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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Pomegranate Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 14 HP 153 (16d6+32) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +8 Skills Acrobatics +7, Medicine +6, Perception +7, Stealth +7 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks (while undead) 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 . fruit plants \n'b' Plant Form . Small pomegranate shrug or lone fruit \n'b' Verdant Burst . When the Pomegranate Plant 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 pomegranate shrubs, becoming difficult terrain . If the terrain is not viable for pomegranates, they wither after 24 hours. \n'b' Seasonal Death During winter months, the Pomegranate leshy\xe2\x80\x99s creature type changes to Undead. Its Verdant Burst no longer heals plant creatures and instead deals 22 (5d8) necrotic damage to creatures within its area (DC 15 Constitution saving throw for half 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 its Aril attack . \n'b' Jaws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6+2) piercing damage. On a hit, the target is grappled (escape DC 15). \n'b' Aril . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. \n'b' Grenade (Recharge 5-6) . The Pomegranate leshy launches a clump of seeds to a point it can see up to 30 feet away, which explodes in a 10-foot radius. Creatures within this space must make a DC 15 Dexterity saving throw, suffering 14 (4d6) bludgeoning damage on a failed save or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' Pomegranates feature heavily in a multitude of mythologies and cultures, regarded as the fruit of the dead by some and symbolizing ambition, prosperity, and fullness in others. Most famously, in the Greek Myth of Persephone the goddess consumed pomegranate seeds while in the Underworld. As a result, she was forced to spend several months per year in this realm, which is the cause of the winter months. \n'b' These small shrubs produce bright red fruit absolutely filled with seeds. An average pomegranate can hold over 1,000 seeds, each wrapped in a juice filled coating called an aril. These fruit are technically berries, and have been consumed raw or cooked in various dishes for millennia. The modern term \xe2\x80\x9cgrenade\xe2\x80\x9d comes from the French term for a pomegranate. \n'b' Pomegranate Leshies excel as guardians of the dead, shepherding lost souls into the underworld. Most of the year they function as any other leshy, but during the winter months their connection to the underworld comes out in force. The leshy takes on undead traits, allowing it to more easily interact with the dead and aid them in their journey into death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Poppy Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 11 Hit Points 5 (1d6+2) Speed 20 ft., climb 10 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 12 Languages Druidic, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\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' Flower Speech . Poppy leshys can communicate with flowers, 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 poppies quickly infest the area. If the terrain can support the growth of poppies, 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' Rapier . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Spore Attack . Ranged Weapon Attack : +3 to hit, range 30 ft., one target. Hit : 2 (1d4) psychic damage, and the target must make a DC 11 Wisdom save. On a failed save, any creature who suffers damage from a poppy leshy\xe2\x80\x99s spores suffers minor memory loss for a period of 5 minutes prior to and 5 minutes after the ability damage is inflicted. Creatures who suffer from this memory loss must make a DC 11 Wisdom save to recall specific details during that period of time. A greater restoration spell completely restores a creature\xe2\x80\x99s memory. \n'b' Change Shape . The poppy leshy can take the shape of a Small poppy 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' Often found near dryad\xe2\x80\x99s trees, in nymph\xe2\x80\x99s groves, and elsewhere close to fey creatures, poppy leshys serve as guardians and friends to creatures from the fey World. They do their best to hide from humanoids and other creatures of civilization, but their distinctive perfume often gives them away unless they hide in patches of fragrant flowers. Poppy leshys care for sweetsmelling flora, often but not always poppy plants. They look like small humanoid creatures with flowers for hair and leafy or flowery growths covering their legs and feet. In truth, these leshys do not have legs, but rather use flexible roots to move along the ground or up trees. \n'b' Blossom Guards . These creatures often carry slender rapiers or daggers with them, which they keep hidden among the leaves on the lower half of their bodies. They only rely on these weapons as a last resort, knowing most creatures that attack them can overpower them. If fighting in self-defense, they rely on their innate sleep ability to subdue their opponents and escape. Some druids and fey creatures use the otherwise peaceful leshys to help neutralize intruders in their groves. \n'b' Fey Friend . Many dryads find friendships with poppy leshys mutually beneficial, as their ability to cloud memories can help the dryads divert potential threats that may have otherwise learned the location of the dryads\xe2\x80\x99 trees. The creatures seem drawn to nymphs\xe2\x80\x99 innate beauty and often migrate toward a nymph\xe2\x80\x99s grove if left on their own. Satyrs also sometimes seek out the company of poppy leshys, albeit for slightly selfish reasons; they deliberately expose themselves to the leshys\xe2\x80\x99 memoryclouding spores as a way of \xe2\x80\x9cenhancing\xe2\x80\x9d the experiences they feel during their feasts and parties. Regardless of the fey\xe2\x80\x99s motivations, poppy leshys often seek out the approval of creatures from the First World, often going to great lengths to keep potential friendships intact. \n'b' Growing a Poppy Leshy . Poppy leshys are usually grown in the early spring, planted with poppy seeds soon to sprout. When first born, a poppy leshy does not have a weapon, but can construct one from available materials given a day and left to its own devices. \n'b' Creating it requires 600 gp of materials, a DC 12 Nature check, and casting animal friendship, charm person , 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'Pyro Orchid Leshy \n'b' Family: Leshy \n'b' Small plant ( leshy ), chaotic neutral \n'b' Armor Class 17 (natural armor) HP 127 (15d6+75) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +5 Skills Acrobatics +7, Athletics +6, Perception +5, Stealth +7 Damage Immunities fire 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 . flowering plants \n'b' Plant Form . Small fire orchid plant \n'b' Verdant Burst . When the Pyro Orchid 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 fire orchids, becoming difficult terrain . If the terrain was not recently burned, they wither after 24 hours. \n'b' Rebirth . If the Pyro Orchid leshy is struck with an attack or spell dealing fire damage, it regains 4 (1d8) hit points . Each time the leshy is healed this way, it sprouts an additional flower. The leshy begins combat with 2 flowers and can have a maximum of 5. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes two attacks as part of its action, using either its Charred Club or its Flower Flame attack . \n'b' Charred Club . