy dies, a burst of primal energy explodes from their body, restoring 36 (8d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with small bonsai trees, becoming difficult terrain . Without active care, they wither and die after 24 hours. \n'b' Leaf Step . The Bonsai leshy can step nimbly from leaf to leaf. The leshy uses tree branches and leaves as normal terrain. If the Bonsai leshy falls more than 10 feet, it can use its reaction to reduce fall damage by 8d6. \n'b' Trim Up (1/day) . The Bonsai leshy meditates while trimming its branches and leaves. It heals 24 (7d6) hit points , up to its hit point maximum. \n'b' Innate Spellcasting . The Bonsai leshy\xe2\x80\x99s innate spellcasting ability is Wis. (spell save DC 17): At-Will: druidcraft, entangle , fog cloud \n'b'\n'b' 3/day each : barkskin , moonbeam \n'b' 1/day each : plant growth \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes three Shears attacks. \n'b' Shears . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) slashing damage. \n'b' Sharpened Branches (Recharge 5-6) . The Bonsai leshy attacks with a flurry of sharpened branches and trimming shears. Each creature in a 30-foot cone must make a DC 16 Dexterity saving throw or take 8d6 piercing damage. On a successful save, a creature takes half as much damage. \n'b'\n'b' ABOUT \n'b' Nearly any tree can be formed into a bonsai through careful cultivation. The word bonsai originates from Japan, though similar practices exist in numerous cultures. The ultimate goal of bonsai is to create small, aesthetically pleasing versions of plants as a form of art and meditation. \n'b' While all leshies are beloved by their creators, Bonsai Leshies receive an extra degree of care and cultivation. They spend many years in deep meditation while potted, eventually caring for other plants and leshies. \n'b' Considered one of the wisest of the leshy varieties, many seek the Bonsai Leshies\xe2\x80\x99 rustic retreats to petition for their insight and knowledge. \n'b' Masters of their own bodies, and wielding shears to craft new ones, the Bonsai leshy are expert craftsmen and cultivators. \n'b' Senior Bonsai typically act as guides and caretakers for younger leshies, especially Bamboo Leshies. \n'b' Leshies may work with a wide variety of plant types, and will welcome wayward leshies into their nurseries.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cacao Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral good \n'b' Armor Class 14 HP 99 (18d6 + 36) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 8 (-1) CON: 19 (+4) INT: 18 (+4) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +6 Skills Acrobatics +6, Perception +6, Stealth +6 (+7 in jungles) Senses darkvision 60 ft., passive Perception 16 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . jungle plants \n'b' Plant Form . Small cacao sapling \n'b' Plant Form . Small cacao sapling \n'b' Verdant Burst . When a Cacao leshy dies, a burst of primal energy explodes from their body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with cacao saplings, becoming difficult terrain . If the terrain is not viable for cacao, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Cacao leshy makes two attacks as action, using either its macuahuitl or seed pod attacks. \n'b' Macuahuitl . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) slashing damage. \n'b' Seed Pod . Ranged Weapon Attack : +6 to hit, range 20/80 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. \n'b' Enticing Aroma . The Cacao leshy releases a burst of cacao powder. All enemies within a 30-foot radius must make a DC 13 Wisdom saving throw or be charmed for 1 minute by the enticing smell. A charmed creature must use their turn moving as close to the Cacao leshy as they can. An affected creature can attempt the Wisdom saving throw again at the end of each subsequent turn. The charm effect also ends if the target is harmed by a hostile creature. \n'b'\n'b' ABOUT \n'b' Legend says cacao was once a food for the gods, given to humans by the Plumed Serpent, Quetzalcoatl. The cultivation and trade of cacao seeds, which are used to create chocolate, continues to this day, spreading the sweet smell of chocolate across the planet. \n'b' Often serving as an agent of powerful couatls, the Cacao leshy is dedicated to noble pursuits. Wielding a deadly macuahuitl, a Mesoamerican weapon lined with obsidian blades, the leshy cuts down enemies with ease, especially those with evil intent. It may be best to talk or barter your way out of a fight with a Cacao leshy, as its enticing aroma belies an extreme danger. \n'b' Cacao seeds, also called cocoa beans, were once a form of currency in some Mesoamerican cultures. \n'b' Cacao Leshies can occasionally be bartered with by making offerings to its couatls masters, typically in the form of food, gold, and seeds. \n'b' Beware that trying to cheat the leshy in trade will lead to swift and violent retribution.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cannabis Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 77 (14d6 + 28) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 21 (+5) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +7 Skills Medicine +7, Perception +7, Stealth +6 (+8 in greenhouses) Damage Immunities fire Condition Immunities poison, psychic Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small cannabis plant \n'b' Verdant Burst . When a Cannabis leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area fills with cannabis plants and faint smoke, becoming difficult terrain . If the terrain is not viable for cannabis, they wither after 24 hours. \n'b' Harsh Vibes/Just Chill . The Cannabis leshy emanates smoke in a 20-foot radius centered on itself. When a creature enters the radius for the first time, they must make a DC 14 Constitution saving throw or be charmed for 1 minute. On a failure, if the target rolled an even number on the die, they are subjected to the Calm Emotions spell; an odd number, they are subjected to the Fear spell. \n'b' Up In Smoke . Any time the Cannabis leshy suffers fire damage, the radius of its smoke cloud detailed in Harsh Vibes/Just Chill increases by 5 feet. Creatures within the radius are treated as if they entered for the first time. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Cannabis leshy makes two attacks as action, using either its singe or stone attacks. \n'b' Singe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d4+5) bludgeoning damage plus 2 (1d4) fire damage. \n'b' Stone . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 12 (2d6+5) bludgeoning damage. \n'b' Blaze It . The Cannabis leshy belches out a burst of fire in a 15-foot cone. Creatures in the area make a DC 14 Dexterity saving throw, suffering 18 (4d6) fire damage on a failed save or half as much on a successful one. The leshy suffers 5 points of fire damage as a result of the attack . \n'b'\n'b' ABOUT \n'b' Cannabis is one of the oldest and most controversial plants ever cultivated. \n'b' Also known as hemp, this plant has been grown for thousands of years for its medicinal, recreational, and spiritual uses. However, the growth and use of cannabis has been regulated around the globe in recent history. \n'b' But, the Cannabis leshy cares not for politics, preferring instead to just have a good time and put some positive energy out there. While weak to fire, burning this leshy may leave your grand plans up in smoke. \n'b' Warning: Cannabis Leshies may not be legal in your region. The Botanical Bestiary assumes no responsibility for the summoning of Cannabis Leshies. Consult your local guardhouse or magistrate before summoning. If possession of a Cannabis leshy is permissible, remember to share.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cat-tail Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 14 HP 66 (12d6 + 24) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +3 Skills Athletics +4, Deception +4, Stealth +4 (+5 in marshes) Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . river plants \n'b' Plant Form . Small cat-tail plant \n'b' Verdant Burst . When a Cat-Tail leshy dies, a burst of primal energy explodes from their body, restoring 4 (1d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with cat-tails, becoming difficult terrain . If the terrain is not viable for cat-tails, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Muddy Paw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (2d4+3) slashing damage. \n'b' Chomp . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b' Seed Burst . The body of the Cat-Tail leshy explodes in a burst of pollen, seeds, and dust, causing the area in a 30-foot radius centered on the Cat-Tail leshy to become heavily obscured. Creatures within the burst cannot see out of the radius and creatures outside the burst cannot see through or into the area. The Cat-Tail leshy suffers 5 (1d10) points of bludgeoning damage as part of this action. The seeds disperse after 1d4 rounds. \n'b'\n'b' ABOUT \n'b' A fast growing and highly competitive wetland plant, cat-tails are one of the first plants to grow in newly muddy regions. They are well recognized for their sausage-like growths near the top of their stems full of tiny seeds. \n'b' Up to a foot long and several inches around, this pod eventually breaks open, revealing white, fluffy material that helps disperse the cat-tail seeds with the wind. Amazingly versatile, these plants are edible, and have been used as insulation, lining for life jackets, to make paper, and to build rafts. \n'b' Often wallowing in shallow pools of mud, Cat-tail leshies are energetic and playful creatures. Respected members of the family, they are more pet than familiar, though a love of mud and water makes them outdoor pets at best. \n'b' Amazingly versatile, cat-tails have had numerous uses throughout history. \n'b' They are largely edible and can be eaten raw, boiled, or ground into flour. \n'b' Their fibers have been used to make paper and build rafts, and their fluffy filling makes great insulation and even lining for life jackets!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cave Moss Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 HP 121 (22d6 + 44) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +4 Skills Acrobatics +6, Perception +4, Stealth +6 (+8 in caves) Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . moss \n'b' Plant Form . Small patch of moss \n'b' Verdant Burst . When a Cave Moss leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with patches of moss, becoming difficult terrain . If the terrain is not viable for moss, they wither after 24 hours. \n'b' Cave Climb . The Cave Moss leshy can climb vertical surfaces and cling to ceilings as normal terrain. \n'b' Envelop . The Cave Moss leshy picks up loose items and discarded weapons as it passes over them. The leshy can pick up any weapon in an unoccupied space it moves through and attack using it as if proficient with it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Cave Moss leshy makes two attacks as an action, using either its Spear or Short bow attack . \n'b' Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d8+3) slashing damage. \n'b' Short bow . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 7 (1d6+4) piercing damage. \n'b' Mossy Water (Recharge 5-6) . The leshy releases mossy water from its body, which spreads in a 30-foot radius. If the Cave Moss leshy is clinging to a vertical surface, the water spreads towards the ground, pooling at the base of the surface. If clinging to a ceiling, the mossy water drops to the ground and spreads in its normal 30- foot radius. The affected area becomes difficult terrain for 1 minute and any creature that attempts to use 5 feet or more of movement must make a DC 14 Dexterity saving throw or fall prone . \n'b'\n'b' ABOUT \n'b' While still individual creatures, Cave Moss leshy live in close knit communities within their cave homes. The bodies of these leshies meld together while resting, with individuals reforming when needed to perform singular tasks. Careless spelunkers can find themselves quickly outnumbered as a harmless looking patch of moss splits into scores of armed leshies. \n'b' Like most plants, mosses need access to sunlight to survive. Still, some species thrive in the mouths of caves, trading some sunlight for easy access to moisture and cool temperatures. These plants can even shift their chloroplasts towards the outside world to maximize light uptake. From these cave-dwelling mosses arise the Cave Moss leshy, an amorphous and almost alien creature. These leshies push deep into cave networks, scavenging supplies from fallen explorers while they seek out precious minerals. If one can be befriended, these leshies make excellent guides of their local caves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ceiba Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral good \n'b' Armor Class 21 (natural armor) HP 319 (22d12 + 176) Speed 60 ft.\n'b' STATS STR: 25 (+7) DEX: 21 (+5) CON: 27 (+8) INT: 19 (+4) WIS: 29 (+9) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +14, Wis +15 Skills Athletics +13, Nature +10, Perception +15, Persuasion +12, Stealth +17 (+20 in jungles), Survival +15 Condition Immunities grappled , prone Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 25 Languages Common, Druidic, Sylvan Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/day) : If the leshy fails a saving throw, it can choose to succeed instead. \n'b' Plant Speech . trees \n'b' Plant Form . Large ceiba tree \n'b' Verdant Burst . When a Ceiba Moss leshy dies, a burst of primal energy explodes from their body, restoring 91 (14d12) hit points to each plant creature in a 30-foot radius. This area immediately fills with ceiba saplings, becoming difficult terrain . If the terrain is not viable for ceiba, they wither after 24 hours. \n'b' Innate Spellcasting . The leshy\xe2\x80\x99s innate spellcasting ability is Wis. (spell save DC 25)\n'b'\n'b'\n'b' At-Will : Plant Growth \n'b' 3/day each : blight , heal , wall of thorns \n'b' 1/day each : control weather , true resurrection \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Ceiba Moss leshy can use its Frightful Presence. It then makes three attacks using either its tail, stomp, or kapok seed attacks. \n'b' Frightful Presence . Each creature within 90 feet of the leshy and aware of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 29 (4d10+7) bludgeoning damage. On a hit, the target must make a DC 19 Strength saving throw or be knocked prone . \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 33 (4d12+7) bludgeoning damage. \n'b' Kapok Seed . Ranged Weapon Attack : +11 to hit, range 120/360 ft., one target. Hit : 27 (4d10+5) bludgeoning damage. \n'b' Seed Breath (Recharge 5-6) . The Ceiba leshy spits a spray of kapok seeds in a 60-foot cone. Creature in that area make a DC 19 Dex. saving throw, taking 78 (12d12) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Deep in the jungle, legend tells of a massive ceiba tree containing the spirit of the demon of death. This demon was trapped there when a carpenter carved seven rooms within the tree\xe2\x80\x99s massive trunk, tricked the demon into entering, then locked him inside. Cutting down a ceiba tree remains an ill omen, as who knows what spirits may escape\xe2\x80\xa6 \n'b' Ceiba represent a genus of trees native to the Caribbean Islands and South America. Awe-inspiring to behold, these trees stand 250 feet (75m) tall, with thorny trunks and massive buttress roots taller than a man. In some cultures, ceiba trees are thought to stretch from the heavens to the underworld, and can contain spirits within their trunks. \n'b' The Ceiba leshy is wise and stalwart, slow to action but steadfast in its morals. A protector of sacred ceiba trees and forests, these leshies violently prevent logging activities in the area. Locals often bring the leshy offerings while worshiping nearby ceiba trees to beseech its wisdom.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coconut Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 18 (coconut shell, natural armor) HP 90 (12d6 + 48) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +4 (+6 on beaches) Damage Resistances bludgeoning, slashing Senses darkvision 60 ft., passive Perception 11 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . tropical plants \n'b' Plant Form . Small coconut or palm tree sapling \n'b' Verdant Burst . When the Coconut leshy dies, a burst of primal energy explodes from their body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with coconuts, becoming difficult terrain . The coconuts remain until cleared or they begin to grow into palm trees after 24 hours if the terrain is viable. \n'b' Coconut Shell . The Coconut leshy\xe2\x80\x99s hard shell grants it a +3 bonus to AC. Once the leshy is reduced to less than half its Hit Point maximum, or immediately upon being damaged by a critical hit, its shell breaks and it no longer receives the benefits of this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Coconut leshy makes two attacks as an action using its Claw attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) slashing damage. On a hit, the target is grappled (escape DC 13). \n'b' Roll Up . The Coconut leshy curls up into a ball and moves up to 30 feet in a straight line by rolling. This movement ignores difficult terrain and does not trigger attacks of opportunity. Each creature in its path must succeed on a DC 13 Dexterity saving throw, taking 5d6 bludgeoning damage on a failed save, or half as much on a successful one. The Coconut leshy cannot use this ability if it\xe2\x80\x99s Coconut Shell has been broken. \n'b'\n'b' ABOUT \n'b' In addition to acting as a toxic deterrent, caffeine also promotes pollination. \n'b' Bees are known to seek out caffeinated flowers, and are more likely to repeatedly return to these flowers. If bees are given caffeine while in their hive, they become more energized and efficient at seeking nectar. \n'b' Coconuts are the fruit of the coconut tree, a type of palm tree. \n'b' Despite the name, coconuts are not nuts, but are a drupe made up of a fleshy exterior, a hard shell, and an internal seed. Unlike other drupes, such as apricots or peaches, coconuts contain a liquid, termed coconut water, that surrounds the internal seed. \n'b' Coconut water is a popular beverage, and one of the many ways a coconut can be consumed. Being crafted from multiple coconuts, the Coconut leshy has typically lost all of this water, though they retain the hard shell and island spirit of the fruit.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Couatl, Tletli \n'b' Family: Couatl \n'b' Huge celestial , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 189 (14d12 + 98) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 24 (+7) INT: 17 (+3) WIS: 24 (+7) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Wis +12, Cha +11 Skills Arcana +13, Deception +16, Insight +12, Intimidation +11, Perception +12, Stealth +14 Damage Resistances acid, cold, lightning Damage Immunities psychic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., blindsight 30 ft., passive Perception 22 Languages Celestial, Common, Draconic, telepathy 100 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The couatl\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'\n'b' At will : burning hands , detect good and evil, detect magic , detect thoughts , invisibility \n'b' 3/day each : bless , branding smite, cure wounds (cast as a 3rd-level spell), dispel good and evil, dispel magic , scorching ray \n'b' 1/day each : divine word , flame strike , plane shift , wall of fire \n'b'\n'b' Magic Resistance . The couatl has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The couatl\xe2\x80\x99s weapon attacks are magical. \n'b' Sacred Poison and Flame . The poison and fire damage the couatl deals with its bite attack , spells, or its Blazing Breath bypasses any resistance or immunity to damage that fiends have. \n'b' Shielded Mind . The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 24 (4d8 + 6) piercing damage plus 13 (3d8) fire damage. If the couatl hits a Large or smaller target, it can make a constrict attack against that creature as a bonus action. \n'b' Constrict . Melee Weapon Attack : +13 to hit, reach 10 ft., one Medium or smaller creature. Hit : 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and the couatl can\xe2\x80\x99t constrict another target. \n'b' Blazing Breath (Recharge 5-6) . The couatl breaths out a gout of fire in an 80-foot line that deals 67 (15d8) fire damage, or half as much on a successful DC 18 Dexterity saving throw. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stoke the Flame . The couatl can cast burning hands if there is a natural fire as big or larger than a campfire within 30 feet. When cast this way, the spell originates from any part of the fire within 30 feet of the couatl. \n'b'\n'b' ABOUT \n'b' These winged serpents are greater cousins of the common couatl, servants of gods of goodness who direct the actions of their lesser kin and serve on more urgent or dangerous tasks. They watch from the shadows and influence them toward good deeds, spreading wisdom, peace, and cooperation with others. They also stand ready to intervene when the forces of evil gather their forces in great strength that overwhelms mortals and their allies alike. They are carnivorous, feeding on birds, mammals, and the occasional evil humanoid, monster, or fiend. \n'b' With glimmering opalescent scales and burning wings swathed in white-hot fire, the massive tletli are servants of salvation and destruction in equal measure, protecting what must be defended and avenging what cannot. Their bodies are 35 feet long with wingspans of 25 feet, and they are thicker and more muscular than other couatls. Their flames are infused with holy power and sear the eyes and scorch the bodies of the unrighteous and destructive. Redemption may be the path for other couatls but the way of the tletli is the way of judgment and retribution. \n'b' Variants \n'b'\n'b' Auwaz . The blue and green scales and feathers of these serpents resemble ocean waters. The smallest of couatls, they are 8 feet long with a 12-foot wingspan. They help those lost at sea find their way to safety, though when they find evil creatures adrift they work to ensure they remain lost and taken by the deep. \n'b' Chicome . Among the mightiest of their kind, these huge servants have wings and scales of verdant green with a bright red feathered crest. With bodies 40 feet long and a 30-foot wingspan, they leave golden pollen and showers of dew in their wake. These gentle creatures seek to reestablish nature in shattered lands, especially those recently cleansed from the ravages by evil. They may restore natural beauty and settlements as well, using its magic to coax back healthy life and growth. \n'b' Mix . The dark-scaled mix (pronounced \xe2\x80\x9cmeesh\xe2\x80\x9d) are midnight blue with nacreous flecks of silver and purple and shadowy wings of blue and black feathers. Their bodies are 10 to 15 feet long with wingspans of 10 to 15 feet. They roam widely, seeking out fledgling societies and spreading knowledge, from prosaic skills like farming and medicine to more arcane and esoteric pursuits like the study of magic. \n'b' Quetz . These iridescent serpents are the high messengers of benevolent deities and are devoted to bringing hope to mortals, aiding them in causes of righteousness. They have bodies 10 to 20 feet long with scales of blue and green, weighing almost a ton, with wings spanning 15 feet, feathered in brilliant rainbow hues. \n'b' Xiuh . Fiercer than other couatls, xiuh (pronounced \xe2\x80\x9cshoo\xe2\x80\x9d) are dedicated to seeking out malevolent creatures and offering a final chance at redemption before meting out divine vengeance. Xiuh have dark red scales with orange and golden flecks, and their rainbow-hued wings crackle with arcs of electricity and sparks of flame. They sometimes serve as the patrons of heroes, transforming themselves into powerful weapons for champions of good.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coffee Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 16 HP 91 (14d6 + 42) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 22 (+6) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +3 Skills Acrobatics +8, Perception +5, Stealth +7 (+9 in jungles) Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small coffee tree \n'b' Verdant Burst . When the Coffee leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with coffee trees, becoming difficult terrain . If the terrain is not viable for coffee, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Coffee leshy makes two attacks as an action using its machete attack . \n'b' Machete . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) slashing damage. On a hit, the target is grappled (escape DC 13). \n'b' Blow Dart . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 11 (2d4+6) piercing damage. On a hit, the target must make a DC 14 Constitution saving throw or suffer 10 (4d4) poison damage and gain the benefits of the Haste spell until the end of their next turn. At the beginning of their following turn, however, the target is stunned for 1 round unless they have been attacked again by the Coffee leshy\xe2\x80\x99s Blow Dart and suffered the effects of its poison. \n'b'\n'b' ABOUT \n'b' Adorned in fragrant white flowers, the coffee plant is a small tree nearly ten feet high. Its small stature and inviting flowers mask a secret danger, as its bright red \xe2\x80\x9ccherries\xe2\x80\x9d contain a high concentration of a bitter toxin, evolved to stop animals from grazing on the plant. Unfortunately for coffee, humans absolutely love this toxin, and caffeine has become a staple in many people\xe2\x80\x99s diets. The beans (actually seeds) within the coffee cherries (actually berries) are one of the most traded crops in the world, as coffee fuels a large portion of the world\xe2\x80\x99s economy and sleep -deprived parents. To be honest, this book was written in large part thanks to coffee.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Color Out of Space (single) \n'b' Family: Leshy \n'b' Huge plant ( leshy ), chaotic neutral \n'b' Armor Class 15 (natural armor) HP 84 (13d6 + 39) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 9 (-1) CON: 14 (+2) INT: 13 (+1) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +6 Skills Deception +6, Perception +3, Stealth +4 Condition Immunities poison, psychic Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . extraplanar plants \n'b' Verdant Burst . When the Color Out of Space leshy dies, a burst of primal energy explodes from their body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. All plants within the area grow to a massive size , making the area difficult terrain . Plants in the affected area return to normal after 24 hours. \n'b' Color Sustenance . The Color Out of Space leshy sustains itself on the color of surrounding plants and animals. It must use Color Drain at lease once a day or it will begin to turn grey, and whither, reducing its hit point maximum by 5 points and its AC by 1 for each day it does not feed. \n'b' Mask Color . The Color Out of Space leshy shifts its color, appears as an ordinary, grey version of the plant it is based on. While in this form, the leshy is indistinguishable from a normal (albeit discolored) plant so long as it remains motionless. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Color Out of Space leshy makes two attacks as an action using its illuminated petal attack . \n'b' Illuminated Petal . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) slashing damage. \n'b' Color Beam . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 9 (2d6+2). \n'b' Color Drain . The Color Out of Space leshy drains the color surrounding it in a 15-foot radius. Each creature in the area must make a DC 13 Wisdom saving throw or suffer 7 (2d6) necrotic damage, taking half damage on a successful save. The Color Out of Space leshy regains hit points equal to the total amount of damage rolled on the die. \n'b'\n'b' ABOUT \n'b' While lacking the strength of numbers afforded the Color Out of Space Swarm, the Color Out of Space leshy is no less dangerous or understandable. A lone hunter, this leshy harnesses the power of the Color Out of Space to sap energy from other plants and small animals, feeding and growing as it does. It can be difficult to spot, as the eye refuses to focus on its alien coloration, requiring those tracking the creature to follow the strange trail of grey and bloated plants it leaves behind. If the presence of this leshy is detected, it is best dealt with quickly, before more join its ranks\xe2\x80\xa6 \n'b'\n'b' d6 \n'b' Save \n'b' Effect \n'b'\n'b' 1 \n'b' Con \n'b' 49 (9d10) necrotic damage \n'b'\n'b' 2 \n'b' Con \n'b' Target turns grey; swarm is affected by haste until the end of their next turn. \n'b'\n'b' 3 \n'b' Dex \n'b' 31 (7d8) psychic damage \n'b'\n'b' 4 \n'b' Dex \n'b' The target is blinded for 1 minute \n'b'\n'b' 5 \n'b' Wis \n'b' The target is stunned until the end of their next turn \n'b'\n'b' 6 \n'b' Wis \n'b' The target is effected by the Enlarge spell until the end of their next turn. After the effect ends, the target has disadvantage on attack rolls for 1 minute.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Color Out of Space (swarm) \n'b' Family: Leshy \n'b' Large plant ( leshy ) Swarm, chaotic neutral \n'b' Armor Class 15 (natural armor) HP 126 (12d10 + 60) Speed 60 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 21 (+5) INT: 9 (-1) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +7 Skills Deception +7, Perception +5, Stealth +7 Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., truesight 30 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . extraplanar plants \n'b' Verdant Burst . When the Color Out of Space Swarm dies, a burst of primal energy explodes from their body, restoring 31 (7d8) hit points to each plant creature in a 30-foot radius. All plants within the area grow to a massive size , making the area difficult terrain . Plants in the affected area return to normal after 24 hours. \n'b' Incomprehensible . With a color that cannot be grasped by mortal minds, glimpsing the Color Out of Space Swarm causes physical pain. Those starting their turn within a 30-foot radius of the swarm or enter the area for the first time on their turn must make a DC 15 Wisdom saving throw or suffer 18 (4d8) psychic damage, taking half as much on a success. Creatures who fail the save by 5 or more are stunned until the end of their next turn. \n'b' Plant Swarm . The Color Out of Space Swarm can move through a Medium or smaller creature\xe2\x80\x99s space, suffering no penalties. \n'b' Mask Color . The Color Out of Space leshy shifts its color, appears as an ordinary, grey field of plants plant it is based on. While in this form, the leshy is indistinguishable from a normal (albeit discolored) field of plants so long as it remains motionless. \n'b'\n'b' ACTIONS \n'b'\n'b' Color Drain . The Color Out of Space leshy drains the color in the space it occupies, forcing all creatures in its space to make a DC 15 Dexterity saving throw or suffer 13 (3d8) necrotic damage on a failure or half as much on a successful one. The swarm heals by half the total damage dealt. \n'b' Alien Spray . The Color Out of Space Swarm releases a prism of alien light in a 30-foot cone. Each creature in the area rolls 1d6 on the table below to determine which beams affects them, then attempts a DC 15 saving throw of the indicated type. On a successful save, the listed effect is negated entirely. \n'b'\n'b' ABOUT \n'b' The Color Out of Space derives from Lovecraftian Mythos, making it possible that the Outer Gods are somehow responsible for the Color Out of Space and its subsequent leshies. \n'b' Any that dare to face these leshies should be aware that they tamper with powers and plans beyond any understanding, the ramifications of which may be dire. \n'b' If terrestrial forces are responsible for the creation of this bizarre leshy, no records remain. The Color Out of Space (Color Out of Space) Leshy Swarm is unlike anything else on the planet. Formed from seemingly normal plants, but grown to an unnatural size, the creatures of the swarm are nearly impossible to comprehend. Mortals have trouble even viewing the swarm, their eyes sliding off the overlapping alien colors. The machinations and motivations of this creature are as unknowable as the leshy itself. What is known is that this swarm seeks to spread its touch, draining the color of other plants and adding to its own numbers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arcarayut \n'b' Small construct , lawful neutral \n'b' Armor Class 18 (natural armor) Hit Points 143 (22d6 + 66) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, Perception +7, Religion +8, Stealth +9 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned , unconscious Senses truesight 120 ft., passive Perception 17 Languages all Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The arcarayut doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Gravity Field . When a creature moves within 30 feet of the arcarayut for the first time on a turn or starts its turn there, it must make a DC 15 Strength saving throw. On a failure, its speed is halved until the start of its next turn. On a success, it is immune to this arcarayut\xe2\x80\x99s Gravity Field for 24 hours. \n'b' Innate Spellcasting . The arcarayut\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : invisibility (self only) \n'b' 3/day each : hold person , ray of enfeeblement \n'b' 1/day each : dispel magic , freedom of movement , geas , telekinesis \n'b'\n'b' Magic Resistance . The arcarayut has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The arcarayut\xe2\x80\x99s weapon attacks are magical. \n'b' Regeneration . The arcarayut regains 10 hit points at the start of its turn if it has at leas t 1 hit point. \n'b' System Collapse . When the arcarayut dies, it casts reverse gravity centered on itself. When cast in this way, the spell\xe2\x80\x99s duration is 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arcarayut makes three attacks. \n'b' Whirling Debris . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (4d4 + 5) bludgeoning damage. \n'b' Gravity Arc . Melee Spell Attack : +8 to hit, range 60 ft., one target. Hit : 16 (3d10) force damage. \n'b' Bring to Earth . The arcarayut exerts its will all around it, dispelling powers that flaunt the natural order of gravity. The arcarayut attempts to magically dispel each spell within 100 feet that grants a fly speed, allows levitation, or slows falls. If such a spell is 3rd level or lower, it ends. If the spell\xe2\x80\x99s level is higher, the arcarayut makes an Intelligence check against a DC of 10 + the spell\xe2\x80\x99s level. On a successful check, the spell ends. \n'b'\n'b' ABOUT \n'b' As far as an arcarayut is concerned, what goes up must also come down. Charged with protecting and enforcing the laws of gravity, arcarayuts are the bane of those who depend too much on magical flight, levitation, or even just magical protections from long falls. Thankfully for most abjurers and transmuters, arcarayuts focus their efforts only on the multiverse\xe2\x80\x99s most flagrant or powerful abusers of such gravity-defying powers, such as proteans who warp the laws of gravity across an entire plane or arcanists who levitate entire nations. While ruthless in punishing those that defy gravity magically, arcarayuts are fascinated by creatures that can glide and fly through physical means. When not pursuing quarry, they can often be found watching birds and other winged creatures soar for hours on end. \n'b' Arcarayuts are more inclined to pursue knowledge than most inevitables. They engage in numerous practical experiments and mundane studies regarding the effects of gravity on items of various sizes, shapes, and materials. Because they are constantly coming up with new experiments, most arcarayuts keep a wide variety of trinkets and baubles in their small gravity fields. An arcarayut has enough control over its gravitational field that it can use items in its debris field as weapons at close range and strike targets farther away with pulses of concentrated gravity. \n'b' When an arcarayut is destroyed, its diamond center turns gray and dull and falls lifelessly to the ground. This crystal can be dissolved in protean blood to create 1d6 doses of greater oil of weightlessness or a single dose of oil of repulsion. This fact, in addition to the countless treasures that often float around arcarayuts, makes these inevitables valuable targets for plane-hopping treasure hunters.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coral Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 17 (exoskeleton, natural armor) HP 80 (16d6 + 24) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +4 (+6 in reefs), Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . aquatic plants \n'b' Plant Form . Small piece of coral or similar sized reef \n'b' Verdant Burst . When the Coral leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with coral clinging to nearby surfaces, becoming difficult terrain . If out of water, the coral deteriorates after 24 hours. \n'b' Exoskeleton . The Coral leshy is coated in a coral exoskeleton that grants it a +3 bonus to AC. Once the leshy is reduced to less than half its Hit Point maximum, or immediately upon being damaged by a critical hit, its shell breaks and it no longer receives the benefits of this ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Coral Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit : 10 (2d6+3) piercing damage. \n'b' Cling . As part of a Coral Spear attack , the Coral leshy attaches itself to a single target on a hit. While attached, the target is restrained (escape DC 14) and all attacks against the Coral leshy are done so at disadvantage. The Coral leshy cannot use this ability on more than one creature at a time. \n'b'\n'b' ABOUT \n'b' While not technically a plant, coral is an important ecological cornerstone, responsible for creating reefs that provide a habitat for many aquatic plants and animals. As a result of its unique properties the exact taxonomy of coral has been debated for thousands of years, and the classification as an animal has only been widely accepted for a few centuries. Coral come in a dizzying variety of colors and shapes, with some catching and eating prey while others use plankton to get energy through photosynthesis. In addition, what we see as coral is really a secreted exoskeleton built up over generations, while the animal itself is a small, multicellular polyps living in colonies with genetically identical siblings.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cork leshy Swarm \n'b' Family: Leshy \n'b' Medium plant ( leshy ) Swarm; neutral \n'b' Armor Class 13 (natural armor) HP 39 (6d8 + 12) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 7 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +3 Skills Acrobatics +8, Perception +5, Stealth +8 (+9 in forests) Damage Resistances bludgeoning, fire Senses passive Perception 11 Languages Common, Druidic, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small cork oak sapling \n'b' Verdant Burst . When the Cork leshy dies, a burst of primal energy explodes from their body, restoring 2 (1d4) hit points to each plant creature in a 30-foot radius. This area immediately fills with cork tree saplings, becoming difficult terrain . If the terrain is not viable for cork trees, they wither after 24 hours. \n'b' Natural Buoyancy . The Cork leshy can walk across the surface of water as if it had innately cast the water walk spell. \n'b' Swarm of Corks . The Cork leshy can occupy the space of other Medium or Larger creatures as if they were unoccupied. \n'b'\n'b' ACTIONS \n'b'\n'b' Bark Barrage . The Cork leshy unleashes a flurry of bark. Each creature in the Cork leshy\xe2\x80\x99s space must make a DC 13 Dexterity saving throw, suffering 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' The thick bark of the cork oak provides a natural protection against fires. \n'b' Cork oaks recover quickly after forest fires. While most trees burn down entirely, leaving seeds to regrow post-fire, cork oaks will only lose some branches, while the trunk remains intact. This allows them to regrow and begin reproducing again before their competitors have fully matured. \n'b' Living deep beneath the wave keeps Coral Leshies a mystery to many surface dwellers. They have a complex culture, engraving symbols in their exoskeleton and adorning themselves with colorful kelp and algae. For every sailor that tells of being rescued by a Coral leshy, ten more write of their aggression and hostility. Fiercely protective of their reef homes, these leshies rarely come to shore, primarily to commune in deep tide pools. \n'b' Cork is a light, heat resistant, water repellent, and sound insulating material harvested from the bark of the cork oak. These trees can live up to four hundred years, and are harvested once a decade by hand. The cork is used to create a plethora of things, including shoes and insulation, but most notably are used as stoppers for wine bottles. While synthetic options have become popular for some applications, cork continues to be an important product in many industries. Recently, cork has begun regaining attention as a natural, renewable resource. \n'b' While larger leshies may be crafted from entire barks of the cork oak, the discarded corks of wine bottles also make for excellent source material. \n'b' These leshies typically form small swarms, as there is rarely a single empty bottle at a time. Individual members of the swarm can vary in size, strength, and age, coming from unique cork oak harvests.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Corpse Flower Leshy \n'b' Family: Leshy \n'b' Medium plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 90 (12d8 + 36) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +5 Skills Athletics +6, Nature +3, Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . dead plants \n'b' Plant Form . Small corpse flower \n'b' Verdant Burst . When the Corpse Flower leshy dies, a burst of primal energy explodes from their body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. Any non-plant creatures within the area must make a DC 14 Constitution saving throw or suffer the effects of the leshy\xe2\x80\x99s Odorous Presence ability. This area immediately fills with corpse flowers, becoming difficult terrain . If the terrain is not viable for corpse flowers, they wither after 24 hours. \n'b' Noxious Bloom . Once per year, as an action, the Corpse Flower leshy enters the Bloomed state, exposing its core and releasing terrible odors. The leshy returns to an unbloomed state after 24 hours. \n'b' Bloomed . When the leshy uses Noxious Bloom, it enters the Bloomed state. Its AC is reduced by 2 and gains the Odorous Presence trait as well as the Stem attack action. Its speed increases to 50 feet. \n'b' Odorous Presence . When Bloomed, the Corpse Flower leshy emits an overpowering odor in a 30-foot radius. Each creature that starts their turn within the area or enters the area for the first time on a turn must make a DC 14 Constitution saving throw or become Poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Corpse Flower leshy attacks twice as an action using its Spathe attack (or Stem attack if in the Bloomed state). \n'b' Spathe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. On a hit, the target is showed back 10 feet in a direction of the Corpse Flower leshy\xe2\x80\x99s choosing. \n'b' Stem (Bloomed Only) . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 15 (2d10+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' At a towering ten feet in height and weighing hundreds of pounds, the Titan Arum is an impressive sight to behold. Like a sleeping giant, this massive plant grows up to a decade before blooming, then wilts within 24 hours. \n'b' With such brief and infrequent windows of opportunity, the corpse flower must take advantage of these blooms to pollinate and reproduce. As its spathe \xe2\x80\x93 a large, petal-like structure \xe2\x80\x93 opens, the flower emits an overpowering smell of rotting flesh. Beetles and flies are drawn to the stench, crawling into the open spathe and pollinating the behemoths as they search for the meat that is not there.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cotton Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 90 (12d8 + 36) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 19 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3, Wis +4 Skills Athletics +3, Persuasion +6, Stealth +3 (+5 on farms) Senses darkvision 60 ft., passive Perception 11 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small cotton plant \n'b' Verdant Burst . When the Cotton leshy dies, a burst of primal energy explodes from their body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with cotton plants, becoming difficult terrain . If the terrain is not viable for cotton, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Cotton leshy attacks twice as an action using either its Boll or Bristle attacks. \n'b' Boll . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 5 (1d8+1) bludgeoning damage. \n'b' Bristle . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d10+1) piercing damage. \n'b' Twirling Coats (Recharge 6) . The Cotton leshy spins and twirls its many layered petticoats in a dazzling display, distracting all creatures in a 30-foot radius. Each creature in the area must make a DC 13 Wisdom saving throw or be stunned until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Cotton and Flax Leshies often butt heads regarding the quality of their respective fabrics. When a Flax leshy opens a shop in the same town as a Cotton leshy, it is bound to create enough drama to entertain the townsfolk for weeks. \n'b' Picking a side between two warring tailors can be more dangerous than an actual fight, and comes with less reward. \n'b' When the corpse flower blooms, its internal temperature rises to nearly 100 degrees F (38 C). This amplifies the putrid scent of the flower by vaporizing the chemicals producing the smell. The smell grows stronger and stronger into the night, when the flower\xe2\x80\x99s preferred pollinators are most active. By morning the smell is gone, but by then it has done its job. \n'b' Cotton is a well known commodity crop sometimes called the \xe2\x80\x9cKing of Fibers\xe2\x80\x9d. This small shrub protects its seeds by simply wrapping them in a fluffy padding, which, in the wild, also helps their dispersal. Cotton has long been domesticated for this precious fiber coating, which comes in the form of pure white bolls. The fiber from these bolls are spun into the fabric we know as cotton, the most popular natural clothing fiber in the world. \n'b' The Cotton leshy is quite fashionable, serving as talented tailors and seamstresses. These leshies are often stained and dyed in bright colors, either as a style choice or by accident while designing new clothing. \n'b' Constantly grooming themselves and changing up their looks, Cotton Leshies are quite popular in most social circles, though the occasional wild leshy can still be found adventuring.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dandelion Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 17 (natural armor) HP 156 (24d6 + 72) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6 Skills Athletics +6, Nature +3, Perception +4, Stealth +5 Damage Immunities necrotic Condition Immunities exhaustion , frightened , paralyzed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . flowers \n'b' Plant Form . Small dandelion flower \n'b' Verdant Burst . When the Dandelion leshy dies, a burst of primal energy explodes from their body, restoring 36 (8d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with clouds of dandelion seeds, heavily obscuring the area. These seeds will clear with a strong wind; otherwise they begin to grow after 24 hours. \n'b' Seedhead . When the Dandelion leshy drops to zero hit points , it turns into a seedhead and begins to drift away on the wind. The seedhead moves with the wind for up to 24 hours. If the seedhead lands somewhere viable for a dandelion to grow, the leshy will return to its normal form after 2d4 days. At any time in this process, a single point of damage will destroy the seedhead and fully kill the leshy. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Dandelion leshy attacks three times as an action using either its Jaws or Claws attacks. \n'b' Jaws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) piercing damage. On a hit, the target is grappled (escape DC 16). \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10+5) slashing damage. \n'b' Solar Blast (Recharge 5-6) . The leshy forms a sphere of brilliant sunlight on the end of its tail, launching it to a space within 120 feet that it can see. The sphere explodes in a 30-foot radius. Each creature in the area makes a DC 16 Dexterity saving throw, suffering 27 (5d10) fire damage and be stunned until the end of their next turn. On a successful save, the creature takes half as much damage and is not stunned . \n'b'\n'b' ABOUT \n'b' Dandelions are a beautiful wildflower, found throughout Europe and the Americas. Viewed in some places as an invasive weed, dandelions are fast growers, able to spread their seeds quickly and over a large area when its flowering head becomes a seedhead. The seeds of the seedhead are attached to fluffy white \xe2\x80\x9cparachutes\xe2\x80\x9d, allowing them to travel by air up to half a mile away. Traditionally, blowing the seedhead is thought to make a wish come true, and dandelions are an important part of herbalism practices. \n'b' Not to mention they are entirely edible, and can be used to make things from wine to dyes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Deadman\xe2\x80\x99s Fingers Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), undead , neutral \n'b' Armor Class 17 (natural armor) HP 55 (10d6+20) Speed 30 ft., Burrow 30 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 17 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +4 Skills Athletics +8, Nature +4, Stealth +7 (+8 in fields) Senses darkvision 60 ft., passive Perception 11 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . dead plants and fungi \n'b' Plant Form . Small deadman\xe2\x80\x99s fingers mushroom \n'b' Verdant Burst . When the Deadman\xe2\x80\x99s Fingers leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each fungal creature in a 30-foot radius. This area immediately fills with deadman\xe2\x80\x99s fingers, becoming difficult terrain . If the terrain is not viable for these fungi , they wither after 24 hours. \n'b' Buried Grasp When burrowing, the leshy always keeps at least one finger above ground. While buried in such a way, it gains +2 to its AC and has advantage on grapple checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Deadman\xe2\x80\x99s Fingers leshy attacks three times as an action using either its Necrotic Fingers or Spore Pod attacks. \n'b' Necrotic Fingers . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. On a hit, the target is grappled (escape DC 13). The leshy can only grapple one creature at a time using this attack . \n'b' Spore Pod . Ranged Weapon Attack : +5 to hit, range 30/90 ft., one target. Hit : 7 (1d8+3) bludgeoning damage plus 3 (1d6) poison damage. \n'b' Drag Below While the leshy has a creature of Medium or smaller size grappled , it burrows below the ground\xe2\x80\x99s surface, dragging the grappled creature with it. The creature must hold its breath or start suffocating. If the creature escapes the grapple, it is prone and may escape the earth by using an action. \n'b'\n'b' ABOUT \n'b' While not a poisonous or dangerous fungus, the deadman\xe2\x80\x99s fingers nonetheless evoke fear in those that happen across it. The fruiting body of this fungus resembles decaying fingers pushing through the earth, perhaps looking to escape a shallow grave or lying in wait to claim a new victim. \n'b' Despite being a largely benign fungus, the association with death and the occult makes the Deadman\xe2\x80\x99s Fingers leshy a popular familiar among the more gothically-inclined magicians. While these leshies prefer to feed on decaying plant matter, when needed they will take matters into their own hands, dragging creatures to an early grave for decomposition. \n'b' The scientific name for this fungus \xe2\x80\x93 Xylaria polymorpha \xe2\x80\x93 refers to the many different forms and shapes the fingers take during the fungus\xe2\x80\x99s life cycle. This morphing ability is reflected in the leshies as well, beyond the normal leshy shapeshifting. The leshy\xe2\x80\x99s fingers may swell at certain times, change color from black to blue, and sprout additional fingers over time. \n'b' Druids and scholars alike still argue over the ability of a dandelion to make a wish come true. It is even more unclear if a Dandelion leshy possesses any of this power, or how to access it. \n'b' Do you kill the leshy and spread its seeds? Do you allow its seedhead to take flight, bringing your wish along with it? Maybe it is as simple as asking nicely and convincing this proud creature of your need.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Couatl, Xiuh \n'b' Family: Couatl \n'b' Large celestial , neutral good \n'b' Armor Class 16 (scaled hide) Hit Points 178 (17d10 + 85) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 21 (+5) INT: 17 (+3) WIS: 19 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +8, Cha +9 Skills Insight +8, Intimidation +9, Perception +8, Survival +8 Damage Resistances radiant Damage Immunities psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities exhausted, poisoned Senses darkvision 60 ft., passive Perception 18; thoughtsense Languages Celestial, Common, Draconic, telepathy 100 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The couatl\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'\n'b' At will : clairvoyance , detect good and evil, detect magic , detect thoughts , invisibility , see invisibility \n'b' 3/day each : bless , cure wounds (cast as a 3rd-level spell), crusader\xe2\x80\x99s mantle, dispel good and evil, dispel magic , zone of truth \n'b' 1/day each : dream , fear , phantasmal force, phantasmal killer , plane shift , sending \n'b'\n'b' Instrument of Retribution . The xiuh couatl can transform itself into any simple or martial weapon. This is weapon is magical, gaining a +2 bonus on attack and damage rolls , and also deals 3 (1d6) fire damage and 3 (1d6) lightning damage every time it hits. The xiuh couatl has a damage threshold of 10 while in the form of a weapon and retains its own hit points , saving throws, senses, telepathy, resistances, and immunities while in this form. It can resume its natural form as an action. \n'b' Magic Weapons . The couatl\xe2\x80\x99s weapon attacks are magical. \n'b' Sacred Poison . The poison damage the xiuh couatl deals with its bite attack or its Poison Breath bypasses any resistance or immunity to poison that fiends have. \n'b' Shielded Mind . The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. \n'b' Thoughtsense . A xiuh is aware of the location of any hidden or invisible creature within 30 feet of it \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 4 (1d8) fire damage and 4 (1d8) lightning damage. The target also becomes poisoned unless it succeeds on a DC 18 Constitution saving throw and takes 13 (3d8) poison damage, or half as much on a successful save. If the xiuh couatl hits a Medium or smaller target, it can make a constrict attack against that creature as a bonus action. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 10 ft., one Medium or smaller creature. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the couatl can\xe2\x80\x99t constrict another target. \n'b' Blazing Breath (Recharge 5-6) . The xiuh co u atl breaths out a gout of fire and lightning in an 80-foot line that deals 22 (5d8) fire damage and 22 (5d8) lightning damage, or half as much on a successful DC 18 Dexterity saving throw. \n'b'\n'b' ABOUT \n'b' These winged serpents are greater cousins of the common couatl, servants of gods of goodness who direct the actions of their lesser kin and serve on more urgent or dangerous tasks. They watch from the shadows and influence them toward good deeds, spreading wisdom, peace, and cooperation with others. They also stand ready to intervene when the forces of evil gather their forces in great strength that overwhelms mortals and their allies alike. They are carnivorous, feeding on birds, mammals, and the occasional evil humanoid, monster, or fiend. \n'b' Fiercer than other couatls, xiuh (pronounced \xe2\x80\x9cshoo\xe2\x80\x9d) are dedicated to seeking out malevolent creatures and offering a final chance at redemption before meting out divine vengeance. Xiuh have dark red scales with orange and golden flecks, and their rainbow-hued wings crackle with arcs of electricity and sparks of flame. They sometimes serve as the patrons of heroes, transforming themselves into powerful weapons for champions of good. \n'b' Variants \n'b'\n'b' Auwaz . The blue and green scales and feathers of these serpents resemble ocean waters. The smallest of couatls, they are 8 feet long with a 12-foot wingspan. They help those lost at sea find their way to safety, though when they find evil creatures adrift they work to ensure they remain lost and taken by the deep. \n'b' Chicome . Among the mightiest of their kind, these huge servants have wings and scales of verdant green with a bright red feathered crest. With bodies 40 feet long and a 30-foot wingspan, they leave golden pollen and showers of dew in their wake. These gentle creatures seek to reestablish nature in shattered lands, especially those recently cleansed from the ravages by evil. They may restore natural beauty and settlements as well, using its magic to coax back healthy life and growth. \n'b' Mix . The dark-scaled mix (pronounced \xe2\x80\x9cmeesh\xe2\x80\x9d) are midnight blue with nacreous flecks of silver and purple and shadowy wings of blue and black feathers. Their bodies are 10 to 15 feet long with wingspans of 10 to 15 feet. They roam widely, seeking out fledgling societies and spreading knowledge, from prosaic skills like farming and medicine to more arcane and esoteric pursuits like the study of magic. \n'b' Quetz . These iridescent serpents are the high messengers of benevolent deities and are devoted to bringing hope to mortals, aiding them in causes of righteousness. They have bodies 10 to 20 feet long with scales of blue and green, weighing almost a ton, with wings spanning 15 feet, feathered in brilliant rainbow hues. \n'b' Tletli . With glimmering opalescent scales and burning wings swathed in white-hot fire, the massive tletli are servants of salvation and destruction in equal measure, protecting what must be defended and avenging what cannot. Their bodies are 35 feet long with wingspans of 25 feet, and they are thicker and more muscular than other couatls. Their flames are infused with holy power and sear the eyes and scorch the bodies of the unrighteous and destructive. Redemption may be the path for other couatls but the way of the tletli is the way of judgment and retribution.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonblood Leshy \n'b' Family: Leshy \n'b' Medium plant (leshy), neutral \n'b' Armor Class 19 (natural armor) HP 110 (17d8+34) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 14 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Cha +8 Skills Arcana +3, Athletics +7, Intimidation +9, Nature +3, Perception +8, Stealth +6 (+8 on mountains) Senses darkvision 60 ft., passive Perception 18 Languages Common, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' ACTIONS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small dragon blood tree \n'b' Verdant Burst . When the Dragon Blood leshy dies, a burst of primal energy explodes from its body, restoring 31 (7d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with small dragon blood trees, becoming difficult terrain . If the terrain is not viable for dragon blood trees, they wither after 24 hours. \n'b' Target Weakness . The Dragon Blood leshy deals an additional 2 (1d4) damage when they successfully hit a target that has less than its maximum number of hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Dragon Blood leshy attacks three times as an action using either its Tail or Bladed Leaf attacks. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. \n'b' Bladed Leaf . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 10 (2d6+3) slashing damage. \n'b' Blood Spike . The Dragon Blood leshy conjures spikes of blood-sap, launching them in a 15-foot cone. Creature in this area must make a DC 15 Dexterity saving throw, suffering 22 (4d10) piercing damage on a failed save or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Draw Blood . As a bonus action, the Dragon Blood leshy draws a bladed leaf across its body, producing blood-like sap and suffering 3 (1d6) slashing damage. Creatures within 30 feet of the leshy must make a DC 15 Wisdom saving throw or be Frightened until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Often confused for other plant-based dragons, the Dragon Blood leshy is not a true dragon. While some ancient dragon ancestry may explain the innate magical abilities of the tree, more likely the spilled blood of a powerful dragon was absorbed into the roots of these trees centuries ago. Dragon blood trees with properties unique to various dragon types are able to give rise to equally varied leshies. \n'b' The broad, umbrella-like canopy of the dragon blood tree creates a unique view and a pleasant spot to rest while trekking through arid mountaintops. \n'b' Its orange berries can provide some nourishment during a long journey, but the real magic comes when cutting into the bark. This fascinating tree produces a dark red, blood-like sap, which can be used as a stimulant, a coagulant, a fever reducer, an ulcer treatment, and to create dyes. The sap has also been used for centuries in alchemical and magical practices. \n'b' With a draconic form and imbued blood, the Dragon Blood leshy is an imposing sight. Ruby red blood drips from its eyes and open wounds it draws into its bark. A skilled hemomancer, the leshy fashions this blood into deadly spikes, targeting where its enemies are weakest for maximum damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dragonfruit Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 136 (16d6+80) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 23 (+6) DEX: 19 (+4) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8 Skills Athletics +9, Perception +4, Stealth +7, Survival +4 Senses blindsight 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . cacti \n'b' Plant Form . Small dragonfruit cactus \n'b' Verdant Burst . When the Dragonfruit leshy dies, a burst of primal energy explodes from its body, restoring 27 (6d8) hit points to each plant creature in a 30-foot radius for each remaining head. This area immediately fills with dragonfruit cacti, becoming difficult terrain . If the terrain is not viable for dragonfruit cacti, they wither after 24 hours. \n'b' Trihead . The Dragonfruit leshy ordinarily has three heads. A creature can sever a head by dealing at least 34 slashing damage to the leshy in a single turn. When the leshy regains hit points from its Regeneration trait, it regrows one missing head. If all three heads are removed, it dies immediately. \n'b' Regeneration . The Dragonfruit leshy regains 17 hit points at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Dragonfruit leshy attacks three times as an action, twice with its fangs and once with its Tail attack . \n'b' Fangs . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6+6) piercing damage. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) bludgeoning damage. \n'b' Seed Breath (Recharge 6) . The leshy spits a spray of seeds in a 30-foot cone. All creatures in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save or half as much on a successful one. \n'b' Draconic Frenzy . The Dragonfruit leshy makes a number of Fang attacks equal to its number of heads, each against a different target, at advantage. After this ability is used, attacks against the Dragonfruit leshy are done with advantage until the start of its next turn. \n'b'\n'b' ABOUT \n'b' Dragonfruit, while unrelated to the Queen of the Night cactus, also bloom exclusively at night, though with greater frequency. Dragonfruit Leshies are thus nocturnal, and will sometimes be found as guardians for Moonlight Leshies, deterring unwanted visitors seeking to view the Moonlight\xe2\x80\x99s bloom. \n'b' With thick, red skin and scaly spikes, it is easy to see how this fruit got its name. The red skin combined with bright white flesh makes a visually impressive garnish for drinks and dishes. Dragonfruit cacti are quite resilient, enduring both frosts and temperatures over 100 F (40 C). \n'b' The Dragonfruit leshy takes the form of a hydra, its multiple heads growing out of the many overlapping stems and branches of its cactus base.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Driftwood Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 102 (12d6 + 60) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +6, Stealth +7, Survival +6 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 5 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . aquatic plants \n'b' Plant Form . Small piece of driftwood \n'b' Verdant Burst . When the Driftwood leshy dies, a burst of primal energy explodes from their body, restoring 4d6 hit points to each plant creature in a 30-foot radius. This area immediately fills with splinters of wood, becoming difficult terrain . A strong burst of wind can disperse the splinters, removing the difficult terrain as a result. \n'b' Splinters . When the leshy\xe2\x80\x99s Barbed Club or Splinter Shot attacks hit, the target must make a DC 15 Con. saving throw or suffer 5 (2d4) piercing damage at the start of each of their turns. The target may attempt another Con. saving throw at the end of each of their turns to end the effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Driftwood leshy makes two attacks with either their Barbed Club, Hook, or Splinter Shot attacks. \n'b' Barbed Club . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Hook . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. On a hit, the target is grappled (escape DC 15). \n'b' Splinter Shot . Ranged Weapon Attack : +7 to hit. Range 30/120 ft., one target. Hit : 9 (2d4+4) piercing damage. \n'b'\n'b' ABOUT \n'b' Driftwood refers to any type of wood that washes ashore, and can be found anywhere the land meets sea. Despite how common it is (and that it is dead), driftwood serves an important ecological role, providing nests for creatures when it washes ashore and even places to rest while it floats at sea. Ancient seafaring peoples are theorized to have used driftwood accumulations to decide where they made landfall and established new settlements. \n'b' Not every druid is confined to the forest, spending their days talking to squirrels and tending gardens. Some choose a life of adventure, setting out to sea and embracing the life of a sailor. When these druids require a companion, they make do with the materials on hand, gathering driftwood and cobbling together the saltiest leshies the world has ever seen. These creatures are as varied as the wood that made them, as mercurial as the sea itself. If you come across a Driftwood leshy on the high seas, be prepared for a bitter fight (or just give them your grog).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Durian Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 136 (16d6+80) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +8 Skills Athletics +5, Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . fruit plants \n'b' Plant Form . Small durian tree or lone durian fruit \n'b' Verdant Burst . When the Durian leshy dies, a burst of primal energy explodes from its body, restoring 27 (6d8) hit points to each plant creature in a 30-foot radius and casts Stinking Cloud , centered on itself. This area immediately fills with durian saplings, becoming difficult terrain . If the terrain is not viable for durian, they wither after 24 hours. \n'b' Noxious Odor Any time the leshy is damaged by a successful melee attack , it releases a gaseous odor in a 5-foot radius, centered on itself. Each creature in the area must make a DC 15 Constitution saving throw or suffer 4 (2d4) poison damage and become poisoned until the end of their next turn. On a successful save, a creature becomes immune to Noxious Odor. \n'b' Innate Spellcasting . The Durian leshy\xe2\x80\x99s innate spellcasting is Charisma . It can innately cast Stinking Cloud (centered on self only) at-will, requiring no components. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Durian leshy attacks three times as an action using either its Spiked Fist or Seedpod attacks. \n'b' Spiked Fist . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8+2) piercing damage. \n'b' Seedpod . Ranged Weapon Attack : +5 to hit, range 30/90 ft., one target. Hit : 9 (2d6+2) bludgeoning damage plus 4 (2d4) poison damage. \n'b'\n'b' ABOUT \n'b' Durian is a large, spiky fruit that is best known for its intense scent and flavor. While durian is considered a delicacy in some regions, those that are unfamiliar with the fruit can find it overwhelming, describing the scent as akin to rancid onions. Even in regions where the fruit is popular, it has been banned from transit systems and hotels due to the intensity of the scent. \n'b' The Durian leshy is typically smelt long before it is seen, with its powerful odor announcing its presence. Strong reactions to the Durian leshy contribute to its nomadic lifestyle, as it prefers to be outdoors as much as possible. However, with a reputation as an aphrodisiac and a title like \xe2\x80\x9cKing of Fruits,\xe2\x80\x9d the leshy\xe2\x80\x99s ego may be the only thing stronger than its smell. \n'b' Despite its reputation for pungent smells, some find the scent and flavor of durian quite pleasant. It has even been crowned \xe2\x80\x9cKing of Fruits\xe2\x80\x9d in some regions, and is considered a delicacy for those that enjoy the taste. A player may feel their character is likely to enjoy the taste of durian, in which case you should treat the leshy\xe2\x80\x99s scent as enticing, instead of revolting. A critical failure against Noxious Odor, for example, might attract the character rather than cause it to flee.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Archaeopteryx \n'b' Tiny beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 7 (3d4) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The archaeopteryx 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 archaeopteryx makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Talons . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' A prehistoric bird native to warm climates except for mountains and deserts, the archaeopteryx makes a faithful familiar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Flame Lily Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 17 (natural armor) HP 195 (26d6+104) Speed 20 ft., climb 20 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 17 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Cha +9 Skills Acrobatics +6, Athletics +5, Medicine +6, Perception +6, Stealth +6, Survival +6 Damage Resistances fire, poison Senses darkvision 60 ft., passive Perception 18 Languages Common, Druidic, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . flower plants \n'b' Plant Form . Small flame lily flower \n'b' Verdant Burst . When the Flame Lily leshy dies, a burst of primal energy explodes from its body, restoring 45 (8d10) hit points to each plant creature in a 30-foot radius. This area immediately fills with flame lilies, becoming difficult terrain . If the terrain is not viable for flame lilies, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Flame Lily leshy attacks three times as an action using either its Tendril, Lance-Tip Petal, or Poison Dart attacks. \n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (3d6) bludgeoning damage. On hit, the target is grappled (escape DC 16). \n'b' Lance-Tip Petal . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10+3) piercing damage plus 2 (1d4) poison damage. \n'b' Poison Dart . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 12 (2d8+3) piercing damage plus 4 (2d4) poison damage. \n'b' Dazzling Display (Recharge 5-6) . Twirling in the wind, the Flame Lily leshy puts on a dizzying performance while moving up to 40 feet in any direction. Creatures within 5 feet of the leshy at any point during this movement must make a DC 16 Wisdom saving throw or suffer 6d6 psychic damage and be stunned until the end of their next turn. On a successful save, a target takes half as much damage and is not stunned . The Flame Lily leshy does not provoke opportunity attacks when moving in this way. \n'b'\n'b' ABOUT \n'b' Despite being incredibly toxic, the flame lily is also an important part of traditional medicine. The alkaloids that cause its toxicity can be used in regulated doses to treat numerous diseases and disorders, and the flower is harvested and sold to pharmaceutical companies. \n'b' This tropical climbing vine is adorned with beautiful flowers of red and orange, resembling an open flame. While butterflies and songbirds are attracted to the lance-like tepals, every part of this plant is highly poisonous and can result in death when its tubers are accidentally eaten. \n'b' The Flame Lily leshy does not want to be known as the poisonous leshy, and instead takes inspiration from the birds and butterflies that visit its plant. \n'b' This leshy floats gently through the sky, a beautiful sight as it twirls with the wind. Flame Lily Leshies are excellent medics, and will fly to those in need to deliver first aid.