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) bludgeoning damage plus 2 (1d4) fire damage. \n'b' Flower Flame . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 19 (6d4+4) fire damage. \n'b' Fire Bloom . The Pyro Orchid leshy launches a ball of fire from its flowers (maximum of three fire blooms). Each flower targets a single, different creature within 30 feet of the leshy. Each target must make a DC 15 Dexterity saving throw or suffer 20 (8d4) fire damage. The flowers wither after attacking. \n'b'\n'b' ABOUT \n'b' While forest fires are associated with destruction, some plants flourish in their wake, preferring, requiring, and even causing fires in order to grow and reproduce. Categorized as pyrophytes, these plants are heat resistant and survive fires with ease. The pyrorchis is one such plant, its purple flowers growing rapidly after fires while competition from other plants is low. \n'b' Pyro Orchid Leshies lay dormant for months or even years between forest fires. The intense heat and smoke of the fire shakes them from hibernation to tend to the recovering forest. Highly equipped to survive fires, these leshies walk through flame and ash to protect fragile plants and ensure regrowth of key species in the forest.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Redwood Leshy \n'b' Family: Leshy \n'b' Huge plant ( leshy ), neutral good \n'b' Armor Class 19 (natural armor) HP 200 (16d12+96) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 23 (+6) DEX: 17 (+3) CON: 22 (+6) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Cha +7 Skills Athletics +10, Perception +6, Stealth +7, Survival +6 Damage Resistances fire Damage Vulnerabilities slashing Senses darkvision 60 ft., passive Perception 17 Languages Common, Druidic, Sylvan Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . trees \n'b' Plant Form . Large redwood tree \n'b' Verdant Burst . When the Redwood leshy dies, a burst of primal energy explodes from its body, restoring 44 (8d10) hit points to each plant creature in a 30-foot radius. This area immediately fills with redwood saplings, becoming difficult terrain . If the terrain is not viable for redwoods, they wither after 24 hours. \n'b' Splinter When a creature takes damage from a Seedpod attack , it must make a DC 16 Dexterity saving throw or suffer 5 (2d4) piercing damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes three attacks as part of its action, using either its branch, stomp, or seedpod attacks. \n'b' Branch . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10+6) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 19 (2d12+6) bludgeoning damage. \n'b' Seedpod . Ranged Weapon Attack : +7 to hit, range 60/240 ft., one target. Hit : 13 (4d4+3) bludgeoning damage plus Splinter damage as detailed above. \n'b' Summon Leaves . The Redwood leshy imbues two leaves with primal life, creating minions using the statistics for Awakened Shrubs (found in the SRD). The Redwood leshy can control up to two Awakened Shrubs at a time, and issues commands to both Shrubs as a bonus action. If these shrubs die, they trigger the Splinter ability as detailed above in a 30-foot radius. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Control Leaves . The Redwood leshy can control up to two awakened shrubs at a time, and issues commands to both as a bonus action. If these shrubs die, they trigger the Splinter ability as detailed above in a 30-foot radius. \n'b'\n'b' ABOUT \n'b' Redwoods are known for their massive size, but the seeds of a redwood are amazingly small, measuring only a few millimeters in length. Small cones contain clusters of these seeds, as well as numerous empty seed spots called chaff, to discourage predators. The seeds grow best following a forest fire, which reduces competition from other seeds and saplings. \n'b' Pyrophytes are adapted to fires in a variety of ways. \n'b' Some are simply tolerant to the heat, and capitalize on the lack of competition post-fire to spread their seeds. Others, like the rock rose, actively encourage fires by producing flammable matter and oils. \n'b' Also known as sequoias, redwoods are massive trees found in the western United States. Standing over 350 feet tall (115 meters) and thick enough to drive a car through, redwoods are imposing giants. They thrive in forest fires, protected by their nearly foot-thick bark and lack of flammable resin. \n'b' Redwood Leshies are far smaller than a sequoia, though still large for a leshy. They are usually found tending to redwoods and their saplings, or playing in nearby rivers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Reed Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 HP 88 (16d6+32) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 20 (+5) INT: 11 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +5 Skills Acrobatics +6, Performance +5, Perception +3, Stealth +6 (+8 in wetlands) Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . wetland plants \n'b' Plant Form . Small reed \n'b' Amphibious The Reed leshy can breathe water or air. \n'b' Verdant Burst . When the Reed leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with reeds, becoming difficult terrain . If the terrain is not viable for reeds, 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 Kick or Blow Dart attack . \n'b' Kick . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) bludgeoning damage. On a hit, the target must make a DC 13 Strength saving throw or be pushed 10 feet. \n'b' Blow Dart . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 8 (1d8+4) piercing damage. On a hit, the target must make a DC 13 Constitution saving throw or become paralyzed and poisoned until the end of their next turn. \n'b' Leaping Kick . The reed leshy leaps up to 15 feet towards a target, making a Kick attack . On a hit, the target is pushed back 10 additional feet for a total of 20 feet if they fail their save and are knocked prone . \n'b'\n'b' ABOUT \n'b' Despite its small size, rice was a key ingredient in early mortar, even helping hold the Great Wall of China together! The addition of rice to mortar was the first example of a composite mortar, and was important for creating monuments and structures that have withstood the test of time. \n'b' Reed leshies are popular familiars for bards and musically inclined magicians. Their natural reed flutes and horns are used as backing vocals for performers, and they make for great entertainment when sitting around the campfire. Many Reed Leshies pick up simple tricks and cantrips from their musical masters, which they carry into their solo careers adventures. \n'b' \xe2\x80\x9cReeds\xe2\x80\x9d commonly refer to a number of different plants common to wetlands and riverbanks. Originally, reed was a specific type of grass now known as the common reed. Other types of reeds include sedges, like the papyrus-producing paper reed, and even cat-tails! \n'b' Reed Leshies are often modeled off the frogs that frequent the wetlands where reeds are common. Powerful legs make it a strong swimmer and allow for devastating kicks, while small reeds along its body make a slight whistling noise as it moves. In addition, the large reed on its face serves as a trunk, which it uses to play music and launch poisonous darts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rice Leshy \n'b' Family: Leshy \n'b' Tiny plant (leshy), neutral \n'b' Armor Class 13 HP 7 (2d4+2) Speed 30 ft., swim 20 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 9 (-1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Acrobatics +5, Stealth +5 Damage Resistances fire Senses passive Perception 11 Languages Common, Druidic, Sylvan Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . seeds \n'b' Plant Form . Tiny patch of rice grass \n'b' Verdant Burst . When the Rice leshy dies, a burst of primal energy explodes from its body, restoring 2 (1d4) hit points to each plant creature in a 30-foot radius. This area immediately fills with rice grass, becoming difficult terrain . If the terrain is not viable for rice, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Scythe . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 3 (1d4+1) slashing damage. \n'b'\n'b' ABOUT \n'b' Rice refers to the seeds of a type of grass, which is the most widely consumed food for roughly half the global population. While an individual grain of rice is quite small, these plants are grown in massive paddies and are one of the most commonly produced foods. Rice varieties are numerous, and the forms of preparation even more so. Entr\xc3\xa9es, side dishes, desserts, and even alcoholic drinks are all made with rice, with the original cultivation dating back some 10,000 years. \n'b' Rice Leshies may be on the smaller side, but they are no less mighty. \n'b' Swinging a scythe far too large for its body, the Rice leshy can be a terrifying sight to behold as it charges across the paddy to confront trespassers. Its protective chaff coating keeps the leshy safe from fire and other attacks, at least until it gets wet. These diminutive delights can be found in any village that grows or consumes rice, typically acting as sell-swords, farmers, and guards for rice shipments.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rose Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 (natural armor) HP 104 (16d6+48) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +4 Skills Acrobatics +5, Perception +4, Persuasion +7, Stealth +5 (+7 in gardens) Senses passive Perception 17 Languages Common, Druidic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . flowering plants \n'b' Plant Form . Small rose bush \n'b' Verdant Burst . When the Rose 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 immediately fills with rose bushes, becoming difficult terrain . If the terrain is not viable for roses, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes two attacks as its action, using either its thorny branch or thorn throw attacks. It can substitute one of the attacks with Thorn Embrace. \n'b' Thorny Branch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) piercing damage. \n'b' Thorn Throw . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 10 (2d6+3) piercing damage. \n'b' Smell the Roses (Recharge 6) The Rose leshy releases an aromatic cloud in a 20-foot diameter circle centered on itself. Creatures within the cloud must attempt a DC 14 Wisdom saving throw or become charmed , spending all of their movement and action moving towards the leshy until the end of their turn. \n'b' Thorn Embrace . The Rose leshy wraps thorny stems around a single target within melee range. The target must make a DC 14 Dexterity saving throw or suffer 14 (4d6) piercing damage and be grappled (escape DC 14). On a successful save, targets suffer half as much damage and are not grappled . \n'b'\n'b' ABOUT \n'b' Roses are a species of flowering shrub that produces beautiful and intricate flowers. A poetic symbol of love and beauty, roses are highly prized for their varied colors and are bred to create new styles and cultivars. Sharp prickles (technically not thorns) adorn the stems of rose bushes, providing numerous potential benefits, depending on the species of rose. \n'b' Crafted by urban dwelling druids, Rose Leshies are quite sophisticated and knowledgeable of their home settlements. These floral socialites are often caretakers for local gardens and parks, creating stunning botanical arrays to brighten up otherwise dull city-scapes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Addanc, Death \n'b' Family: Addanc \n'b'\n'b' Huge monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 104 (11d12 + 33) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 5 (-2) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8 Senses darkvision 60 ft., passive Perception 12 Languages understands Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The death addanc can hold its breath for 17 minutes. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The death addanc makes two attacks: either one with its bite and one with its claws or one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft.; one target. Hit : 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the death addanc can\xe2\x80\x99t bite another target. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft.; one target. Hit : 10 (2d4 + 5) slashing damage. \n'b' Tail . Melee Weapon Attack : +8 to hit, reach 5 ft.; one target. Hit : 10 (2d4 + 5) bludgeoning damage. \n'b'\n'b' About \n'b' The depths of the swamp hide many dangerous secrets. The addanc is one secret that even the swamp would much rather forget about-even the very landscape trembles as it passes by. \n'b' The addanc is a solitary predator that builds dams to create small lakes. Once its territory is defined, anything that comes near the lake or adjoining river becomes the addanc\xe2\x80\x99s prey. \n'b' The beast hunts by floating just under the surface of the water and waiting for its next meal to approach, at which point it attacks with a bone-crunching bite. With the prey held tight in its jaws, the addanc attempts to drag its quarry under the water. Both industrious and conniving, this monster possesses enough intelligence to wait for its prey to be at its most vulnerable. Once it attacks, it goes immediately for the kill, giving its prey little chance to resist. It cares not for its prey; it cares only for its stomach. \n'b' Like the natural beaver\xe2\x80\x99s lodge, an addanc\xe2\x80\x99s lair can only be accessed from below the water\xe2\x80\x99s surface. The structure within is a truly gruesome scene. The creature uses the possessions and remains of its victims for decoration, and the stench of decay permeates the entire lair. The adjoining dam is composed of heavy tree branches; logs with long bones of larger prey are interspersed to shore the structure. A typical addanc lair is between thirty and fifty feet in diameter and rises about fifteen feet above the surface of the water. \n'b' A typical addanc is 7 feet long and weighs 250 pounds. \n'b' A death addanc is 15 feet long and weighs around 1,000 pounds. A young addanc is 4 feet long and weighs 70 pounds. \n'b' Young addancs hunt in packs, finding safety in numbers. As soon as they get large enough to take care of themselves, they find their own territory and almost never leave. Both adult addancs and death addancs hunt in much smaller numbers or by themselves; they are rarely found in larger numbers. \n'b' There is, however, one significant, annual exception to their solitary behavior. During mating season every spring, all the females swim together in a sizable lake or swamp. \n'b' Over the course of a month\xe2\x80\x99s time, the males will engage in a fierce competition to bring their prospective mates large quantities of food or shiny objects, obtained by slaughtering humanoids that live nearby. Once a female chooses a mate, the pair lay their eggs in the female\xe2\x80\x99s lair and the male only leaves to bring back food. Males that do not win a mate during this time are at their most aggressive, killing anything they encounter and leaving the bodies uneaten.