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Flax Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 12 HP 9 (2d6+2) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Cha +9 Skills Acrobatics +4, Perception +3, Stealth +4 (+5 in fields) Damage Resistances cold, fire, piercing, slashing Senses passive Perception 13 Languages Common, Druidic, Sylvan Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crop plants \n'b' Flax Form . Small flax flower \n'b' Verdant Burst . When the Flax leshy dies, a burst of primal energy explodes from its body, restoring 3 (1d6) hit points to each plant creature in a 30-foot radius. This area immediately fills with small flax flowers and linseed oil, becoming difficult terrain . If the terrain is not viable for flax, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Sickle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) slashing damage. \n'b' Linseed Oil . Ranged Weapon Attack : +4 to hit, range 20/80 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. On a hit, the area around the target in a 10-foot radius becomes difficult terrain . \n'b'\n'b' ABOUT \n'b' While flax blossoms are traditionally pale blue, other colors and varieties are possible \xe2\x80\x93 fairy flax, for example, has bright white flowers. Also known as purging flax, fairy flax has a laxative effect when too many seeds are consumed at once. Fairy Flax Leshies are rumored to exist as well, though this may be a case of mischievous fey concealing their identity. \n'b' Known as the \xe2\x80\x9cmost useful\xe2\x80\x9d of plants, the cultivation of flax was critical for early civilization. The seeds of the flax plant are edible for both humans and livestock, and can be pressed to produce linseed oil. This oil is used in everything from linoleum, varnish, and for cooking (though its rapid spoilage rate makes it less common for cooking in the modern day). Flax fibers are also used to make textiles, specifically linen, the earliest reports of which date back 30,000 years. Linen can even be used to make armor, though the exact method of doing so has been lost to time. \n'b' The Flax leshy is in many ways the \xe2\x80\x9cmost useful\xe2\x80\x9d of leshies. It is a hardy creature, resistant to the elements and most blades. Carrying numerous vials and beakers, the leshy readily produces linseed oil, both for crafting and to trip up its enemies. As a trained craftsman, the leshy also spins and weaves linen textiles, making it a favored familiar among weavers. These many uses and strengths have kept the Flax leshy a popular choice among druids for thousands of years.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Flytrap Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d6+18) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Resistances fire, lightning, thunder Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amalgam (Recharges After a Short or Long Rest) . A flytrap leshy can use its action to combine with another flytrap leshy, to a maximum of 25 leshys. The amalgam has hitpoints equal to the original plus one Hit Die (1d6+3) for each additional leshy. The amalgam has a number of bite attacks equal to the number of bites of all component leshys combined, but only two flytrap hands attacks. At 9, 12, 18, and 30 Hit Dice, it gains one size category and each of its natural weapons does an additional die of damage. If the amalgam drops below 0 Hit Points , it dissolves, and the remaining damage is divided among the component leshys. \n'b' Flytrap Speech . Flytrap leshys can communicate with flytraps, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) Hit Points , and flytraps quickly infest the area. If the terrain can support the growth of flytraps, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes one bite attack and two flytrap hand attacks. In amalgam form it makes one bite attack for each combined leshy and two flytrap hand attacks. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage, plus 2 (1d4) acid damage. \n'b' Flytrap Hand . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage, plus 2 (1d4) acid damage. \n'b' Spittle (Recharge 4-6) . Ranged Weapon Attack : +4 to hit, range 10 ft/30 ft., one target. Hit : 5 (2d4) acid damage, and the target must make a DC 13 Constitution saving throw. On a failed save, the target is poisoned until the beginning of the leshy \xe2\x80\x98s next turn. \n'b'\n'b' ABOUT \n'b' Originally grown as servants for more powerful fey and intelligent plant life such as elder treants, leshys are sentient plants who look after their unintelligent brethren and serve as nature\xe2\x80\x99s verdant watchers. Several breeds of leshy exist, each being kindred to a broad group of plants or fungi. \n'b' Among the best known are superstitious gourd leshys, wise seaweed leshys, strange fungus leshys, and wary leafleshys, though others are rumored to exist, such as the surly cactus leshy, the sinister flytrap leshy, the garrulous snapdragon leshy, and the enigmatic lotus leshy. Leshys begin their existence as sentient though bodiless spirits of nature of the sort contacted by spells such as commune with nature . \n'b' These spirits normally have no way to directly manipulate the physical world, but a skilled spellcaster (typically a druid ) can grow a special plant body for one of these spirits, giving the spirit a home to animate. \n'b' Once accepted into a body, a leshy\xe2\x80\x99s spirit remains within unless the body is destroyed. Leshys do not fear death as many other creatures do, knowing that should they fall, their spirits merely return to the natural world and can be called to inhabit a new leshy body at some point in the future. As a leshy\xe2\x80\x99s body dies, the magic animating it unravels in a burst of life energy that infuses its surrounding and quickens the growth of any plants in the vicinity. Some leshys even voluntarily discorporate to save the lives of ailing plants, knowing that their sacrifice may mean the continuation of countless otherwise helpless flora. \n'b' Regardless of how a leshy dies, leaving the body traumatizes the spirit, and the leshy retains only faint memories of past corporeal existences. Leshy spirits need not return to the same form if bound again to a body. During the course of its existence a single spirit can inhabit any number of different types of leshys. A leshy without a body has no power to affect or contact the material world. \n'b' The rites and special materials required to create a leshy\xe2\x80\x99s physical form vary between individual leshys. Once the creator assembles the necessary materials, a leshy must typically be grown in an area of natural power, such as a treant\xe2\x80\x99s grove, a druidic circle, or a site of pristine natural wonder. A newly born leshy is a free-willed, neutral being, under no obligation to serve its creator. \n'b' As a group, leshys share certain common attributes. They resemble plants but with vaguely humanoid appearances and are always Small. While leshys of the same species share the same general shape, leshys have all the diversity of the plant world in appearance. For example, one fungus leshy may have a classic red, white-dotted mushroom cap, while another might have the spongier and darker contours of a morel, while a third might have the coloration of a pale gray cave mushroom. \n'b' Growing a Leshy \n'b' The process of growing a leshy has some similarities to making a construct. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process. \n'b' Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy\xe2\x80\x99s transformation from a normal plant into a sentient one\xe2\x80\x94the cost of these components varies according to the leshy but is never less than 1,000 gp. The cultivator must make a successful Nature check; the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew. \n'b' If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy\xe2\x80\x99s cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual\xe2\x80\x99s climax, there\xe2\x80\x99s a flat 50% chance that the attempt to create a leshy succeeds\xe2\x80\x94if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM\xe2\x80\x99s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure. If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies. \n'b' Plant creatures are particularly adept at growing leshys, gaining advantage on their Nature checks to create them and reducing the time required to grow the leshy by 50% and the cost by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success. At the GM\xe2\x80\x99s option, leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,000 gp to the cost of creating the leshy, increases the DC of the Nature check by 2, and requires an additional 2 weeks of growth. \n'b' Attempts to create leshys larger than Small always fail\xe2\x80\x94the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child. \n'b' Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds. \n'b' Ready to Fight . Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. \n'b' While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature\xe2\x80\x94an illusion that the similarity between a flytrap leshy\xe2\x80\x99s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. \n'b' Growing a Flytrap Leshy . A flytrap leshy is usually grown in swampy or marshy terrain. A flytrap leshy will only emerge if it is given a small pile of freshly killed insects to eat. Creating it requires 3,000 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and thorn whip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Foxglove Leshy \n'b' Family: Leshy \n'b' Large plant ( leshy ) Swarm; neutral \n'b' Armor Class 16 (natural armor) HP 94 (9d10+45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Cha +7 Skills Acrobatics +6, Athletics +7, Nature +3, Perception +5, Stealth +6 (+8 among flowers) Damage Resistances non-magical bludgeoning, piercing, and slashing damage, poison Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 15 Languages Common, Druidic, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . flower plants \n'b' Plant Form . Small foxglove plant with numerous flowers \n'b' Verdant Burst . When the Foxglove leshy dies, a burst of primal energy explodes from its body, restoring 27 (6d8) hit points to each plant creature in a 30-foot radius. All non-plant creatures in the area must make a DC 15 Constitution saving throw or suffer 9 (2d8) poison damage and be poisoned until the end of their next turn. On a successful save, a non-plant creature takes half as much damage and is not poisoned . This area immediately fills with foxglove flowers, becoming difficult terrain . If the terrain is not viable for foxgloves, they wither after 24 hours. \n'b' Swarm . The leshy can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny flower. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Frenzied Bites . The Foxglove leshy swarms and bites all creatures it occupies a square with. Each target must make a DC 15 Dexterity saving throw or suffer 13 (3d8) piercing damage plus 9 (2d8) poison damage and be poisoned until the end of their next turn. On a successful save, a target takes half as much damage and is not poisoned . \n'b'\n'b' ABOUT \n'b' \xe2\x80\x98Foxglove\xe2\x80\x99 may be the least threatening of the names this plant has held over the years. Those more aware of the dangers this plant possess have given it other titles, such as Witch\xe2\x80\x99s Gloves and Deadman\xe2\x80\x99s Bells. Druids with a more vindictive spirit may be more drawn to such names, creating more powerful and aggressive forms of the Foxglove leshy. Always handle with care! \n'b' A rather tall plant, the beautiful cluster flowers of the foxglove are easy to spot, rising above the low brush of hillsides and meadows. Its name derives from its bell-like flowers, which were thought to be worn by foxes to silence their footsteps on a hunt. A perfect height for grazing animals, foxglove flowers typically go untouched, as the powerful toxins they contain are strong enough to kill even a human. However, when respected this plant can provide wonderful boons. Hummingbirds and bees thrive off foxglove nectar, and its compounds have even been used to create heart medication. \n'b' The Foxglove leshy is a wise and cunning creature, though as a swarm it has trouble making decisions. Most often the leshy wishes to frolic in fields, but will lend aid if asked properly. When provoked, the leshy amplifies the dosage of its natural medications, turning them to deadly poisons.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ghost Pepper Leshy \n'b' Family: Leshy \n'b' Small plant ( leshy ) Ghost , , neutral evil \n'b' Armor Class 16 (natural armor) HP 99 (18d6 + 36) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 11 (+0) CON: 19 (+4) INT: 19 (+4) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +3, Acrobatics +7, Perception +10, Stealth +10, Survival +6 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks; fire, necrotic Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 5 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Speech . The leshy can innately cast the Speak with Dead spell, requiring no material components and does not need to share a language with the target to understand them. \n'b' Plant Form . Small, faintly ethereal ghost pepper plant. \n'b' Bound by Death . A Ghost Pepper leshy cannot stray far (more than 120 feet) from either the creature who killed it or the location of their death (varies on the individual leshy). \n'b' Undead Burst . When the Ghost Pepper leshy dies, a burst of necrotic energy explodes from their body. Each creature within a 30-foot radius makes a DC 15 Wisdom saving throw, taking 7 (2d6) necrotic damage plus an additional 2 (1d4) fire damage at the start of their subsequent turns on a failure. On success, the creature takes half as much necrotic damage and no fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Ghost Pepper leshy makes two attacks with either their Peck or Pepper Pod attacks. \n'b' Peck . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) piercing damage. \n'b' Pepper Pod . Ranged Weapon Attack : +7 to hit. Range 30/120 ft., one target. Hit : 9 (2d4+4) bludgeoning damage. On a hit, the target must make a DC 15 Constitution saving throw or be set on fire taking 2 (1d4) fire damage at the start of each of their turns. \n'b' Spicy Breath (Recharge 6) . The Ghost Pepper leshy breathes fire in a 30- foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw or take 14 (4d6) fire damage, or half as much on a successful one. Additionally, any creature that fails this save is set on fire and takes 2 (1d4) fire damage at the start of each of their turns. \n'b'\n'b' ABOUT \n'b' Feared and respected for its extreme spiciness, ghost pepper is far more haunting than any simple specter. Measuring over a million Scoville units, this pepper was considered the hottest in the world for several years. \n'b' The Ghost Pepper leshy arises following the death of a Pepper leshy, haunting the location or perceived cause of its death. Unlike other ghosts, which seem set on completing some unfinished business, the Ghost Pepper leshy is solely fixated on revenge \xe2\x80\x93 a dish best served spicy. \n'b' As leshies are primarily nature spirits, it is unclear why the Pepper leshy is one of the few to form ghosts after death. This has led to theories that the Ghost Pepper leshy is an unrelated, malevolent spirit \xe2\x80\x93 perhaps even a nature spirit that shunned or failed becoming a leshy. \n'b' Rather than arising from the leshy directly, this would suggest the Ghost Pepper leshy is exacting vengeance for a fallen friend, rather than seeking retribution for its own demise. \n'b' Capsaicin, the compound that give peppers their spicy flavor, evolved to discourage mammals from eating peppers. Without mammals to compete with, birds become more likely to eat the pepper, and without molars to crush seeds, birds are better at dispersing seeds after consumption. \n'b' While a successful evolutionary strategy, humans now breed and consume peppers almost solely for that fiery flavor.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Court Priest \n'b' Medium undead , lawful evil \n'b' Armor Class 12 (natural armor) Hit Points 75 (8d8 + 24) Speed 20 ft.\n'b' STATS STR: 13 (+1) DEX: 9 (-1) CON: 16 (+3) INT: 8 (-1) WIS: 17 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +2, Religion +5 Damage Vulnerabilities fire \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Spellcasting . The priest is an 8th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks). The priest has the following cleric spells prepared: \n'b' Cantrips : sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : hold person , silence , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , dispel magic \n'b' 4th level (2 slots) : divination \n'b' Actions \n'b' Multiattack . The priest can use its Dreadful Glare. It then makes an attack with its Cursed Touch or casts a spell with a casting time of an action. \n'b' Cursed Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw, or be cursed with mummy rot (p.86). \n'b' Dreadful Glare . The priest targets one creature it can see within 60 feet of it. If the target can see the priest, it must succeed on a DC 12 Wisdom saving throw against this magic, or become frightened until the end of the priest\xc2\x92s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies with a challenge rating of 5 or less for the next 24 hours.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Giant Groundsel Leshy \n'b' Family: Leshy \n'b' Large plant (leshy), neutral \n'b' Armor Class 20 HP 350 (28d10+196) Speed 60 ft., fly 40 ft.\n'b' STATS STR: 28 (+9) DEX: 20 (+5) CON: 25 (+7) INT: 15 (+2) WIS: 19 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +15, Intimidation +12, Perception +10, Stealth +11 (+13 on mountains) Damage Resistances non-magical bludgeoning, piercing, and slashing damage, cold Legendary Resistance (3/day) : If the leshy fails a saving throw, it can choose to succeed instead. Senses darkvision , passive Perception 20 Languages Common, Druidic, Sylvan \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . alpine plants \n'b' Plant Form . Large giant groundsel \n'b' Verdant Burst . When the Giant Groundsel leshy dies, a burst of primal energy explodes from its body, restoring 56 (8d8+20) hit points to each plant creature in a 30-foot radius. This area immediately fills with giant groundsels, becoming difficult terrain . If the terrain is not viable for groundsels, they wither after 24 hours. \n'b' Top Heavy . The Giant Groundsel leshy is top-heavy and prone to topple. It has disadvantage on skill checks or saves against abilities that would knock it prone . When toppled, creatures in a 20-foot line from the leshy make a DC 19 Dex. saving throw or take 44 (8d10) bludgeoning damage (half damage on a successful save). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Giant Groundsel leshy attacks three times as an action, twice with its Rosette and once with its Peck attack . \n'b' Rosette . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 37 (8d6+9) bludgeoning damage. \n'b' Peck . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 42 (6d10+9) piercing damage. \n'b' Barrage (Recharge 5-6) . The leshy makes three Rosette attacks against a single target. For each successful attack , the next attack deals an additional 2d8 bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b'\n'b' Lunge . The leshy makes a Peck attack with a reach of 15 ft. \n'b' Flyby (Costs 2 Actions) . The leshy flies up to 40 feet and can make a Rosette attack against one creature within range during its movement. \n'b'\n'b' ABOUT \n'b' Giant Groundsel Leshies rarely leave their mountaintop homes. There they serve as fierce guardians of sacred sites, protecting the untouched wilderness of the mountain from potential intruders. \n'b' These leshies are an excellent judge of character, and will let only those worthy reach the summit without a fight. \n'b' Standing some 30 feet tall, these oddly shaped plants are members of the sunflower family. Unlike sunflowers, however, they are only found on specific mountains within East Africa. Their massive rosettes grow from a central wooden stem, becoming taller and wider as the plant grows, leading to an unusual, top-heavy structure. \n'b' Giant Groundsel Leshies are surprisingly fast for their size, though quite top heavy and prone to falling. Their tail, split into three rosettes, keeps them balanced and upright, in addition to being dangerous bludgeoning tools.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Goathead Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 81 (18d6+18) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +3 Skills Athletics +5, Perception +4, Stealth +4 Senses darkvision , passive Perception 20 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . vines \n'b' Plant Form . Small goathead vine \n'b' Verdant Burst . When the Goathead leshy dies, a burst of primal energy explodes from its body, restoring 18 (4d8) hit points to each plant creature 30-foot radius. This area immediately fills with goathead vines and burrs, requiring a DC 14 Dexterity saving throw to move through these squares, which count as difficult terrain . On a failed save, a creature falls prone . If the terrain is not viable for goathead vines, they wither after 24 hours. \n'b' Ram . If the Goathead leshy uses its action to Dash and moves more than 30 feet on its turn and ends its movement within 5 feet of another creature, it can make a Horns attack and, on a hit, knock the target prone . \n'b' Burred Body . The Goathead leshy is covered in sharp burrs. A creature that attempts to grapple the leshy takes 3 (1d6) piercing damage on the first turn and an additional 2 (1d4) piercing damage on subsequent turns where the leshy is grappled . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Goathead leshy attacks two times as an action, once with its Horns and once with its Vines attack . \n'b' Horns . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) bludgeoning damage. \n'b' Vines . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) slashing damage. On a hit, the target is grappled (escape DC 14). \n'b' Shed Burrs . The Goathead leshy shakes violently, flinging burrs in all directions. Each square in a 15-foot radius becomes covered in goathead burrs for 1 minute. The ground in this area requires a DC 14 Dexterity saving throw to move through the space. On a failed save, a creature is knocked prone . \n'b'\n'b' ABOUT \n'b' Goatheads have been causing problems for thousands of years \xe2\x80\x93 its Latin name, tribulus, was even used as the word for caltrops by the Romans. \n'b' Other titles have included devil\xe2\x80\x99s thorn and puncture vine, for rather obvious reasons. Still, the leshy prefers \xe2\x80\x9cgoathead\xe2\x80\x9d, and often comes in the form of a goat-like creature. This rather aggressive leshy will fiercely defend its territory, so just remember that if you mess with the goat, you get the horns! \n'b' A hardy vine, the goathead is an invasive weed that can be difficult to get rid of. Its seeds can live for years before germinating, and it thrives in dry conditions, easily out-competing more delicate, native plants. If that was not bad enough, its fruit forms sharp burs, each with up to four spines. These spines are sharp and tough, able to puncture skin, shoes, and even bike tires! \n'b' The danger posed by these vines has led some to try and eradicate the goathead entirely, but this stubborn plant rarely goes down without a fight!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Gympie-Gympie Leshy \n'b' Family: Leshy \n'b' Small plant ( leshy ), , neutral evil \n'b' Armor Class 19 (natural armor) HP 325 (26d10 + 60) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 25 (+7) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +13 Skills Acrobatics +10, Athletics +12, Perception +9, Survival +9, Stealth +10 (+12 in forests) Senses darkvision 60 ft., passive Perception 19 Languages Common, Druidic, Sylvan Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small gympie-gympie tree. A creature that touches the tree must make a DC 19 Constitution saving throw or become poisoned . \n'b' Verdant Burst . When the leshy dies, a burst of primal energy explodes from its body, restoring 4d12 hit points to each plant creature in a 60- foot radius. Any non-plant creature in the radius makes a DC 19, Con saving throw or becomes poisoned . A poisoned creature can repeat the save at the end of their turn. The area fills with gympie-gympie trees, becoming difficult terrain . If the terrain is not viable for these trees, they wither and die after 24 hours. \n'b' Trichome Cloud . A cloud of broken trichomes surround the leshy. Any creature starting its turn within 30-foot feet of the leshy must succeed a DC 19 Con. saving throw or be poisoned and take 18 (4d8) poison damage. On a success, the target takes half as much damage and is not poisoned . A poisoned creature can repeat the saving throw at the end of their subsequent turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Gympie-Gympie leshy makes three attacks with either their Wide Leaf or Nettled Berry attacks. \n'b' Wide Leaf . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 18 (2d8) poison damage. \n'b' Nettled Berry . Ranged Weapon Attack : +10 to hit. Range 40/160 ft., one target. Hit : 17 (3d8+4) bludgeoning damage plus 13 (3d8) poison damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b'\n'b' Wide Leaf . The leshy makes its Wide Leaf attack . \n'b' Stinger (Costs 2 Actions) . The leshy flies towards a target with 60 feet to sting them. This movement does not trigger reactions . The creature makes a DC 20 Dex. saving throw, taking 18 (4d8) poison damage and 18 (4d8) piercing damage on a failure or half as much damage on a success. \n'b' Lingering toxin (Costs 3 Actions) . All creatures within 30 feet of the leshy make a save with disadvantage against Trichome Cloud. If poisoned from this ability, the save cannot be repeated each turn. \n'b'\n'b' ABOUT \n'b' The cocktail of toxins within the trichome of the Gympie-Gympie is not fully known. Whatever compounds contribute to this incredibly painful sting, they are stable and long-lasting, which contributes to the extreme duration of Gympie-Gympie stings. \n'b' Long dead and dry leaves of the tree are even able to deliver a similar dose as living material, making clean up of a fallen tree especially challenging. \n'b' One of the most toxic plants in the world, its nickname \xe2\x80\x9cStinging Tree\xe2\x80\x9d undersells Gympie-Gympie\xe2\x80\x99s extreme danger. Covered in needle-like hairs called trichomes, which function as hypodermic needles, the slightest touch can pierce skin, delivering powerful toxins that linger years after exposure. \n'b' It takes a skilled hand to create a leshy from such a dangerous plant, and one has to wonder about the strength and intentions of this leshy\xe2\x80\x99s sculpture. \n'b' An unusually aggressive leshy, it is best to avoid, as even a successful encounter will leave the party suffering for months to come.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Honey Mushroom, Giant \n'b' Family: Leshy \n'b' Gargantuan plant (leshy), neutral \n'b' Armor Class 19 (natural armor) HP 315 (18d20+126) Speed 60 ft., burrow 60 ft.\n'b' STATS STR: 26 (+8) DEX: 19 (+4) CON: 29 (+9) INT: 18 (+4) WIS: 26 (+8) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +15, Wis +13 Skills Athletics +15, Perception +15, Stealth +11 (+13 in forests) Damage Immunities poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . fungus \n'b' Plant Form . Gargantuan patch of honey mushrooms \n'b' Legendary Resistance (3/day) : If the leshy fails a saving throw, it can choose to succeed instead. \n'b' Verdant Burst . When the Honey Mushroom leshy dies, a burst of primal energy explodes from its body, restoring 66 (8d10+22) hit points to fungal creatures in a 60-foot radius. Non-fungal creatures in the area make a DC 20 Con. saving throw or become stunned for 1 minute. This area fills with honey fungi , becoming difficult terrain . If the terrain is not viable for these fungi , they wither after 24 hours. \n'b' Honeyed Skin . Creatures that touch the leshy must make a DC 20 Dex \xc2\xa0saving throw or become grappled . If the leshy is hit with a melee weapon attack , its attacker must make a DC 20 Str . saving throw or the leshy disarms them. Weapons stuck to the leshy can be retrieved with an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Honey Mushroom leshy attacks three times as an action, twice with its Mushroom Club and once with its Hyphae attack . \n'b' Mushroom Club . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 29 (4d10+8) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Hyphae . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 22 (4d6+8) piercing damage. On a hit, the target must make a DC 20 Con saving throw or be stunned for 1 minute. An affected creature can attempt an additional Con. saving throw at the end of their turn. \n'b' White Rot (1/day) . Three creatures the leshy senses within 120 feet make a DC 20 Con. saving throw, becoming poisoned and gaining a level of exhaustion on failure. An affected creature repeats this saving throw at the start of its turns, increasing its exhaustion level by 1 for each failure. Three successful saves end the poison and the effect. If the target reaches 6 levels of exhaustion , it dies and transforms into a fungus leshy . This transformation can be undone only by a wish spell. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Forest Step (3/day) . The leshy teleports to a point it can sense within 120 feet. \n'b'\n'b' ABOUT \n'b' The honey mushroom is the largest fungus and possibly the largest organism of any kind in the world. A single colony in the Western United States spans 2200 acres (9 km2) and may weigh as much as 7,500 tons. The immense size of the colony, and the bulk of its network being underground, makes exact measurements difficult. \n'b' Spreading rapidly underground, this pathogenic fungus infects roots of trees throughout entire forests. Come Autumn, its sticky-capped mushrooms bloom from the infected plants. These mushrooms are edible and quite tasty, though they signal danger for local flora. Colonies of these fungi live thousands of years, feeding off new trees trying to grow within its territory. \n'b' Only a fraction the size of a honey mushroom colony, the Honey Mushroom leshy is still a massive behemoth by any measure. These leshies tend to the colonies they grew from, using the network of fungi to monitor their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jumping Cholla Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 142 (19d6+76) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 23 (+6) CON: 19 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +5 Skills Acrobatics +9, Intimidation +5, Stealth +9 (+10 in deserts) Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . cacti \n'b' Plant Form . Small cholla cactus \n'b' Verdant Burst . When the Jumping Cholla leshy dies, a burst of primal energy explodes from its body, restoring 31 (7d8) hit points to each plant creature 30-foot radius. This area immediately fills with cholla cacti, becoming difficult terrain . If the terrain is not viable for these cacti, they wither after 24 hours. \n'b' Spined Body . The Jumping Cholla leshy is covered in sharp spines that fall off with ease. A creature that attempts to grapple or is grappled by the leshy takes 7 (2d6) piercing damage when the grapples starts and at the end of each subsequent turn while grappled . \n'b' Vault . As part of its movement, the leshy can jump up to 20 feet in any direction, including vertically. This movement does not provoke attacks of opportunity. If the leshy lands in an adjacent square to a creature, that creature must make a DC 15 Dexterity saving throw or suffer 5 (2d4) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Jumping Cholla leshy attacks two times as an action with its Spines attack . \n'b' Spines . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d8+6) piercing damage. On a hit, the target is grappled (escape DC 15) and suffers an additional 7 (2d6) piercing damage from the leshy\xe2\x80\x99s Spined Body ability. \n'b'\n'b' ABOUT \n'b' A combination of lemons and oranges were used in the first ever clinical trial as a way to treat scurvy in sailors. These citrus fruits contain high levels of vitamin C, which is necessary for the body to function but difficult to get while at sea. As a result, Lemon Leshies are considered good luck by sailors, and are frequently taken on board by Driftwood Leshies before departing for open water. \n'b' Gin was first developed as a medicinal drink, and only later became commonly consumed for its alcoholic properties. Prior to the creation of gin, juniper was also a common medicinal herb, thought to ward off the bubonic plague, as well as a general cure-all. \n'b' The Jumping Cholla leshy is one of the few types of leshy that can propagate on its own, forming clones from its dropped stems. \n'b' These leshies tend to stay around their colony until a passing creature or adventurer helps carry them away to form a new colony all their own. \n'b' Jumping Cholla leshy may even stay in their cacti form, in an attempt to avoid combat while getting carried to a new location. \n'b' Cholla cacti are a common sight in the American southwest, forming stands of formidable cacti with large, barbed spines. The cacti within these colonies arise as clones of older cacti, growing from detached stems rather than seeds or fruits. Of the many species of cholla, the jumping cholla is perhaps the best known, thanks to the lasting impression it leaves on those that encounter it. Jumping cholla earn their name due to the ease with which its stems detach from the main body \xe2\x80\x93 even a light touch can leave you pierced by spines and a stem attached to your skin. \n'b' The Jumping Cholla leshy thrives in deserts, surviving conditions that would leave even other cacti struggling. Their robust nature makes them ideal companions for desert-dwelling druids, though stand-alone settlements of leshies are also common. Jumping Cholla Leshies have also been found to care for their weaker but equally spiky cousins, the teddy-bear cholla.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Archdruid \n'b' Medium humanoid (any), neutral \n'b' Armor Class 19 (natural armor) Hit Points 300 (24d8+192) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 27 (+8) INT: 20 (+5) WIS: 23 (+6) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +16, Wis +14 Skills Athletics +10, Insight +14, Nature +13, Perception +14 Damage Vulnerabilities necrotic Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison Condition Immunities paralyzed , poisoned , prone Senses passive Perception 24 Languages Common, Deep Speech, Druidic, Elvish, Sylvan, Treant Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dependency . The archdruid requires at least 10 minutes of sunlight each day in order to fuel her abilities. For every day without exposure to sunlight, she accrues one level of exhaustion . \n'b' Evasion . When the archdruid makes a Dexterity saving throw to reduce the damage of a spell or attack , on a success she takes no damage and on a failure she takes half damage. \n'b' Legendary Resistance (3/Day) . If the archdruid fails a saving throw, she can choose to succeed instead. \n'b' Magic Weapons . The archdruid\xe2\x80\x99s weapon attacks are magical. \n'b' Plant Conjurer . By spending a bonus action, the archdruid can conjure up to 10 plant creatures of CR 4 that appear in unoccupied spaces within 100 feet. By spending an action, she can summon 5 plant creatures of CR 10 or less instead, and by performing a 1 minute ritual, the archdruid can summon a plant creature of up to CR 20. Creatures summoned with Plant Conjurer remain for 1 hour before disappearing. \n'b' Plant Friend (6/Short Rest) . The archdruid is constantly under the effects of a speak with plants spell and can innately cast awaken without the need for components. \n'b' Potent Blow . By spending a bonus action after dealing damage with a melee attack , the archdruid can force her target to make a DC 22 Wisdom save or gain one of the following conditions for 1d4 rounds: blinded , deafened , poisoned , prone , or stunned . \n'b' Spellcasting . The archdruid is a 20th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 22; +14 to hit with spell attacks). The archdruid has the following spells prepared from the druid\xe2\x80\x99s spell list:\n'b'\n'b'\n'b' Cantrips : druidcraft, mending , poison spray, produce flame \n'b' 1st level (4 slots) : charm person , cure wounds , detect magic , healing word , thunderwave \n'b' 2nd level (3 slots) : darkvision , enhance ability , heat metal , lesser restoration , locate animals or plants , moonbeam , pass without trace , spike growth \n'b' 3rd level (3 slots) : call lightning , daylight , dispel magic , meld into stone , plant growth , protection from energy , water breathing \n'b' 4th level (3 slots) : blight , confusion , freedom of movement , giant insect , hallucinatory terrain , ice storm , polymorph , stone shape \n'b' 5th level (3 slots) : commune with nature , geas , greater restoration , insect plague , mass cure wounds , reincarnate , scrying , tree stride \n'b' 6th level (2 slots) : conjure fey , find the path , heal , move earth , sunbeam , transport via plants , wall of thorns \n'b' 7th level (2 slots) : fire storm , regenerate \n'b' 8th level (1 slot) : earthquake \n'b' 9th level (1 slot) : storm of vengeance \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The archdruid makes any combination of ten oaken slam attacks and ironwood dart attacks, or she casts a spell and makes a combination of five oaken slam attacks and ironwood dart attacks. \n'b' Oaken Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 6 (1d8+2) bludgeoning damage plus 14 (4d6) force damage. \n'b' Ironwood Dart . Ranged Weapon Attack : +12 to hit, range 20/60 ft., one target. Hit : 6 (1d4+4) piercing damage plus 3 (1d6) acid, 3 (1d6) cold, 3 (1d6) fire, and 3 (1d6) lightning damage. \n'b' Supreme Wildshape . The archdruid innately casts shapechange on herself without expending a spell slot or using any components, or concentration. She can only transform into beasts while using shapechange in this way. \n'b'\n'b' ABOUT \n'b' The pinnacle of druid ways means that by the time an adventurer empowered by nature leaves the conflicts of dungeon delving behind, they truly become one with the world and an extension of nature itself. Archdruids have outlived their closest allies and family members, and over the decades they drift away from their individual egos as they change into extensions of their groves or the regions in which they dwell. When interacting with one it is rare to hear their real voice-they prefer to speak through the rustling of leaves, cracking stones, sifting sand, and the water bubbling through a stream. \n'b' An archdruid\xe2\x80\x99s fundamental concern is maintaining balance, whether that be in elemental matters, the encroachment of civilization into the wilderness, or anomalous weather. Avatars of all sorts show them a great measure of respect and even epic elementals will pause in their rage to be addressed by an archdruid. They dearly cherish the natural order but are active gardeners that frequently prune and nurture different parts of their homes (creatures and vegetation alike). This also often makes them arbiters between kingdoms and the world at large-when they feel nature has been offended they do not hesitate to turn the fury of entire forests and volcanoes upon entire nations. \n'b' As former adventurers themselves archdruids are eager to help lesser druids, rangers, adepts, and anyone else seeking to maintain the balance of nature. Those that rely upon technology are the exception, instantly earning ire and scorn if not physical removal from the realm as well. Although they are creatures of magic, archdruids are extremely dangerous warriors too and relish in the fervor of melee combat, swiftly striking their enemies so fast their blows become a blur.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Juniper Leshy \n'b' Family: Leshy \n'b' Medium plant ( leshy ), chaotic Good \n'b' Armor Class 16 (natural armor) HP 152 (16d8+80) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 20 (+5) INT: 10 (+0) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Wis +5 Skills Athletics +8, Medicine +5, Nature +3, Perception +5, Stealth +7 (+9 in mountains) Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 6 (2,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Medium juniper tree \n'b' Verdant Burst . When the Juniper leshy dies, a burst of primal energy explodes from its body, restoring 27 (6d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with juniper saplings, becoming difficult terrain . If the terrain is not viable for juniper, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Juniper leshy attacks two times as an action with either its Staff or its Needle Strike attacks. \n'b' Staff . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) bludgeoning damage. \n'b' Needle Strike . Ranged Weapon Attack : +7 to hit, range 40/120 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Cask Toss . The Juniper leshy throws a fermented cask at a point within 60 feet of it that it can see. The cask explodes in a 15-foot radius and all creatures within the affected area must make a DC 15 Dexterity saving throw. On a failed save, a creature suffers 10 (3d6) poison damage and is poisoned for 1 minute. On a successful one, a creature suffers half as much damage and is not poisoned . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Coat Weapon (3/day) . As a bonus action, the leshy pours its fermented drink, coating its staff. The next successful attack it makes with its Staff causes the target to become poisoned until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Juniper is a genus of shrubs and trees broadly distributed around the world. \n'b' Different types of juniper can be found everywhere from the Arctic to the Tropics; in parks and as bonsai trees. Juniper has a long history of use in folk medicine, cooking, wood-working, and more. But most important, it is the primary flavor in gin. What more can you ask for? Juniper Leshies are favored by many a drunk god and even more by people. \n'b' They near always carry casks of gin personally distilled and flavored, each with their own recipe and flavor profile. If this leshy enters your tavern, you are in for a special night!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leaf Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 12 (armor) Hit Points 5 (1d6+2) Speed 20 ft., climb 10 ft., fly 20 ft. (glide)\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 13 Languages Druidic, Sylvan Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Tree Speech . Leaf leshies can communicate with trees, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) Hit Points , and new tree and shrub growth quickly infests the area. If the terrain can support the growth of trees, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Seedpod Burst . Ranged Weapon Attack : +3 to hit, range 10 ft/30 ft., one target. Hit : 1 bludgeoning damage, and the target must make a DC 11 Constitution saving throw. On a failed save, the target is deafened until the beginning of the leshy \xe2\x80\x98s next turn. \n'b' Spear . Melee Weapon Attack : +0 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 1 (1d6 \xe2\x80\x93 2) piercing damage, or 2 (1d8 \xe2\x80\x93 2) piercing damage if wielded in two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Leaf leshys tend to the well-being of trees, whether natural stands or cultivated orchards. In appearance, they have soft, pulpy-looking bodies and wear clothing made of dozens of leaves. Larger leaves cover their shoulders, often giving them the appearance of wearing cloaks, and most adorn their relatively featureless heads with helmets made from pine cones, nuts, or fruit rinds. This leafy layer of clothing functions as masterwork padded armor for a leafleshy, but not for any other creature. \n'b' Tiny Soldiers . Leaf leshys love to play at war. When not laboring on their trees, they wheedle any companions to engage in mock duels with their twig spears, resorting to private weapon drills when they must. In actual battle, they are much more cautious, sticking to cover and harrying their foes with hit-and-run tactics, as they have a strongly developed sense of self-preservation. \n'b' Growing a Leaf Leshy . Leaf leshys are usually grown under the shade of fruit or nut trees. \n'b' To grow a leaf leshy, the maker plants an acorn and pine cone together, then mounds up leaves, sticks, and needles around them. When first born, a leaf leshy has no armor, leafy cape, or weapon, but can construct them from available materials given a day and left to its own devices. \n'b' Creating it requires 250 gp of materials, a DC 10 Nature check, and casting barkskin , pass without trace , and plant growth . \n'b' Growing a Leshy \n'b' The process of growing a leshy has some similarities to making a construct. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process. \n'b' Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy\xe2\x80\x99s transformation from a normal plant into a sentient one\xe2\x80\x94the cost of these components varies according to the leshy but is never less than 1,000 gp. The cultivator must make a successful Nature check; the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew. \n'b' If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy\xe2\x80\x99s cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual\xe2\x80\x99s climax, there\xe2\x80\x99s a flat 50% chance that the attempt to create a leshy succeeds\xe2\x80\x94if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM\xe2\x80\x99s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure. If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies. \n'b' Plant creatures are particularly adept at growing leshys, gaining advantage on their Nature checks to create them and reducing the time required to grow the leshy by 50% and the cost by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success. At the GM\xe2\x80\x99s option, leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,000 gp to the cost of creating the leshy, increases the DC of the Nature check by 2, and requires an additional 2 weeks of growth. \n'b' Attempts to create leshys larger than Small always fail\xe2\x80\x94the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child. \n'b' Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds. \n'b' Ready to Fight . Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. \n'b' While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature\xe2\x80\x94an illusion that the similarity between a flytrap leshy\xe2\x80\x99s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. \n'b' Growing a Flytrap Leshy . A flytrap leshy is usually grown in swampy or marshy terrain. A flytrap leshy will only emerge if it is given a small pile of freshly killed insects to eat. Creating it requires 3,000 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and thorn whip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lemon Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 12 HP 78 (12d6+36) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Cha +3 Skills Athletics +3, Perception +3, Stealth +4 (+6 among trees) Damage Immunities acid, electricity Senses passive Perception 13 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . citrus plants \n'b' Plant Form . Small lemon tree \n'b' Amphibious . The Lemon leshy can breathe water or air. \n'b' Verdant Burst . When the Lemon leshy dies, a burst of primal energy explodes from its body, restoring 4 (1d8) hit points to each plant creature in a 30-foot radius and dealing 2 (1d4) acid damage to non-plant creatures in the same area. This area immediately fills with lemon tree saplings, becoming difficult terrain . If the terrain is not viable for lemons, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Lemon leshy attacks two times as an action, once with its Jaws and once with its Tail attack or twice with its Acid Spurt attack . \n'b' Jaws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) piercing damage plus 2 (1d4) poison damage. \n'b' Tail . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8+1) bludgeoning damage. \n'b' Acid Spurt . Ranged Weapon Attack : +4 to hit, range 30/90 ft., one target. Hit : 5 (1d6+2) acid damage. \n'b' Citrus Spray . A spray of lemon-scented acid erupts from the leshy\xe2\x80\x99s mouth in a 15-foot cone, dealing 5 (2d4) acid damage to each creature in the area that fails a DC 13 Dexterity saving throw. If Citrus Spray is used underwater, the area becomes acidic for 1 round. Any creature that starts their turn or enters the area suffers 2 acid damage. \n'b'\n'b' ABOUT \n'b' The lemon tree\xe2\x80\x99s distinctive yellow fruits contain roughly 5% citric acid, giving them a strong sour taste. Lemons were originally small berries that evolved over time into fruits, slowly spreading to new regions as their culinary uses increased. In addition to flavoring, lemons are used for their strong aromas, oils, and can even make invisible ink! \n'b' A largely aquatic creature, Lemon Leshies seem especially drawn to shipping lanes, swimming near the surface of open waters. Their yellow fruits bobbing in the waves are considered a sign of good fortune by sailors, who will trade fish and other supplies to the leshy for fresh fruit. The Lemon leshy comes to shore a few times a year, though the purpose of their mass visits is a mystery.