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Archmage, Dwarf \n'b' Medium humanoid (dwarf), any alignment \n'b' Armor Class 12 (15 with mage armor ) Hit Points 135 (18d8 + 54) Speed 25 ft.\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 14 (+2) 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 Senses darkvision 60 ft., passive Perception 12 Languages Dwarvish and any six languages Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Combat Training . The dwarf has proficiency with the light hammer, warhammer, warscepter, and spiked chain. \n'b' Dwarven Armor Training . The dwarf is proficient with light and medium armor. \n'b' Dwarven Resistance . The dwarf has advantage on saving throws against poison. \n'b' Magic Resistance . The archmage has advantage on saving throws against spells and magical effects. \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) : animate undead minion\xe2\x80\xa0, mage armor ,* magic missile , spectral hand\xe2\x80\xa0 \n'b' 2nd level (3 slots) : mirror image , misty step , shadow bolt\xe2\x80\xa0 \n'b' 3rd level (3 slots) : adamantine undead\xe2\x80\xa0, counterspell , penumbral trap\xe2\x80\xa0 \n'b' 4th level (3 slots) : binding aura\xe2\x80\xa0, banishment , mana spear\xe2\x80\xa0 \n'b' 5th level (3 slots) : aura of death\xe2\x80\xa0, cone of cold , scrying , 6th level (1 slot): globe of invulnerability \n'b' 7th level (1 slot) : teleport \n'b' 8th level (1 slot) : leech field \n'b' 9th level (1 slot) : time stop \n'b'\n'b' *The archmage casts these spells on themselves before combat. \n'b' Stonecunning . The dwarf has advantage on Intelligence ( History ), Intelligence ( Investigation ), or Wisdom ( Perception ) check made when examining stonework or trying to determine the origin of such construction. \n'b' Actions \n'b' Warhammer . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d8) bludgeoning damage, or 5 (1d10) bludgeoning damage if used two-handed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Huge \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 32 (5d10 + 5) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses blindsight 30 ft., passive Perception 11 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The crab can breathe air and water. \n'b' Actions \n'b' Multiattack . The crab makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. \n'b' About \n'b' These towering hard-shelled crabs are usually found on remote beaches far from busy port cities. They use their massive pincers to grab and crush anything that threatens their territory. When they aren\xe2\x80\x99t hunting, these crabs often bury themselves in the sand to sleep until something disturbs their slumber. These crabs are agile for their size and are protected by a thick and durable exoskeleton. Anyone who defeats a huge crab finds a vast quantity of delicious meat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Rutabaga Leshy \n'b' Family: Leshy \n'b' Huge plant ( leshy ), neutral good \n'b' Armor Class 15 (natural armor) HP 136 (16d6+80) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 21 (+5) 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 Str +8, Con +8 Skills Athletics +8, Nature 3, Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages Common, Druidic, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small rutabaga \n'b' Verdant Burst . When the Rutabaga 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 rutabagas, becoming difficult terrain . If the terrain is not viable for rutabagas, they wither after 24 hours. \n'b' Glimpse of Redemption . As a reaction , when one of the Rutabaga leshy\xe2\x80\x99s allies is damaged by an enemy and both are within 15 feet of the leshy, the enemy hesitates under the weight of sin as visions of redemption play in their mind\xe2\x80\x99s eye. You may choose one of two effects to occur from the options below:\n'b'\n'b'\n'b' The ally is unharmed by the triggering damage. \n'b' The ally gains resistance against all damage of the triggering type. \n'b' After the damaging effect is applied, the enemy becomes stunned until the end of its next turn. \n'b'\n'b' Innate Spellcasting The Rutabaga leshy\xe2\x80\x99s innate spellcasting is Wisdom . It can innately cast the following spell, requiring no components. Its spell save DC is 13 and its spellcasting ability modifier is +5.\n'b'\n'b'\n'b' 3/day each : spike growth \n'b' 1/day each : tree stride \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The leshy makes two attacks as its action, using its leaf scythe attack . \n'b' Leaf Scythe . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8+5) slashing damage. \n'b'\n'b' ABOUT \n'b' The rutabaga is a root vegetable that arose as a hybrid of cabbage and turnips. Both the root and the leaves of the vegetable are edible, though the leaves are usually used for livestock while the roots are cooked and mashed for human consumption. Some find rutabaga bitter, but its high vitamin C content and prevalence in colder climates keeps it part of regional diets. \n'b' While some leshies delight in exploring the world, the humble Rutabaga leshy is content tending its farms and contributing to its community. This creature wants nothing more than to grow good food and help its neighbor. \n'b' Its hard work and dedication have earned the leshy many gifts, including the skills needed to defend its land and community. The Rutabaga leshy would prefer to offer you a stew, but will not hesitate to turn its farming tools to weapons, should the need arise.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snapdragon Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d6+18) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Perception +3, Perform +4, Stealth +6 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 13 Languages Druidic, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\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' Snapdragon Speech . Snapdragon leshys can communicate with snapdragons, 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 snapdragons quickly infest the area. If the terrain can support the growth of snapdragons, 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' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 -1) bludgeoning damage. \n'b' Bloom Lasso . Ranged Weapon Attack : +4 to hit, range 20/100 ft., one target. Hit : 1 bludgeoning damage, and the target must make a DC 12 Constitution save. On a failed save, a creature is poisoned for 1 minute as it giggles uncontrollably. At the end of each of its turns, the target must make a DC 12 Constitution saving throw or become prone . \n'b' Change Shape . The snapdragon leshy can take the shape of a Small snapdragon 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' Captivate (Recharge 4-6) . The leshy weaves a distracting string of words, causing creatures of your choice that you can see within 60 ft. and that can hear you to make a DC 12 Wisdom saving throw. Any creature that can\xe2\x80\x99t be charmed succeeds on this saving throw automatically, and if the leshy or its companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom ( Perception ) checks made to perceive any creature other than the leshy for 1 minute or until the target can no longer hear it or the leshy is no longer able to speak. \n'b'\n'b' ABOUT \n'b' Whereas most leshys are reclusive and content to quietly nurture the natural world, snapdragon leshys are consummate extroverts. They often find their way into settled areas, where they caper and gab at those around them. When their neighbors are slow to laugh, snapdragon leshys sometimes resort to juvenile pranks to elicit a reaction. \n'b' These escalating exploits often