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy Husk \n'b' Family: Leshy \n'b' Small plant (husk) , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 13 (3d6 + 3) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Stealth +3 Damage Vulnerabilities fire Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 10 Languages Common, Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the leshy remains motionless, it is indistinguishable from a Small dead tree or tree detritus (such as a fallen log). \n'b' Necrotic Burst . When the leshy dies, it explodes in a burst of necrotic energy. Each creature within 30 feet of it must make a DC 11 Constitution saving throw, taking 2 (1d4) necrotic damage on a failed save. The area is filled with corrupted saplings, becoming difficult terrain . The saplings rot within a week. \n'b' Speak with Trees . The leshy can communicate with trees as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Pike . Melee Weapon Attack : +2 to hit, reach 10 ft., one target. Hit : 5 (1d10) piercing damage. \n'b' Blighted Seedpod . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one creature. Hit : 2 (1d4) bludgeoning damage plus 2 (1d4) necrotic damage, and the leshy regains hit points equal to the necrotic damage dealt. \n'b'\n'b' ABOUT \n'b' Diminutive leshies are often the prized friends of druids, rangers, and other nature lovers. Not so with leshy husks, whose corruption has left them devoid of whatever charm and grace they may have once possessed. \n'b' Their drooping branches, gray foliage, and cracked bark skin make leshy husks stand out noticeably from their unwarped kin. Nevertheless, leshy husks excel at ambush tactics, and they ably sneak through the blighted swamps, slashed-and-burned forests, and salted plains in which they typically dwell. \n'b' As with all husks, leshy husks vary widely in their abilities depending on which type of leshy they sprouted from. The leshy husk presented here was once a tree leshy. \n'b' Stronger husks, including dryad and arboreal husks, sometimes take along leshy husks as minions and servants. \n'b' Most such husk masters are smarter or more ambitious than typical husks of their kind, and their goals often include domination of the local area or the ruination of a nearby settlement.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coyote Warrior \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 13 (hide armor) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +3 Senses passive Perception 13 Languages Aztli Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pack Tactics . The coyote warrior has advantage on attack rolls against a creature if at least one of the coyote warrior\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sneak Attack . Once per turn, the coyote warrior deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of an ally of the coyote warrior that isn\xe2\x80\x99t incapacitated , and the coyote warrior does not have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy, Common \n'b' Family: Leshy \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +4, Stealth +3, Survival +4 Senses darkvision 60 ft., passive Perception 14 Damage Immunities poison Condition Immunities poisoned Languages Common, Elvish, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mimicry . The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom ( Insight ) check. \n'b' Plant Camouflage . The leshy has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring plant life. \n'b' Speak with Beasts and Plants . The leshy can communicate with Beasts and Plants as if they shared a language. \n'b' Vine-Wrapped Weapons . The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra 2d4 poison damage (included in the attack). \n'b' Woodland Stride . Difficult terrain composed of magical or nonmagical plants doesn\xe2\x80\x99t cost the leshy extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b' Club . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) poison damage. \n'b' Frightening Mien (Recharge 5\xe2\x80\x936) . The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to Frightening Mien if it can see through illusions. \n'b' Encourage Growth (1/Day) . The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours. \n'b'\n'b' ABOUT \n'b' This strange man is covered in bark and root-like growths and wears loose scraps of clothing. The hair and beard that frame his piercing green eyes writhe like living vines. \n'b' Expanding the Wild . Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. They sabotage cultivated land, wipe out trails, and cultivate weed walls and thickets to keep civilization at bay. They transplant dangerous plant creatures to discourage new settlements, and some wrangle rabid animals to the same purpose. \n'b' Ax Thieves . Leshy prefer trickery to combat, leading intruders astray by mimicking animal and humanoid sounds. If challenged, they do everything in their power to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray. \n'b' Accept Bribes . With careful courting and appropriate gifts, it is possible to gain a leshy\xe2\x80\x99s capricious assistance. This can be risky, because leshy love mischief. Still, a leshy\xe2\x80\x99s help is sometimes essential to a group traversing ancient woodlands.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy, Gourd \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 12 \n'b' Hit Points 13 (2d6+6) \n'b' Speed 20 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder \n'b' Skills Perception +2, Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Druidic, Sylvan \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gourd Speech . Gourd leshies can communicate with grounds, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Keepsake . Gourd leshys can pop off the top of their heads and store a single object such as a dagger or potion inside. While within the leshy\xe2\x80\x99s head, the item is warded by nondetection . In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) hit points , and gourds quickly infests the area. If the terrain can support the growth of gourds, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Seed . Ranged Weapon Attack : +4 to hit, range 10 ft/30 ft., one target. Hit: 1 bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is restrained by vines for 1 minute. A creature may use an action to make a new saving throw; on a success, the creature is no longer restrained . \n'b' Slam . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit: 1 (1d4 \xe2\x80\x93 2) bludgeoning damage, and the target must make a DC 12 Strength saving throw. On a failed save, the target is restrained by vines for 1 minute. A creature may use an action to make a new saving throw; on a success, the creature is no longer restrained . \n'b'\n'b' ABOUT \n'b' Superstition and love of rituals run deep in gourd leshys. \n'b' They do their best to exactly reproduce what worked before with every trivial activity, and change seemingly random details when attempting tasks they previously failed. \n'b' Gourd leshys collect random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coins. Credulous to a fault, gourd leshys believe nearly anything they hear from those they trust. However, their admittedly hollow heads still hold memories, and a gourd leshy betrayed rarely forgets. \n'b' As gourd leshys aren\xe2\x80\x99t particularly strong, they often fight dirty. One favorite trick is to wait for an enemy to come within striking distance while in gourd form so that they can assume their true form and make a sneak attack in the same round. \n'b' Growing a Gourd Leshy . Gourd leshys grow best in small vegetable patches or in sunny meadows. Carving eyes and a mouth into a growing gourd leshy\xe2\x80\x99s \xe2\x80\x9cface\xe2\x80\x9d is an important part of the growth ritual, for neglecting to do this robs the gourd leshy of its ability to see or speak. The exact nature and appearance of a gourd leshy\xe2\x80\x99s features can vary wildly between individuals. Creating it requires 500 gp of materials, a DC 11 Nature check, and casting entangle , mending , and plant growth .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy, Leaf \n'b' Family: Leshy \n'b' Small plant , neutral \n'b' Armor Class 12 (armor) Hit Points 5 (1d6+2) Speed 20 ft., climb 10 ft., fly 20 ft. (glide)\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Druidic, Sylvan Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Glide . When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Tree Speech . Leaf leshies can communicate with trees, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) hit points , and new tree and shrub growth quickly infests the area. If the terrain can support the growth of trees, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Seedpod Burst . Ranged Weapon Attack : +3 to hit, range 10 ft/30 ft., one target. Hit : 1 bludgeoning damage, and the target must make a DC 11 Constitution saving throw. On a failed save, the target is deafened until the beginning of the leshy\xe2\x80\x99s next turn. \n'b' Spear . Melee Weapon Attack : +0 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 1 (1d6 \xe2\x80\x93 2) piercing damage, or 2 (1d8 \xe2\x80\x93 2) piercing damage if wielded in two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Leaf leshys tend to the well-being of trees, whether natural stands or cultivated orchards. \n'b' In appearance, they have soft, pulpy-looking bodies and wear clothing made of dozens of leaves. Larger leaves cover their shoulders, often giving them the appearance of wearing cloaks, and most adorn their relatively featureless heads with helmets made from pinecones, nuts, or fruit rinds. This leafy layer of clothing functions as masterwork padded armor for a leaf leshy, but not for any other creature. \n'b' Leaf leshys love to play at war. When not laboring on their trees, they wheedle any companions to engage in mock duels with their twig spears, resorting to private weapon drills when they must. In actual battle, they are much more cautious, sticking to cover and harrying their foes with hit-and-run tactics, as they have a strongly developed sense of self-preservation.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy, Seaweed \n'b' Family: Leshy \n'b'\n'b' Small plant , neutral \n'b' Armor Class 12 (armor) Hit Points 26 (4d6+12) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 16 (+3) INT: 9 (-1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning, thunder Skills Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft.; passive Perception 14 Languages Druidic, Sylvan Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Air Cyst . Seaweed leshys constantly grow small bulbs filled with air. As an action, they can detach a bulb and give it to another creature. If consumed as an action, this air cyst grants the ability to breathe both air and water for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours. \n'b' Amphibious . A seaweed leshy breathes air and water. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Seaweed Speech . Seaweed leshys can communicate with seaweed, asking it about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) hit points , and seaweed quickly infests the area. If the terrain can support the growth of seaweed, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) bludgeoning damage. \n'b' Water Jet . Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 1 bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target is blinded until the beginning of the leshy \xe2\x80\x98s next turn. \n'b' Change Shape . The seaweed leshy can take the shape of seaweed or return to its normal form. In seaweed form it is not capable of any other actions but is aware of its surroundings. It is otherwise indistinguishable from ordinary seaweed. Any items it carries fall to the ground when it becomes seaweed, but when it returns to its normal form it easily dons its armor at the same time. \n'b' Seaweed . Grasping seaweed sprouts from the ground in a 20-foot square starting from a point within 90 feet that is in saltwater. For 1 minute, the seaweed turns the ground and water in the area into difficult terrain . A creature in the area when the leshy uses seaweed must succeed on a DC 12 Strength saving throw or be restrained by the entangling seaweed until the spell ends. A creature restrained by the seaweed can use its action to make a Strength check against the same DC. On a success, it frees itself. After 1 minute, the conjured seaweed wilts away. \n'b'\n'b' About \n'b' Seaweed leshies usually dwell along coastlines, happily splashing and playing in tide pools, but they are equally at home at sea, floating among large kelp beds. Although perfectly capable of existing out of water indefinitely, seaweed leshies prefer to limit their time away from the sea almost out of a sense of pride. Most seaweed leshies take a dim view of freshwater plant life, to the point of mocking such plants in the same way an urbanite might talk down to folk who live in more rural areas. Rumors of freshwater leshies are a sure way to bring peals of mocking laughter from a seaweed leshy . \n'b' Seaweed leshies resemble miniature, waterlogged green humans grown from leafy green seaweed, with skinny arms and legs, webbed hands and feet, and long strands of brown, green, or red seaweed for hair. They wear armor made from a pair of large clam shells or from several smaller shells tied together. This armor functions for a seaweed leshy , but not for any other creature. \n'b' Patient and thoughtful by inclination (save for matters associated with those silly freshwater leshies), seaweed leshies believe that in time nature brings what is needed by the ebb and flow of the tide or the steady flow of the river. They counsel against hasty decisions and rash actions , always preferring to wait and see what another day might bring. \n'b' Guardians of Plant Life . Originally grown as servants for more powerful fey and intelligent plant life such as elder treants, leshies are sentient plants who look after their unintelligent brethren and serve as nature\xe2\x80\x99s verdant watchers. Several breeds of leshy exist, each being kindred to a broad group of plants or fungi . Leshies begin their existence as sentient though bodiless spirits of nature of the sort contacted by spells such as commune with nature . These spirits normally have no way to directly manipulate the physical world, but a skilled spellcaster (typically a druid ) can grow a special plant body for one of these spirits, giving the spirit a home to animate. \n'b' Embodied Spirits . Once accepted into a body, a leshy\xe2\x80\x99s spirit remains within unless the body is destroyed. Leshies do not fear death as many other creatures do, knowing that should they fall, their spirits merely return to the natural world and can be called to inhabit a new leshy body at some point in the future. As a leshy\xe2\x80\x99s body dies, the magic animating it unravels in a burst of life energy that infuses its surrounding and quickens the growth of any plants in the vicinity. Some leshies even voluntarily discorporate to save the lives of ailing plants, knowing that their sacrifice may mean the continuation of countless otherwise helpless flora. Regardless of how a leshy dies, leaving the body traumatizes the spirit, and the leshy retains only faint memories of past corporeal existences. \n'b' Leshy spirits need not return to the same form if bound again to a body. Throughout its existence, a single spirit can inhabit any number of different types of leshies. A leshy without a body has no power to affect or contact the material world. \n'b' Unique . The rites and special materials required to create a leshy\xe2\x80\x99s physical form vary between individual leshies. \n'b' Once the creator assembles the necessary materials, a leshy must typically be grown in an area of natural power, such as a treant\xe2\x80\x99s grove, a druidic circle, or a site of pristine natural wonder. A newly born leshy is a free-willed, neutral being, under no obligation to serve its creator.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Leshy, Wildfire \n'b' Family: Leshy \n'b' Small plant (shapechanger) , chaotic good \n'b' Armor Class 11 Hit Points 37 (5d8 + 15) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 16 (+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 Nature +2, Perception +4, Survival +4 Damage Resistances fire Senses darkvision 30 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Burning Body . The wildfire leshy is coated in living flame whose touch can burn other creatures. A creature that touches the leshy or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. \n'b' Innate Spellcasting . The leshy\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The leshy can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : produce flame \n'b' 1/day : burning hands \n'b'\n'b' Smoke Vision . The leshy\xe2\x80\x99s vision is not obscured by smoke. \n'b' Speak with Plants . The leshy can communicate with plants as if they shared a language. \n'b' Water Vulnerability . When the wildfire leshy starts its turn in water or is doused with water (either through a spell or some other effect, such as pouring a bucket of water over it or being caught in the rain), it takes 4 (1d8) cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Change Shape . The leshy polymorphs into Small pyrophytic plant with a speed of 0 or back into its true form. Its statistics, other than speed, are the same in each form. It reverts to its true form if it dies. \n'b' Self-Immolate . The leshy wills its own burning embers to flare up. It takes 4 (1d8) damage and creates a thick plume of opaque smoke in a 5-foot radius around itself. The smoke spreads around corners. The area within the smoke is heavily obscured. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b'\n'b' ABOUT \n'b' Wildfire leshies aren\xe2\x80\x99t the only such plant creatures to emerge from the ashes of a wildfire. Certain varieties of fungus leshies, for instance, can manifest only in the aftermath of a forest inferno, much like morel mushrooms. \n'b' Wildfire leshies arise from the charred remains of plants destroyed by wildfires, and they are perhaps as often misunderstood as their terrifying-but wholly natural-conflagratory namesakes. Like wildfires themselves, wildfire leshies are part of the miraculous and mysterious cycle of life, death, and rebirth. \n'b' Similar to other leshies, wildfire leshies typically arise when a druid infuses a body of vegetation with a nature spirit, but spontaneously manifested wildfire leshies are far from unknown. Their small, stocky bodies are formed of tightly packed charred wood and twigs, and their sunken eyes and mouth resemble smoldering embers. Druids mesmerized by the power and beauty of fire find a good ally indeed in the form of a wildfire leshy, whose gentle heat can keep their friend warm at night and whose gravelly voice is not dissimilar to the sound of crackling firewood. \n'b' Wildfire leshies have an intuitive understanding of the natural balance in highly flammable natural areas such as forests and plains. Although wildfires are anathema to many animals and plants, certain kinds of life-including wildfire leshies themselves-rely on the natural cycle of fire, decay, and regrowth in order to flourish. Wildfire leshies use their preternatural knowledge of this cycle both to fight premature wildfires and to spark the first flames in areas overdue for a fiery cleansing. Whenever possible, wildfire leshies recruit the aid of other wild creatures, including other types of leshies, to usher vulnerable creatures toward a safe refuge before starting their inferno. Since they require little air to breathe and can see through even the thickest smoke with ease, wildfire leshies are also excellent at rescuing creatures caught in a wildfire before it\xe2\x80\x99s too late.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lichen Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 13 HP 75 (10d6+40) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 18 (+4) INT: 9 (-1) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +3 Skills Acrobatics +5, Perception +3, Stealth +5, Survival +3 Senses passive Perception 13 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . lichen \n'b' Plant Form . Small patch of lichen \n'b' Verdant Burst . When the Lichen leshy dies, a burst of primal energy explodes from its body, restoring 4 (1d8) hit points to each plant and fungi creature in a 30-foot radius. This area immediately fills with lichen, becoming difficult terrain . Without active care, they wither after 48 hours. \n'b' Resist Death (1/day) . The Lichen leshy is able to survive the most extreme environments, going dormant to conserve energy until conditions improve. When it enters this dormant state, the leshy becomes immune to cold and fire damage, as well as any environmental effects. While in this state, the leshy can take no actions other than maintaining Resist Death. A Wisdom ( Perception ) check (DC 14) is required to determine if the leshy is alive or dead. \n'b'\n'b' ACTIONS \n'b'\n'b' Branching Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) bludgeoning damage. On a hit, the target is grappled (escape DC 13). \n'b' Yellow-Tipped Spear . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage plus 2 (1d4) poison damage. \n'b'\n'b' ABOUT \n'b' Some 20,000 varieties of lichen are known to exist, and many more likely remain to be discovered. \n'b' These lichen come in numerous forms and colors, and possess unique adaptations for their particular environment. \n'b' Lichen Leshies may take on any of these forms, resulting in unique leshies constantly being created. \n'b' Not quite a plant, not quite a fungus, lichen are actually composite organisms. They form from the union of algae and bacteria with varying fungal species, giving rise to an entirely new type of creature. Lichen are incredibly hardy, surviving extreme environmental conditions and are considered some of the longest-living organisms in the world. \n'b' Lichen Leshies are quite hardy, and can be found in even the most remote portions of the planet. Their propensity for travel, and an ability to survive extreme conditions, makes them excellent explorers. These leshies are also great first responders, willing and able to enter dangerous events before other creatures would safely be able.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Archer Bush \n'b' Small plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 78 (12d6 + 36) Speed 10 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b' Multiattack . The archer bush makes two attacks with its thorns. \n'b' Thorns . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Bloodsuck . A creature within 5 ft. of the archer bush that has 0 hit points is drained of blood. The creature automatically fails a death saving throw. \n'b' About \n'b' This creature looks like a small mound of brownish-green leaves with several thick branches, sporting rows of needlelike thorns, extending from its trunk. Small pale buds of gold and purple sprout from the occasional axil, intermingling with the leaves. \n'b' The archer bush is a subterranean, semimobile plant often found with one or more desiccated corpses nearby. The carnivorous archer bush will fire a cluster of thorns at any creature that comes within 20 feet and later slither over to consume any that have fallen. Its primitive mouth, a recessed cavity hidden beneath its trunk, is capable of extreme suction, which it uses to suck the blood from its thorn-pricked victims.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lichen Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 13 (mossy armor) Hit Points 39 (6d6+18) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 14 Languages Druidic, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Degradation . The lichen leshy\xe2\x80\x99s attacks envelop the target in a lattice of delicate digestive growths. As an action, a target can tear away any such growths. If a creature ends its turn without having removed the growths, the tendrils fall away as they release acid that deals 5 (2d4) points of acid damage, and the victim must succeed at a DC 13 Constitution save or become incapacitated until the end of its next turn. \n'b' Expert Climber . The leshy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Lichen Speech . Lichen leshys can communicate with lichens, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) Hit Points , and lichens quickly infest the area. If the terrain can support the growth of lichens, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b' Weathering . A lichen leshy can release a slow-acting acid that dissolves stone and organic material. By remaining in contact with a 5-foot-square area for 8 hours, the leshy can deal 10 (3d6) points of acid damage to the surface. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage plus degradation. \n'b' Filaments . Ranged Weapon Attack : +3 to hit, range 20 ft/100 ft., one target. Hit : 1 bludgeoning damage, plus degradation \n'b'\n'b' ABOUT \n'b' Like the curious plantlike organisms from which they\xe2\x80\x99re composed, lichen leshys are rugged creatures able to survive in unforgiving climates. Unlike most leshys, lichen leshys are rarely content to stay in one place for long, instead using their survival skills to reach the grandest vistas, harshest environs, and most daring heights. There, they rest in quiet contemplation and awe, slowly breaking down inhospitable rocks into nutrient-rich soil that can sustain new plant life. \n'b' Lichen leshys almost always wear cozy rain cloaks that they use to blur their outlines and better camouflage their forms, which serves as well as armor for them but collapses into ordinary moss for other creatures. They often secret away tiny mementos within their garb to remind them of their greatest achievements, and one can earn a lichen leshy\xe2\x80\x99s ready assistance if willing to listen to its rambling tales of how it found each trophy. \n'b' Growing a Lichen Leshy . A lichen leshy can grow nearly anywhere that\xe2\x80\x99s exposed to clean air, though most creators prefer large, rocky escarpments. The creator prepares an unguent of spores, aromatic salts, and pure rainwater, which she uses to paint an image of the leshy-to-be on the growing surface. Once the leshy has matured, it peels itself off the prepared surface. Left to its own devices, it can construct its rain cloak and other gear from available materials within a day. Creating it requires 2,000 gp of materials, a DC 13 Nature check, and casting call woodland beings, meld into stone , and plant growth . \n'b' Growing a Leshy \n'b' The process of growing a leshy has some similarities to making a construct. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process. \n'b' Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy\xe2\x80\x99s transformation from a normal plant into a sentient one\xe2\x80\x94the cost of these components varies according to the leshy but is never less than 1,000 gp. The cultivator must make a successful Nature check; the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew. \n'b' If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy\xe2\x80\x99s cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual\xe2\x80\x99s climax, there\xe2\x80\x99s a flat 50% chance that the attempt to create a leshy succeeds\xe2\x80\x94if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM\xe2\x80\x99s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure. If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies. \n'b' Plant creatures are particularly adept at growing leshys, gaining advantage on their Nature checks to create them and reducing the time required to grow the leshy by 50% and the cost by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success. At the GM\xe2\x80\x99s option, leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,000 gp to the cost of creating the leshy, increases the DC of the Nature check by 2, and requires an additional 2 weeks of growth. \n'b' Attempts to create leshys larger than Small always fail\xe2\x80\x94the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child. \n'b' Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds. \n'b' Ready to Fight . Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. \n'b' While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature\xe2\x80\x94an illusion that the similarity between a flytrap leshy\xe2\x80\x99s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. \n'b' Growing a Flytrap Leshy . A flytrap leshy is usually grown in swampy or marshy terrain. A flytrap leshy will only emerge if it is given a small pile of freshly killed insects to eat. Creating it requires 3,000 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and thorn whip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lotus Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 15 (natural armor) Hit Points 52 (7d6+28) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 15 Languages Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lily Pad Stride . The leshy can walk across the surface of water or any liquid that doesn\xe2\x80\x99t destroy plants. \n'b' Lotus Speech . Lotus leshys can communicate with lotuses, asking them about events within the past day, gaining information about creatures that have passed, weather, and other circumstances, within a radius of 30 feet. \n'b' Pass Without Trace . In areas of natural vegetation, a leshy can\xe2\x80\x99t be tracked except by magical means. The leshy leaves behind no tracks or other traces of its passage. \n'b' Verdant Burst . When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain 6 (1d8+2) Hit Points , and lotuses quickly infest the area. If the terrain can support the growth of lotuses, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. \n'b' Seed Spray . Ranged Weapon Attack : +4 to hit, range 30 ft., one to six targets. Hit : 2 (1d3) bludgeoning damage, and the target must save against Dream Pollen. The leshy fires up to 6 seeds, dividing the seeds as it chooses among targets in range; all the seeds directed at a single target use a single attack roll to hit and apply Dream Pollen once. If the leshy scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Aura of Tranquility . The lotus leshy exudes a calming aura. Each humanoid in a 20-foot-radius sphere centered on a point in the leshy\xe2\x80\x99s square must make a DC 13 Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the leshy chooses one of the following two effects. The leshy can suppress any effect causing a target to be charmed or frightened . After 1 minute, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, the leshy can make a target indifferent about creatures of its choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the indifference ends, the creature becomes hostile again, unless the GM rules otherwise. A creature that succeeds at the save is immune to that leshy\xe2\x80\x99s aura for 24 hours. \n'b' Change Shape . The leaf leshy can take the shape of a Small lotus plant or return to its normal form. In plant form it is not capable of any other actions but is aware of its surroundings. It is otherwise indistinguishable from ordinary plant life. Any items it carries fall to the ground when it becomes a plant. \n'b'\n'b' ABOUT \n'b' Enigmatic lotus leshys are wise guardians of secluded ponds and lakes. They spend most of their time in meditation as lotus flowers, sometimes for decades at a time. Although lotus leshys spend most of their time floating in solitary reflection, they do not shun the company of other creatures, and take humanoid form whenever they wish to speak. They find discussions of religion and philosophy particularly fascinating, and delight in fresh perspectives. Although they study deities of self-perfection and contemplation extensively, they do not revere such beings. A typical lotus leshy stands 3 feet tall and weighs 15 pounds. \n'b' Cryptic Speech . Lotus leshys speak indirectly rather than providing specific answers. They maintain that contemplation and discussion are far more valuable than concrete answers, whose usefulness is limited to the question at hand. In addition, they believe those who receive direct answers are more likely to blindly accept the words of others rather than thinking for themselves. When confronted with impatience, lotus leshys return to their lotus form rather than engaging further. They avoid combat whenever possible, preferring to calm tempers with their tranquil auras or lull violent creatures to sleep with their soporific pollen. \n'b' Growing a Lotus Leshy . Lotus leshys grow best in warm ponds and lakes in quiet areas. To grow a lotus leshy, the maker must plant a lotus seed by the water\xe2\x80\x99s edge and sit in quiet mediation by the seed until it sprouts. Creating it requires 3,000 gp of materials, a DC 15 Nature check, and casting call woodland beings, plant growth , and water walk . \n'b' Growing a Leshy \n'b' The process of growing a leshy has some similarities to making a construct. Typically, the creator of a leshy must be a powerful druid, but anyone capable of making the required Knowledge checks and casting the required spells may attempt the process. \n'b' Growing a leshy body takes 2 weeks per Hit Die, during which the nascent form must be well fertilized, watered as needed, and kept safe from harm. During this period of growth, certain rare nutrients and fertilizer must be used to prime the leshy\xe2\x80\x99s transformation from a normal plant into a sentient one\xe2\x80\x94the cost of these components varies according to the leshy but is never less than 1,000 gp. The cultivator must make a successful Nature check; the required DC varies according to the leshy. If the check fails, the plant withers and dies and the cultivator must begin anew. \n'b' If, on the other hand, the skill check is successful, the cultivator must then step in and perform a 24-hour ritual within a day of the leshy\xe2\x80\x99s cultivation. During this ritual, the cultivator must cast a number of spells (see each individual leshy for a list). At the ritual\xe2\x80\x99s climax, there\xe2\x80\x99s a flat 50% chance that the attempt to create a leshy succeeds\xe2\x80\x94if this final check fails, no appropriate spirit is close enough to answer the call. The plant body rots and the creator must begin anew with fresh materials if he wishes to try again. At the GM\xe2\x80\x99s discretion, this final chance for success might increase to 75% or even 100% for particularly magical areas where leshy spirits are much more common than normal. Discovering such a rare and magical site should be the focus of its own adventure. If the ritual is successful, the leshy awakens fully formed and able to serve as a minion. A freshly created leshy is under no particular compulsion to obey its creator, but most regard their makers as friends and allies. \n'b' Plant creatures are particularly adept at growing leshys, gaining advantage on their Nature checks to create them and reducing the time required to grow the leshy by 50% and the cost by 25%. A plant creature is always successful in luring a spirit into the body, and need not make the final percentile roll for success. At the GM\xe2\x80\x99s option, leshys with more Hit Dice than normal can be created. Each additional Hit Die adds 2,000 gp to the cost of creating the leshy, increases the DC of the Nature check by 2, and requires an additional 2 weeks of growth. \n'b' Attempts to create leshys larger than Small always fail\xe2\x80\x94the strange spiritual energies that animate these creatures are only capable of doing so to a body no larger than that of a human child. \n'b' Cantankerous flytrap leshys represent the harsh and seemingly cruel aspects of the natural cycle that are ultimately needed for the greater well-being of all creatures. When necessary to protect their homes, flytrap leshys start controlled fires, relying on their fire resistance to wade through the flames. Unlike most of their kind, flytrap leshys eat flesh and are not picky about the kind of meat that they consume. They particularly savor insects, and one of the few ways to placate a flytrap leshy is to offer it a rare or unusual insect to consume. A typical flytrap leshy is 2 feet tall and weighs 20 pounds. \n'b' Ready to Fight . Most leshys are peaceful creatures that focus their efforts on tending the natural region around them. While flytrap leshys do not leave their homes to pick fights, they relish the opportunity to attack intruders. These carnivorous plants tend to attack before asking questions. \n'b' While they rarely work together with other creatures, the aggressive creatures eagerly collaborate with others of their kind. They fight best in teams, and coordinate with each other so seamlessly that a group of flytrap leshys is nearly indistinguishable from a single creature\xe2\x80\x94an illusion that the similarity between a flytrap leshy\xe2\x80\x99s head and hands only compounds. While a typical flytrap leshy has one head and two hands, more powerful flytrap leshys exist with greater numbers of heads and hands. \n'b' Growing a Flytrap Leshy . A flytrap leshy is usually grown in swampy or marshy terrain. A flytrap leshy will only emerge if it is given a small pile of freshly killed insects to eat. Creating it requires 3,000 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and thorn whip.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magnolia Leshy \n'b' Family: Leshy \n'b' Huge plant ( leshy ), neutral good \n'b' Armor Class 15 HP 136 (16d6+80) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +8 Skills Athletics +7, Nature +3, Perception +5, Stealth +4 (+5 in parks), Survival +5 Senses passive Perception 15 Languages Common, Druidic, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small magnolia tree \n'b' Verdant Burst . When the Magnolia leshy dies, a burst of primal energy explodes from its body, restoring 22 (5d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with magnolia saplings, becoming difficult terrain . If the terrain is not viable for magnolias, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Magnolia leshy makes two attacks as an action, using either its Steel Flower or Seedpod attacks. \n'b' Steel Flower . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. \n'b' Seedpod . Ranged Weapon Attack : +5 to hit, range 30/90 ft., one target. Hit : 12 (3d6+2) bludgeoning damage. \n'b' Seed Burst . The sweet scent of vanilla drifts from the leshy in a 50- foot square, centered on itself. Each creature within the area must make a DC 15 Wisdom saving throw or become Charmed until the end of the leshy\xe2\x80\x99s next turn. An affected creature can attempt to resist the effect again at the end of their turn. If a creature succeeds on the saving throw, they are immune to this effect for 1 hour. \n'b'\n'b' ABOUT \n'b' With fossil records dating back nearly 100 million years, magnolias are one of the oldest flowering plants. This genus of flowering trees and shrubs is so old that it evolved flowers before the existence of bees. Instead, magnolias had to rely on beetles for pollination. As a result, their vanilla-scented flowers are extra-tough, to avoid damage from beetle claws. \n'b' Adorned in bright white flowers, the Magnolia leshy is a common sight in small settlements, large cities, and untamed wilds. These leshies are jovial and good-natured, acting as hospitable hosts for weary travelers. Many Magnolia Leshies find themselves tending inns and taverns, collecting stories from all the interesting folk who come by. \n'b' The flowers of the magnolia tree bloom early in the spring, usually before their leaves have budded. \n'b' By blooming early, the tree is able to focus energy on reproduction, seeding the next generation before attempting to create new energy for itself. This selfless and future-first evolutionary approach that has helped the tree survive ice ages, extinction events, and even continental drift.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Coyotl \n'b' Medium humanoid (human, shapechanger), neutral evil \n'b' Armor Class 11 in humanoid form, 12 (natural armor) in coyote or hybrid form Hit Points 117 (18d8 + 36) Speed 30 ft. (40 ft. in coyote form)\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities bludgeoning piercing, and slashing damage from nonmagical attacks that are not silvered Senses passive Perception 13 Languages Aztli, Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werecoyote can use its action to polymorph into a coyote-humanoid hybrid or into a coyote, or back into its true form, which is humanoid. Its statistics, other than its AC and speed, are the same in each form. Any equipment it is wearing or carries does not transform. It reverts to its true form if it dies. \n'b' Keen Hearing and Smell . The werecoyote has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The werecoyote has advantage on attack rolls against a creature if at least one of the werecoyote\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Sneak Attack (1/turn) . The werecoyote deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of any ally of the werecoyote that isn\xe2\x80\x99t incapacitated , and the werecoyote doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Spellcasting . A werecoyote is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells.\n'b'\n'b'\n'b' Cantrips (at will) : eldritch blast, minor illusion , poison spray \n'b' 2nd level (2 slots) : expeditious retreat , hellish rebuke, mirror image , misty step , suggestion \n'b'\n'b' Equipment : Coyotl has a potion of speed and a pouch containing eight pearls (worth 100 gp each). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (humanoid or hybrid form only) . The werecoyote makes one Bite attack and one with other melee attack . \n'b' Bite (coyote or hybrid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecoyote lycanthropy. \n'b' Claws (hybrid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft. on creature. Hit : 7 (2d4 + 2) slashing damage. \n'b' Club (humanoid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage or 6 (1d8 + 2) bludgeoning damage if used with two hands to make a melee attack .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maize Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 66 (12d6+24) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4 Skills Acrobatics +4, Nature +2, Stealth +4 (+5 on farms) Senses passive Perception 11 Languages Common, Druidic, Sylvan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small maize stalk \n'b' Verdant Burst . When the Maize leshy dies, a burst of primal energy explodes from its body, restoring 4 (1d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with maize stalks, becoming difficult terrain . If the terrain is not viable for maize, they wither after 24 hours. \n'b' Volatile Nature When the leshy suffers fire damage, it pops, causing all creatures within a 20-foot radius to make a DC 13 Constitution saving throw or suffer the effects of Popcorn as detailed below. The first time this effect is triggered, the Maize leshy grows to Medium size and has its AC reduced to 14. \n'b' Popcorn When an enemy is successfully hit by a Kernel attack , the corn kernel sticks to them. Whenever a kernel is exposed to fire, it pops, requiring any creatures adjacent to the kernel to make a DC 13 Constitution saving throw. On a failed save, a target suffers 3 (1d6) bludgeoning damage and is deafened until the end of their next turn. On a success, they are not deafened and take half as much damage. The kernel can be removed using an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8+2) slashing damage. \n'b' Kernel . Ranged Weapon Attack : +4 to hit, range 30/90 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A consistent fear of birds keeps some Maize Leshies confined to indoor activities. These leshies make great distillers, producing spectacular corn-based whiskey. Others address their fears by \xe2\x80\x9cbefriending\xe2\x80\x9d scarecrows, carrying one around or building them near their homes as wards against sky-bound threats. \n'b' Growing as a tall, thin stalk, maize is a cereal grain common throughout the world. First cultivated nearly 10,000 years ago, selective breeding has caused maize to lose the ability to grow in the wild, requiring human care to propagate. The ears of this grain hold upwards of 600 kernels, which can be cooked in a variety of dishes, used as feed for livestock, and fermented to make alcohol. \n'b' Maize Leshies are important in numerous cultures, acting as farmers and caretakers of livestock. Seasonal harvest festivals honoring the local Maize Leshies are common in rural towns and villages.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manchineel Leshy \n'b' Family: Leshy \n'b' Huge plant ( leshy ), , neutral evil \n'b' Armor Class 19 (natural armor) HP 332 (35d6+210) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 23 (+6) INT: 15 (+2) WIS: 27 (+8) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Wis +14 Skills Athletics +12, Nature +8, Perception +14, Stealth +10 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 24 Languages Common, Druidic, Sylvan Challenge 19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small manchineel tree. Poisoned Bark remains active. \n'b' Verdant Burst . When the Manchineel leshy dies, a burst of primal energy explodes from its body, restoring 92 (8d12+40) hit points to each plant creature in a 30-foot radius. This area fills with manchineel trees, becoming difficult terrain . Each creature that starts their turn in the area or moves into an affected square, they must make a DC 19 Dexterity saving throw or suffer 22 (4d10) poison damage. If the terrain is not viable for these trees, they wither after 24 hours. \n'b' Poisoned Bark . Any creature that touches the leshy with bare skin or is touched by the leshy must make a DC 19 Con. saving throw. On a failed save, they suffer 9 (2d8) poison damage and are poisoned until the end of their next turn. If a creature is grappled by the leshy, they must make this save at the start of each turn they remain grappled . \n'b' Toxic Fumes . Whenever the leshy suffers fire damage, it releases acrid smoke. Each creature within 30 feet of the leshy makes a DC 19 Con saving throw or become blinded for 1 minute. The condition can be ended early by rinsing the affected target\xe2\x80\x99s eyes with water as an action. \n'b' Target Weakness . The leshy\xe2\x80\x99s attacks deal an additional 1d8 poison damage to targets that are currently poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Manchineel leshy can make three attacks on its turn as an action, using either its Poison Spear or Apple of Death attacks. \n'b' Poison Spear . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 24 (4d8+6) piercing damage plus 9 (2d8) poison damage. On a hit, the target must make a DC 19 Constitution saving throw or be poisoned until the end of their next turn. \n'b' Apple of Death . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 25 (4d10+4) bludgeoning damage plus 9 (2d8) poison damage. On a hit, the target must make a DC 19 Constitution saving throw or be poisoned until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Manchineel trees do not appear overly threatening, lacking the coloration or natural warning signs common among other poisonous plants. Their apples are even said to taste sweet, at least until the burning and blistering begins. Local governments have instead taken to marking the trees with paint to warm off the uninformed. \n'b' Every piece of the manchineel is poisonous. An otherwise unassuming, average height tree, the manchineel is nicknamed \xe2\x80\x9clittle apple of death\xe2\x80\x9d. It contains a milky-white sap loaded with toxins so powerful that even standing under the tree during a rainstorm can cause blistering. Inhaling smoke from the burning tree irritates the eyes and lungs, and manchineel sap has been used for centuries on poison darts and arrows. Whomever crafted this most deadly of trees into a leshy was surely a disturbed individual.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mimosa Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 99 (18d6+36) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Cha +7 Skills Athletics +6, Persuasion +7, Nature +2, Perception +5, Stealth +5 (+6 in parks) Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Small mimosa tree \n'b' Verdant Burst . When the Mimosa leshy dies, a burst of primal energy explodes from its body, restoring 18 (4d8) hit points to each plant creature in a 30-foot radius. This area fills with mimosa saplings, becoming difficult terrain . If the terrain is not viable for mimosa trees, they wither after 24 hours. \n'b' Pleasant Company . Any creature that starts its turn within 30 feet of the leshy must make a DC 14 Wisdom saving throw or become Charmed for 1 minute. Regardless of the outcome, the creature is immune to Pleasant Company for 24 hours after the effects of the feature have been resolved. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Mimosa leshy can make three attacks on its turn as an action, using either its Branch or Seedpod attacks. \n'b' Branch . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) bludgeoning damage. \n'b' Seedpod . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. On a hit, the target must make a DC 14 Wisdom saving throw or be Charmed for 1 minute. If the target succeeds, they are immune to this effect for 24 hours. \n'b'\n'b' ABOUT \n'b' Silky pink flowers adorn the mimosa tree, filling the summer air with sweet fragrances. These flowers make the trees popular ornamental additions to gardens and parks. However, mimosas are invasive in many regions, as the tree grows rapidly from small seedpods with minimal water or tending. \n'b' Mimosa Leshies are fashion-forward creatures, putting great time and care into their looks. Carefully arranged leaves and bright pink hair provide a striking appearance, as it uses beauty to dissuade violence whenever it can.