prompt townsfolk to chase off the plant people, which the leshys are quick to forgive so long as nobody comes to harm. \n'b' Growing a Snapdragon Leshy . Snapdragon leshys grow best in rocky, well-drained soil. To grow a snapdragon leshy, the maker must plant the seeds and visit several times a day to tell stories and jokes. The leshy emerges at last only if it has an audience of at least a dozen bystanders to applaud its arrival. Creating it requires 1,500 gp of materials, a DC 14 Nature check, and casting call woodland beings, plant growth , and speak with plants . \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'Strawberry Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 16 (natural armor) HP 55 (22d6-22) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 9 (-1) INT: 10 (+0) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +6 Skills Acrobatics +5, Perception +4, Stealth +5 (+7 on farms) Senses passive Perception 14 Languages Common, Druidic, Sylvan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . fruit plants \n'b' Plant Form . Small strawberry plant \n'b' Verdant Burst . When the Strawberry leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with strawberry plants, becoming difficult terrain . If the terrain is not viable for strawberries, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The strawberry leshy attacks twice as an action, using either its Runner or Achene attacks. \n'b' Runner . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 10 (2d8+1) bludgeoning damage. On a hit, the target is grappled (escape DC 13). \n'b' Achene . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b' Fragria . The Strawberry leshy alights with fragrant blossoms. Each creature within 30 feet of the leshy must make a DC 13 Wisdom saving throw or they are charmed and drawn towards the smell until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Sugar maples require deep cold to survive, growing in an average temperature range of 0 to 80 deg F (-18 to 27 deg C). Its winged seeds, called samaras, require this cold temperature to break down their protective coating and begin to germinate. Some magic users have attempted to extend the range of these majestic trees with cold spells, but they seem to grow best in the natural setting. \n'b' Strawberries are well known for their sweet flavor, bright red color, and fragrant aroma.\xc2\xa0Many varieties exist, with the garden strawberry most common for farm production. As strawberries can be rather fickle growers, strawberry farms often grow plants through sheets of plastic, reducing competition from weeds, while others use greenhouses to keep the plants happy. \n'b' The Strawberry leshy is also a fragrant, yet fragile, creature. It prefers engaging in combat from afar, grasping at enemies to immobilize them and launching barrages of achenes to cover its retreat. While not ideal fighters, these leshy make for great companions, if only to mask the smell that comes from weeks of adventuring. The more sturdy \xe2\x80\x9cwild variety\xe2\x80\x9d is a bit tougher, but lacks the refinement and aroma of the common Strawberry leshy. \n'b' Despite the name and popular opinion, strawberries are not technically berries, but are actually accessory fruits.\xc2\xa0The \xe2\x80\x9cseeds\xe2\x80\x9d that dot the outside of the fruit are in fact achenes, each of which contains a seed. Even more confusing, most strawberries are grown from \xe2\x80\x9crunners\xe2\x80\x9d \xe2\x80\x93 horizontal offshoots that create attached, cloned offspring, and not seeds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sugar Cane Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 14 (natural armor) HP 88 (16d6+32) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +7 Skills Acrobatics +5, Nature +2, Perception +3, Stealth +5 (+7 on farms) Senses passive Perception 13 Languages Common, Druidic, Sylvan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small sugar cane stalk \n'b' Verdant Burst . When the Sugar Cane leshy dies, a burst of primal energy explodes from its body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with sugar cane, becoming difficult terrain . If the terrain is not viable for sugar cane, they wither after 24 hours. \n'b' Defensive Strike . If the Sugar Cane leshy is Bundled with another and is hit with a melee attack and takes damage, its partner can use its reaction to make a Cane attack against the attacker. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sugar cane leshy attacks twice as an action, using either its Cane or Leaf Blade attacks. \n'b' Cane . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) bludgeoning damage. \n'b' Leaf Blade . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b' Bundle . A Sugar Cane leshy can combine itself with an adjacent and willing Sugar Cane leshy that is not currently affected by Bundle. The leshies stand back to back, supporting each other in combat. Movement speed of both leshy are reduced by 10 feet, AC is increased to 16, and they gain +1 to attack and damage rolls . Both leshy also gain the Defensive Strike reaction . Bundle ends if either leshy is killed or moves more than 10 feet away from its partner. \n'b'\n'b' ABOUT \n'b' A flowering grass, the tall stalks of the sugar cane are filled with a most precious resource \xe2\x80\x93 sucrose. The high concentration of sucrose in sugar cane has made it a valuable cash crop, and cultivating sugar cane is one of the largest agricultural industries in the world. \n'b' Sugar Cane Leshies are rarely found alone, usually traveling in small packs. \n'b' When threatened, these leshies pair off, protecting their partner and keeping enemies at bay with defensive positioning. Sweet on the inside and out, Sugar Cane Leshies are rarely aggressive, but will almost never retreat from a fight, as long as they have their buddies with them. \n'b' About half of all sugar cane is still harvested by hand. This process starts with lighting the entire field of sugar cane on fire, which drives away pests and burns off excess leaves without damaging the precious canes or roots. \n'b' However, this practice produces significant air pollution, and is slowly being phased out.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sugar Maple Leshy \n'b' Family: Leshy \n'b' Medium plant (leshy), neutral \n'b' Armor Class 15 (natural armor) HP 161 (19d8+76) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 17 (+3) 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 Str +9, Con +7 Skills Athletics +9, Nature +3, Perception +5, Stealth +6 (+8 in forests), Survival +5 Damage Resistances cold 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 . trees \n'b' Plant Form . Small sugar maple tree \n'b' Verdant Burst . When the Sugar Maple 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 maple saplings, becoming difficult terrain . If the terrain is not viable for maple, they wither after 24 hours. \n'b' Trample . If the Sugar Maple leshy moves at least 25 feet straight toward a target and then hits it with a Hoof attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. The target must make a DC 15 Strength saving throw or they are knocked prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sugar maple leshy attacks twice as an action, using either its Lance or Hoof attacks. \n'b' Lance . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8+6) piercing damage. \n'b' Hoof . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (3d6+6) bludgeoning damage. \n'b' Syrup Spill . The Sugar Maple leshy dashes up to 100 feet, gaining +2 AC until the end of its next turn. This movement does not trigger attacks of opportunity. While moving, the leshy leaves behind it a trail of sticky syrup, making each space it passes through difficult terrain for the next minute (the leshy ignores this difficult terrain ). \n'b'\n'b' ABOUT \n'b' Standing a hundred feet tall, with a crown of brightly colored leaves, the sugar maple is an iconic sight in Autumn. Perhaps best known as the source of maple syrup, these trees are also ecologically important in their native range. Able to grow densely together, due to a high degree of shade tolerance, sugar maples also act as hydraulic lifts, bringing water from deep underground close to the surface where other, smaller plants can use it. \n'b' Indeed, these trees can be responsible for the creation of entire forests. \n'b' While sugar maples live for hundreds of years, Sugar Maple Leshies can be considerably older. These ancient forest guardians are adapt at navigating both dense forests and open plains, with bodies resembling the ancient horses that once roamed the land. Its colorful plume of leaves changes color with the seasons, and takes on different shades based on their mood.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sundew Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 15 (natural armor) \n'b' HP 94 (21d6+21) \n'b' Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 13 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Cha +4 \n'b' Skills Athletics +6, Nature +2, Perception +3, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Druidic, Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . carnivorous plants \n'b' Plant Form . Small sundew plant \n'b' Verdant Burst . When the Sundew leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with sundew plants, becoming difficult terrain . If the terrain is not viable for sundews, they wither after 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sundew leshy attacks twice as an action, using either its Jaws or Sticky Leaf attacks. \n'b' Jaws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) piercing damage. \n'b' Sticky Leaf . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. On a hit, the target is grappled (escape DC 13). If the Sundew leshy has grappled an enemy with Sticky Leaf, it can move 10 feet closer to the creature without triggering attacks of opportunity. \n'b' Sundew Droplet . The Sundew leshy lobs a droplet of sticky residue at one target. The target must make a DC 13 Dexterity saving throw to dodge the droplet. On a failed save, the target\xe2\x80\x99s speed is reduced to zero until the end of their next turn. \n'b'\n'b' ABOUT \n'b' Sundews were the first plants to be recognized as carnivorous, following extensive study by Darwin. \n'b' Since then, numerous plants, including hundreds of types of sundews, have been discovered, each with unique styles of predating on unsuspecting insects. \n'b' These plants are greatly appealing to certain druids looking for familiars, and the number of carnivorous leshies continues to grow. \n'b' This carnivorous plant is covered in small drops of \xe2\x80\x9cdew\xe2\x80\x9d. Unlike actual dew, however, these sticky, mucus-like secretions are present on the plant even in the intense heat of the midday sun. These droplets act as chemical and visual attractors, drawing in unsuspecting insects that, upon touching the droplet, become trapped in the sticky secretion. With prey in hand, the leaves of the sundew curl inwards, further trapping the insect and covering it in more digestive enzymes that dissolve the creature over several hours. \n'b' Brightly colored and glittering in sunlight, the Sundew leshy strikes a dazzling display. Rare in the leshy world for its carnivorous nature, the Sundew leshy isn\xe2\x80\x99t evil, but it can make its more bug-friendly siblings nervous. That, and that it is constantly sticking to things as it walks around.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sunflower Leshy \n'b' Family: Leshy \n'b' Small plant , neutral \n'b' Armor Class 12 Hit Points 11 (2d6+4) Speed 20 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Resistances lightning, thunder Senses darkvision 60 ft., passive Perception 12 Languages Druidic, Sylvan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\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' Flower Speech . Sunflower leshys can communicate with flowers, 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' Heliotrope . Sunflower leshys reflect the sun and other sources of bright light from their faces onto all who come too close. Creatures other than sunflower leshys that begin their turn within 20 feet of the leshy must make a DC 12 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls and Wisdom ( Perception ) checks until the beginning of its next turn. Creatures immune to being blinded automatically make their save, and creatures using blindsight are not affected. \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 sunflowers quickly infest the area. If the terrain can support the growth of sunflowers, 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' Head Butt . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 (1d4 -2) bludgeoning damage. \n'b' Seed Spray (Recharge 5-6) . The leshy sprays seeds in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 3 (1d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Change Shape . The sunflower leshy can take the shape of a Small sunflower 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' A circle of petals radiates from a sunflower leshy\xe2\x80\x99s head, ranging in color from soft butter yellow to bright orange to plum with white tips. Serrated green leaves sprout like a ruff beneath its head. A sunflower leshy stands 4 feet tall and weighs 75 pounds. \n'b' Gregarious . Among the most social of leshys, sunflower leshys serve as the ambassadors and diplomats of leshykind. \n'b' They enjoy socializing and interacting in groups of leshys or with other creatures. Solitary sunflower leshys are rare, as their need for companionship compels them to find others with whom to interact. Leshys who lack companionship for 1 week lose their petals and heliotrope aura as a result of being depressed. Being welcomed back into a group restores the aura in a day and petals after 1 week. \n'b' Sunflower leshys are peacemakers and shun martial activities and conflict unless forced into confrontation. \n'b' To avoid altercations with unfriendly creatures, they band together and trust that the presence of their heliotrope aura protects them. Other leshys look to them to serve as mediators and help resolve differences. \n'b' Growing a Sunflower Leshy . Sunflower leshys grow in open fields under bright sunlight. To grow a sunflower leshy, the maker plants a seed from an extant sunflower leshy and waters it daily. The maker must talk to the seedling daily to encourage the leshy\xe2\x80\x99s growth. The conversation must be upbeat and positive; otherwise, the leshy emerges with withered petals and a permanent frown. Creating it requires 700 gp of materials, a DC 12 Nature check, and casting call woodland beings, daylight , 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'Taro Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 15 (natural armor) \n'b' HP 91 (14d6+42) \n'b' Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +5 \n'b' Skills Athletics +6, Nature +2, Perception +2, Stealth +4 \n'b' Senses tremorsense 30 ft. (blind outside of this range), passive Perception 13 \n'b' Languages Common, Druidic, Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . root plants \n'b' Plant Form . Small taro plant. Emerge can trigger while transformed. \n'b' Verdant Burst . When the Taro leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with taro plants, becoming difficult terrain . If the terrain is not viable for taro, they wither after 24 hours. \n'b' Ferocity . When the Taro leshy is reduced to 0 hit points for the first time, it instead is reduced to 1 hit point. \n'b' Emerge . When an enemy steps onto a space the Taro leshy is burrowed beneath, as a reaction the taro leshy becomes unburrowed and occupies the space, preventing the enemy from entering. The Taro leshy may then make an attack with either its Leiomano or Fist against the triggering enemy. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The taro leshy attacks twice as an action, using either its Leiomano or Fist attacks. \n'b' Leiomano . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10+4) slashing damage. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Like rice, taro are typically grown in flooded paddies and harvested mostly by hand. A running stream of cool water keeps competing weeds away, while also preventing build up of oxygen around the taro. \n'b' This ability to thrive in flooded conditions has caused the taro plant to become an invasive species in some regions, which poses some risk as taro leaves and roots are toxic when consumed raw. \n'b' A root vegetable, taro is grown and eaten for its sweet, nutty taste. Taro is one of the oldest, cultivated plants in history, dating back approximately 25,000 years. With such a lengthy history, the importance of taro cannot be overstated, nor can the number of myths and legends associated with the plant throughout various cultures. In modern times, taro is still a dietary staple, serving as a reminder of our connection to the past. \n'b' Largely blind, the Taro leshy is quite comfortable underground. Holes in its petiole (where its leaves attach to its stem) allow it to breathe while buried or submerged in water, though burrowing too deep can create problems. \n'b' While the age of these leshies would make them great fonts of knowledge, they have a tendency to ignore the historical happenings around them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tea Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 13 (natural armor) \n'b' HP 94 (21d6+21) \n'b' Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +5 \n'b' Skills Acrobatics +4, Perception +5, Religion +2, Stealth +4 (+6 in fields) \n'b' Senses passive Perception 15 \n'b' Languages Common, Druidic, Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . crops \n'b' Plant Form . Small tea shrub \n'b' Verdant Burst . When the Tea leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with tea shrubs, becoming difficult terrain . If the terrain is not viable for tea, they wither after 24 hours. \n'b' Steeping . When the Tea leshy suffers fire damage, it casts calm emotions centered on itself as a reaction . The spell save DC is 13 for this spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The tea leshy attacks twice as an action, using either its Claw or Teabag attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) slashing damage. \n'b' Teabag . Ranged Weapon Attack : +4 to hit, range 20/80 ft., one target. Hit : 5 (1d6+2) bludgeoning damage. \n'b' Boiling Spray . The Tea leshy releases a spray of boiling water in a 15- foot cone. All creatures within this cone must attempt a DC 13 Dexterity saving throw or suffer 11 (2d10) fire damage or half as much on a successful one. Any creature that takes damage from this effect must also make a save against calm emotions . \n'b'\n'b' ABOUT \n'b' Tea Leshies have little interest in fighting, but will gladly parlay with adventurers over a cup of its favorite beverage. \n'b' Should the leshy feel threatened, it will try to soothe potential foes, and, failing at that, poison their drinks. Refusing a cup of tea when offered is one of the few ways to truly anger this creature. \n'b' Few things are as relaxing as settling down with a book and a nice cup of tea. Tea is the second most commonly consumed beverage in the world, just behind water. Representing a massive global industry, tea now comes in thousands of different flavors, caffeination levels, and styles of consumption. \n'b' For hundreds of years prior to the invention of tea as a beverage, tea leaves were eaten raw or as part of a stew. Nowadays, tea is consumed both daily and ceremonially. Great reverence given to the preparation of tea in many cultures, each with their own style and preference for the beverage. \n'b' The Tea leshy is similarly a fan of tradition and ritual. It is a mellow creature, spending much of its day in meditation and studying magic. Bonsai Leshies often converse with their tea brethren, contemplating the nature of the universe and their place within it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Three Leshies in a Trenchcoat \n'b' Family: Leshy \n'b' Medium plant ( leshy ), chaotic neutral \n'b' Armor Class 15 (natural armor) HP 136 (16d8+64) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Cha +8 Skills Athletics +6, Deception +11, Perception +3, Persuasion +8, Stealth +5 (+7 in cities) Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . avocados \n'b' Plant Form . Medium sized tree in a trenchcoat \n'b' Precarious Stack Upon suffering a critical strike, or being reduced to half hit points , Three leshy in a Trenchcoat split into three individual Avocado Leshies, each at half hit points . Any creature that previously failed their Blend In check are stunned until the end of their next turn. \n'b' Blend In Any creature observing Three leshy in a Trenchcoat for the first time must attempt a Wisdom ( Perception ) check (DC 15). On a success, they become aware of the three leshies within the coat; on a failure, they become convinced they are seeing a regular, Medium humanoid. \n'b' Split Up! As an action, the three leshy within the trenchcoat may voluntarily separate as in Precarious Stack. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Three leshy in a Trenchcoat attacks three times as an action, using either its Broom Handle twice and Regular-Sized Fist once or its Business Card attack three times. \n'b' Regular-Sized Fist . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6+3) bludgeoning damage. \n'b' Broom Handle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8+3) bludgeoning damage. \n'b' Business Card . Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 9 (2d6+2) slashing damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b'\n'b' Business Card . The leshy makes it Business Card attack. \n'b' Declare Bankruptcy (Costs 2 Actions) . The leshy flourishes its trenchcoat and speaks some business jargon. Any creature within 15 feet of the leshy must hand over 15 gold. If unable or unwilling to do so, the creature makes a DC 15 Wis. saving throw, taking 16 (3d10) psychic damage on a failure and half as much on a success. \n'b' Do a Business (Costs 3 Actions) . The leshy uses Split Up! The resulting leshies then make a melee attack against an enemy within range. \n'b'\n'b' ABOUT \n'b' Any leshy variant can decide it needs to stack up and put on a coat. To create your own, up the level of the Three-in-a-coat to the base leshy level plus 3. This will keep the split apart three leshies a similar threat balance as the combined leshy. Match the stats to the new level, reflavor the spells and attacks to match the base creature, and add an ability or two at higher levels and you are all set! \n'b' A regular human businessman going about regular human business. Nothing to see here, please ignore the broom handles and green skin. But if you could direct us \xe2\x80\x93 I mean me \xe2\x80\x93 to the nearest alcohol establishment, it would be most appreciated my fellow human.