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mint Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 17 (natural armor) HP 99 (22d6+22) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 13 (+1) INT: 11 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Wis +4 Skills Acrobatics +8, Nature +3, Perception +4, Religion +3, Stealth +8, Survival +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . herbs \n'b' Plant Form . Small mint plant \n'b' Verdant Burst . When the Mint leshy dies, a burst of primal energy explodes from its body, restoring 22 (5d8) hit points to each plant creature in a 30-foot radius. Non-plant creatures within this area suffer 7 (2d6) cold damage. This area immediately fills with mint plants, becoming difficult terrain . If the terrain is not viable for mint plants, they wither after 24 hours. \n'b' Chilling Path . Spaces the Mint leshy occupies or moves through become covered in ice for the next round, causing creatures within the space to suffer 2 (1d4) cold damage at the start of their turn or when they first enter the space. The space also becomes difficult terrain for the duration. \n'b' Innate Spellcasting . The Mint leshy\xe2\x80\x99s innate spellcasting ability is Cha. (spell save DC 14, ability modifier +6) At-Will: Conjure Animals (Panther only), Ray of Frost 3/day each: Gust of Wind , Ice Storm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy can make three attacks on its turn as an action, two attacks using its Chilly Leaf attack and one using its Vine attack . \n'b' Chilly Leaf . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) bludgeoning damage plus 2 (1d4) cold damage. \n'b' Vine . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6+5) slashing damage. On a hit, the target is grappled (escape DC 15). \n'b'\n'b' ABOUT \n'b' An aromatic herb, mint is cultivated for its strong scent and flavor. Mint leaves, and more recently its oil, are used to freshen the smell of a room, while mint plants grown in gardens can help repel pests. Unfortunately, mint can be a pest of its own, growing so fast it can easily outcompete other plants, causing it to be considered invasive in some regions. \n'b' The Mint leshy uses strong wings to flutter through the air, leaving a trail of chilly air in its wake. While soothing in some situations, this cold can quickly become overwhelming. Cat companions that enjoy the cold, such as snow leopards, are often found basking in the Mint leshy\xe2\x80\x99s refreshing path, even venturing outside their normal terrain if they smell mint in the air. \n'b' A famous member of the mint family is catnip, which many cats are attracted to and enjoy playing with. \n'b' This is thought to arise from the mosquito-repellent properties of catnip oils, which cats coat themselves with by rubbing against the plants. Cat-tail Leshies can often be spotted chasing after Mint Leshies as they flutter past bogs and rivers. \n'b' Despite the rapid growth and invasive nature of these trees, they are quite fragile. The wood of the mimosa tree is brittle, and breaks easily at joins and along the branches. These injuries can open the tree up to infection or other damage, eventually killing the tree. This may be why the mimosa spreads so rapidly \xe2\x80\x93 it has precious little time compared to other trees to reproduce.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Moonlight Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 17 (natural armor) HP 154 (28d6+56) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 19 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Cha +10 Skills Acrobatics +8, Perception +7, Religion +4, Stealth +8 Senses darkvision 120 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . nocturnal plants \n'b' Plant Form . Small moonlight cactus plant \n'b' Verdant Burst . When the Moonlight leshy dies, a burst of primal energy explodes from its body, restoring 38 (7d10) hit points to each plant creature in a 30-foot radius. This area immediately fills with moonlight cacti, becoming difficult terrain . The cacti wither when exposed to light . \n'b' Rare Beauty . The Moonlight leshy blooms for only one night, making its beauty a rare sight. The first time a creature sees the Moonlight leshy in bloom must make a DC 16 Wis. saving throw or become charmed for 1 minute. Regardless of the outcome, all creatures are immune to Rare Beauty for 24 hours after this effect has been resolved. \n'b' Light Wither . The Moonlight leshy suffers 4 (1d8) force damage at the start of each turn it spends in direct sunlight. \n'b' Innate Spellcasting . The Moonlight leshy\xe2\x80\x99s innate spellcasting ability is Cha. (spell save DC 18, ability modifier +10)\n'b'\n'b'\n'b' At-Will : darkness \n'b' 3/day each : mirror image , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Moonlight leshy can make three attacks on its turn as an action, using either its Tail or Spine attacks. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. \n'b' Spine . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 13 (2d8+4) piercing damage. \n'b' Condense Moonlight . While exposed to direct moonlight, the leshy gathers light within its body, concentrating it and releasing a massive burst. Each creature within a 30-foot radius must make a DC 16 Dex. saving throw, suffering 39 (6d12) force damage and becoming blinded for 1 minute on a failed save (half damage and not blinded on a success). \n'b'\n'b' ABOUT \n'b' The Moonlight leshy is based on the Queen of the Night cactus, which grows flowers that only bloom at night. Once a year, bright white petals unfurl to attract moths and nocturnal pollinators, then wilt before dawn. \n'b' While not the only plant to bloom at night, the dramatic display of the Queen of the Night is one of the most spectacular to behold. \n'b' A rare creature, the Moonlight leshy is reclusive and prefers to spend dark desert nights alone. It lies dormant most of the year, becoming more active as it nears its yearly bloom. While shunning direct sunlight, the leshy can channel moonlight to form powerful attacks, though it is not quick to violence. \n'b' Like many foods humans enjoy eating, the onion contains a chemical defensive mechanism to ward off hungry foragers; in this case, a stinging aerosol that irritates nerves in the eye. Despite this, onions have been a staple of many diets for thousands of years. The bulb of an onion is made up of layers of leaves that store nutrients for future use, giving it a striking resemblance to ogres. \n'b' The Onion leshy takes the form of a knight with a large, spear-like sword. \n'b' This chubby, happy adventurer is always looking for its next meal, and will viciously defend against anyone looking to swipe some food. Crossing this unassuming figure might leave you in tears, in more ways than one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Onion Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 13 (natural armor) \n'b' HP 52 (8d6 + 24) \n'b' Speed 25 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +3, Nature +2, Perception +4, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common, Druidic, Sylvan \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small onion plant \n'b' Verdant Burst . When the Onion leshy dies, a burst of primal energy explodes from their body, restoring 1d6 hit points to each plant creature in a 20-foot radius and activates its Tearful Aura ability in the same space. This area immediately fills with onion plants, becoming difficult terrain . If the terrain is not viable for onions, they wither and die after 24 hours. \n'b' Layers . When the Onion leshy takes 5 or more points of damage in a single turn or is damaged by a critical hit, they remove 1 of 5 layers. Upon removing a layer, the Onion leshy gains +1 to their AC and activates its Tearful Aura ability. If the leshy runs out of layers, they die immediately. \n'b' Tearful Aura . The Onion leshy releases an acrid cloud in a 20-foot radius. All creatures within the range must succeed at a DC 13 Constitution saving throw or become blinded until the end of their next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' The wild, ancestral predecessor of the onion is long extinct, with only its cultivated descendants remaining. Arising from such a refined and cultured plant has given the Onion leshy an equally refined palate. It takes an exceptional chef working with top-quality ingredients to craft a dish up to the Onion leshy\xe2\x80\x99s standards. \n'b' What mysteries of life can be unlocked after a year of deep meditation? While the beauty of the Moonlight leshy can be distracting, its wisdom should not be overlooked. Some pilgrims spend years seeking a Moonlight leshy to gain its insight, making the night of a bloom highly anticipated in desert communities. \n'b' Those hoping to learn from the leshy must be well prepared, lest they miss this rare event.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pepper Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 77 (14d6 + 28) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 7 (-2) DEX: 19 (+4) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Nature +2, Perception +7, Stealth +6, Survival +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small pepper plant \n'b' Verdant Burst . When the Pepper leshy dies, a burst of primal energy explodes from their body, restoring 2d6 hit points to each plant creature in a 30-foot radius. This area immediately fills with pepper plants, becoming difficult terrain . If the terrain is not viable for peppers, they wither and die after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Pepper leshy makes two attacks with either their Spicy Wings or Pepper Pod attacks. \n'b' Spicy Wings . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage plus 2 (1d4) poison damage. \n'b' Pepper Pod . Ranged Weapon Attack : +6 to hit. Range 30/120 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. On a hit, the target must make a DC 13 Constitution saving throw or become blinded . The saving throw can be repeated at the end of each turn to end the blinded condition. \n'b' Spice Spray (Recharge 5-6) . The Pepper leshy releases a cloud of powdered pepper that irritates the eyes and throat of creatures. All creatures within a 30-foot radius must make a DC 13 Con. saving throw or become blinded and suffer 14 (4d6) poison damage. On a successful save, the target is not blinded and takes half damage. The saving throw can be repeated at the end of each turn to end the blinded condition. \n'b'\n'b' ABOUT \n'b' Whether mild or spicy, peppers are a ubiquitous part of many dishes and cuisines. Peppers come in many forms, including large bell peppers, tiny (but mighty) habaneros, plain green jalape\xc3\xb1os, and a variety of other colorful chilies. While intelligence means knowing a pepper is a fruit, wisdom means knowing not to put it in a fruit salad, as the capsaicin they contain adds the signature heat (or in some cases, painful burning) to the dish. \n'b' The Pepper leshy draws heavily on its innate chemical irritants to deter attackers, making each strike hurt just a bit more. Modeled on the Bird\xe2\x80\x99s Eye Pepper, this leshy takes to the sky if its spicy skin and strikes aren\xe2\x80\x99t enough to protect it. While it may appear defeated, as with most peppers it can always come back to haunt you\xe2\x80\xa6'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Archmage, Asaatthi \n'b' Medium humanoid (asaatthi), any alignment \n'b' Armor Class 13 (16 with mage armor ) Hit Points 99 (18d8 + 18) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 20 (+5) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances damage from spells Damage Immunities psychic (from mind blank ) Condition Immunities charmed Senses darkvision 30 ft., passive Perception 12 Languages Asaatth and any six languages Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Asaatthi Resistance . The asaatthi has advantage on saving throws against poison. \n'b' Asaatthi Weapon Training . The asaatthi is proficient with the falchion, scimitar, and war fan. \n'b' Magic Resistance . The archmage has advantage on saving throws against spells and other magical effects. \n'b' Reptilian Mind . The asaatthi has advantage on saving throws against being charmed . \n'b' Spellcasting . The archmage is an 18th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : filch\xe2\x80\xa0, fire bolt, light , mage hand , prestidigitation \n'b' 1st level (4 slots) : detect magic , identify , mage armor ,* magic missile \n'b' 2nd level (3 slots) : beads of blaise\xe2\x80\xa0, mirror image , misty step \n'b' 3rd level (3 slots) : counterspell , lightning bolt , penumbral trap\xe2\x80\xa0 \n'b' 4th level (3 slots) : banishment , fire shield , mana spear\xe2\x80\xa0 \n'b' 5th level (3 slots) : cone of cold , scrying , wall of force \n'b' 6th level (1 slot) : globe of invulnerability \n'b' 7th level (1 slot) : teleport \n'b' 8th level (1 slot) : mind blank * \n'b' 9th level (1 slot) : time stop \n'b'\n'b' *The archmage casts these spells on themselves before combat. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b' War fan . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Petrified Leshy \n'b' Family: Leshy \n'b' Large plant (leshy), neutral \n'b' Armor Class 17 (natural armor) HP 220 (21d10+105) Speed 25 ft.\n'b' STATS STR: 23 (+6) DEX: 13 (+1) CON: 17 (+3) INT: 20 (+5) WIS: 21 (+5) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Cha +9 Skills Athletics +10, Perception +9, Nature +5, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities petrified Senses darkvision 60 ft., passive Perception 14 Languages Common, Druidic, Sylvan Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . petrified plants \n'b' Plant Form . Medium petrified tree \n'b' Verdant Burst . When the Petrified Leshy dies, a burst of primal energy explodes from its body, restoring 52 (8d12) hit points to each plant creature in a 30-foot radius. This area immediately fills with petrified wood, becoming difficult terrain until cleared. \n'b' Forest Dweller . The leshy is unaffected by difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes three attacks as part of its action using its Stomp attack . \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8+6) bludgeoning damage. \n'b' Stored Energy . The leshy expels stored energy from its Absorb Blows ability in a single attack and a target it can see within 30 feet of it. The target must make a DC 17 Dexterity saving throw or suffer damage equal to the amount stored since the leshy\xe2\x80\x99s last turn. \n'b' Petrify (Recharge 5-6) . The Petrified Leshy releases a blast of energy in a 30-foot radius centered on itself. Each creature in the area must make a DC 17 Constitution saving throw or begin to become petrified . A creature may repeat the saving throw at the end of their turns. If they fail three saving throws in a row, a creature is completely petrified . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Absorb Blows . Any damage dealt to the leshy that is prevented by its resistances is stored within its body. As a bonus action, this energy can be used to heal the leshy up to its maximum hit points . Alternatively, the leshy can reflect this energy back at its foes as an action (see Stored Energy action below). Energy stored in this way dissipates at the end of the leshy\xe2\x80\x99s turn if not used. \n'b'\n'b' ABOUT \n'b' When a tree or other plant is buried in wet, volcanic ash, the lack of oxygen slows the rate of decay. This allows the woody structure of the plant to stay intact for thousands of years, during which minerals in the surrounding sediment slowly replace the organic material. The result is petrified wood, buried underground until a flood or similar event washes away the sediment and reveals the stony creation. Entire forests of petrified wood exist in some spots, standing as silent, eerie monuments to the past. \n'b' Petrified Leshies are uncommon finds, making studying them difficult. Druids claim to have created Petrified Leshies from supplies of petrified wood, and this does appear to be the source of most of these leshies. However, reports exist of leshies lost to some kind of calamity and buried, undergoing petrification naturally. \n'b' These leshies are rumored to be dangerous, and whether they remain plants or undead is unknown.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pineapple Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 104 (16d6+48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Wis +7 Skills Athletics +8, Medicine +7, Nature +3, Perception +7, Stealth +5 (+7 in tropics) Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . berry plants. \n'b' Plant Form . Small pineapple plant. \n'b' Verdant Burst . When the Pineapple leshy dies, a burst of primal energy explodes from its body, restoring 22 (5d8) hit points to each plant creature in a 30-foot radius. Non-plant creatures within this area must make a DC 15 Dexterity saving throw or take 7 (2d6) acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes two attacks as part of its action using either its Jaws or Berry Burst attacks. \n'b' Jaws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) piercing damage. \n'b' Berry Burst . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 7 (2d4+2) bludgeoning damage. On a hit, the target must make a DC 15 Dexterity saving throw or suffer an additional 7 (2d6) acid damage (half as much damage on success). \n'b'\n'b' ABOUT \n'b' Native to South America, pineapples can now be found across the planet. \n'b' The fruit produced by this shrub is a common part of many cuisines, both as a standalone fruit, as a side dish, and for its juices in cooking. This fruit is actually a collective of numerous berries, each forming from an individual flower and growing together into a single fruit. \n'b' However bizarre its creation, the Pineapple leshy is far less complicated. It is a master chef, and loves to design delicious new meals using exotic meats. \n'b' Providing the Pineapple leshy with new types of food to experiment with can earn you a spectacular meal, while failing to do so could leave you as the main course. \n'b' The fruit of the pineapple contains the enzyme bromelain, which digests protein and in strong concentrations can be used as a meat tenderizer. \n'b' Treatments using bromelain have even been used to remove dead and damaged skin from burn victims! Keep that in mind the next time you bite into an unsuspecting pineapple \xe2\x80\x93 it may just eat you back!'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crab, Duffel \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Extradimensional Bag . The duffel crab uses an extra-dimensional space, such as a bag of holding , as its \xe2\x80\x9cshell.\xe2\x80\x9d The bag can hold creatures in addition to the crab, based on the size of the extradimensional space. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed. While this would normally cause the contents to be lost in the Astral Plane, the crab\xe2\x80\x99s half-in, half-out existence kept the bag constantly open, even when it fully withdrew, altering the bag, which simply spills out its contents into the area when the bag is destroyed or the crab dies. The bag becomes a standard bag of holding or similar magic item with extradimensional space 24 hours after the crab dies. \n'b' False Appearance . While motionless and withdrawn into its extradimensional bag, the duffel crab is indistinguishable from its extradimensional bag with an ajar lid or opening. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The duffel crab makes two Claw attacks, or it makes one Claw attack and uses Collect. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the crab can\xe2\x80\x99t attack another target with that claw. The crab has two claws, each of which can grapple only one target. \n'b' Collect . The crab places one target it is grappling into its extradimensional space, provided there is room, and the grapple ends. The target is blinded and restrained , and it has total cover against attacks and other effects outside the extradimensional space. A trapped creature can take its action to climb out of the bag by succeeding on a DC 13 Strength or Dexterity check (the creature\xe2\x80\x99s choice). If the crab dies, a trapped creature is no longer restrained by the crab and can escape from the bag using 5 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' An enormous hermit crab pulls itself along the beach with its deep-red claws. Oddly, the bulk of its body is hidden inside a bag much too small to contain a creature of its size. \n'b' Duffel crabs are often found along coastlines and shipping routes where shipwrecks are common. Destroyed shipping vessels using extradimensional bags, chests, and other items to save on weight leave valuable trinkets for curious creatures. Duffel crabs come into existence when a hermit crab stumbles upon an extradimensional bag and takes it up as a shell. The latent magic of the bag causes the crab to grow to an enormous size. \n'b' Food Hoarders . The crab\xe2\x80\x99s bag provides an excellent storage solution to save food for a later date. A duffel crab\xe2\x80\x99s bag is often stocked with rotting sea creatures and the bodies of unfortunate sailors collected from shipwrecks. Living creatures are no exception in the crab\xe2\x80\x99s eyes, as they never live long in the suffocating interior of the extradimensional space. \n'b' Risky Treasure . To budding adventurers, duffel crabs present the opportunity to gain a unique treasure, if they are experienced and strong enough to face a hungry crab the size of a draft horse.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Pitcher Plant Leshy \n'b' Family: Leshy \n'b' Medium plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 153 (19d8+72) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 19 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Cha +5 Skills Athletics +8, Intimidation +5, Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . carnivorous plants \n'b' Plant Form . Small pitcher plant \n'b' Verdant Burst . When the Pitcher Plant leshy dies, a burst of primal energy explodes from its body, restoring 27 (6d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with pitcher plants, becoming difficult terrain . If the terrain is not viable for pitcher plants, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes two attacks as part of its action, using either its Jaws, or its Ram attack . \n'b' Jaws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6+5) piercing damage. On a hit, the leshy may swallow the creature for a bonus action (see Swallow Whole). \n'b' Ram . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8+5) bludgeoning damage. On a hit, the target is pushed back 10 feet and is knocked prone . \n'b' Vomit Enzymes (Recharge 5-6) . The leshy unleashes a torrent of enzymes in a 30-foot cone. Each creature within range makes a DC 15 Con. saving throw, suffering 18 (4d8) acid damage or half as much on a success. In addition, creatures that fail the save suffer -2 to their AC as the enzymes eat through their armor and skin. This effect persists until the armor is repaired at a blacksmith (or washed off if unarmored). \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Swallow Whole . The swallowed target is blinded , restrained , cannot breathe, and takes 21 (6d6) acid damage at the start of each of the leshy\xe2\x80\x99s turns. Only one target can be swallowed at a time, and the target must be size Medium or smaller. A creature may escape with a DC 15 strength check. If the creature succeeds, or if the leshy dies, it is expelled to an open space within 5 feet. \n'b'\n'b' ABOUT \n'b' Pitcher Plant Leshies are large and fast (by leshy standards), making them ideal mounts. Perhaps not as reliable as a mule or horse, these leshies are favored for their viciousness. These creatures are even used in battle, gobbling up enemy soldiers while their rider keeps them from turning on the wrong side. \n'b' With large cups growing out of the ground or from hanging tendrils, pitcher plants are bizarre and beautiful plants. Using special leaves to form pitfall traps, the pitcher plant lures unsuspecting insects into the opening of its large cavity with visual and chemical attractors. When the insect walks along the rim of the trap, they slip and fall in, becoming trapped in digestive enzymes that slowly dissolve the plant\xe2\x80\x99s prey. \n'b' Pitcher plants may be content to passively wait for insects \xe2\x80\x93 the Pitcher Plant leshy is not. This fast behemoth of a leshy charges at enemies with great speed, swallowing them whole in its pelican-like mouth. Those that escape are drenched in enzymes that leave them weak for days.'} |
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