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Keelbreaker \n'b' Huge monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 157 (15d12 + 60) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Wail . As long as at least one if its living figureheads remains intact, the keelbreaker crab can cause the figurehead to wail. Roll a d6 and consult the following table to determine the wail. \n'b' Amphibious . The crab can breathe air and water. \n'b' Living Figureheads . Three magical figureheads adorn the crab\xe2\x80\x99s back. While at least one figurehead remains intact, the crab has advantage on Wisdom ( Perception ) checks and can use its Wail. Each figurehead is an object with AC 15, 20 hp , resistance to bludgeoning and piercing damage, and immunity to poison and psychic damage. If all the figureheads are reduced to 0 hp , the keelbreaker crab can\xe2\x80\x99t use its Wail action. Damaging a figurehead does not harm the crab. \n'b' Siege Monster . The crab deals double damage to objects and structures. \n'b' d6 \n'b' Wail \n'b' 1-2 \n'b' Frightening Wail . Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the keelbreaker crab\xe2\x80\x99s Frightening Wail for the next 24 hours. \n'b' 3-4 \n'b' Maddening Wail . Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. \n'b' 5-6 \n'b' Stunning Wail . Each creature within 60 feet who can hear the crab must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t stunned. \n'b' Actions \n'b' Multiattack . The crab can use its Wail. It then makes two pincer attacks. \n'b' Pincer . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. The crab has two claws, each of which can grapple only one target. \n'b' About \n'b' Three figureheads rise from the tattered sails and anchor chain that drape the crab\xe2\x80\x99s carapace. As the behemoth clacks its claws, the maidens depicted on the figureheads begin to wail. \n'b' Few monsters strike more fear into the hearts of sailors than the keelbreaker crab. These enormous crustaceans prey on ships caught in shallow water and decorate their shells with the wreckage left behind. Keelbreaker crabs are drawn to ships carrying magical cargo, as well as to the enchanted, living figureheads that often adorn such vessels. \n'b' Living Figureheads . The wails of a keelbreaker\xe2\x80\x99s figureheads drive most who hear them mad. However, a figurehead recovered intact from a crab might be convinced to reveal the location of a hidden treasure or even chart a course to the native harbor of the ship it formerly adorned.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Archmage, Elf \n'b' Medium humanoid (Drendali elf), 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: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +7 Skills Arcana +13, History +13, Perception +6 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin ) Damage Immunities psychic (from mind blank ) Condition Immunities charmed Senses darkvision 60 ft., passive Perception 16 Languages Drendali and any six languages Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Fey Magic . The elf knows the mage hand and minor illusion cantrips (Save DC 13). \n'b' Elf Weapon Training . The elf has proficiency with the light crossbow, rapier, shortbow, and shortsword. \n'b' Fey Ancestry . The elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b' Magic Resistance . The archmage has advantage on saving throws against spells and other magical effects. \n'b' Meditation . Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom ( Perception ) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest . \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 , prestidigitation , shocking grasp \n'b' 1st level (4 slots) : awareness ward\xe2\x80\xa0, flash\xe2\x80\xa0, mage armor ,* magic missile \n'b' 2nd level (3 slots) : aegis\xe2\x80\xa0, shadow conjuration\xe2\x80\xa0, shadow evocation\xe2\x80\xa0 \n'b' 3rd level (3 slots) : counterspell , haste , penumbral trap\xe2\x80\xa0 \n'b' 4th level (3 slots) : banishment , lightning shield \xe2\x80\xa0 stoneskin * \n'b' 5th level (3 slots) : cone of cold , lavaform\xe2\x80\xa0, 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'\n'b' Tattoo Mystic . Elves have proficiency with tattooist\xe2\x80\x99s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest . \n'b'\n'b' Actions \n'b'\n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tumbleweed Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 13 HP 54 (12d6 + 12) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 17 (+3) CON: 11 (+0) INT: 9 (-1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Nature +1, Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Common, Druidic, Sylvan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . desert plants \n'b' Plant Form . Small piece of tumbleweed. The leshy may use up to 5 feet of its movement per turn and be indistinguishable from a normal piece of tumbleweed. \n'b' Verdant Burst . When the Tumbleweed leshy dies, a burst of primal energy explodes from their body, restoring 1d4 hit points to each plant creature in a 30-foot radius. This area immediately fills with tumbleweeds, becoming difficult terrain . A strong burst of wind can disperse the tumbleweeds, removing the difficult terrain as a result. They will naturally clear the area after 1 hour. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Tumble Through . As a bonus action, the Tumbleweed leshy tumbles through a Medium or larger creature\xe2\x80\x99s space into an adjacent 5-foot square. The leshy has advantage on the next attack it makes against the creature whose square it tumbled through. \n'b'\n'b' ACTIONS \n'b'\n'b' Bramble . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Seed Pistol . Ranged Weapon Attack : +5 to hit. Range 60/240 ft., one target. Hit : 7 (1d8+3) piercing damage. \n'b'\n'b' ABOUT \n'b' While the average watermelon weighs just a few pounds (1-2 kg), the current world record stands at 350lbs (160kg)! \n'b' Watermelons can additionally be shaped on the vine by constraining the fruit as it grows, leading to stackable, square watermelons and even pyramids. Watermelon leshies can also greatly vary in size and shape, though the majority have rotund features. \n'b' Much like the plants they derive from, Tumbleweed Leshies are nomadic, carefree creatures. They despise being tied down to one place, though they occasionally settle for a spell near saloons and dusty mining towns. Many Tumbleweed Leshies leave their creators after a few years, taking on odd jobs and exploring as far and wide as they can. \n'b' Commonplace in the American southwest and as set dressing in spaghetti westerns, the tumbleweed is not a single type of plant. In fact, numerous species produce tumbleweeds as a way of spreading their seeds over wide ranges. A rather literal adaptation, most tumbleweed-producing plants are weeds and do in fact tumble. When the plant is ready to spread its seeds, its above-ground portion dries and breaks off from the roots, leaving it free to blow around with the wind, like many of us in our twenties. \n'b' Tumbleweed Leshies are typically made by desert-dwelling druids. With dry and brittle base material they are not the strongest of leshies, but are well adapted to surviving in arid environments. Quick on the draw, they make excellent gunslingers, provided they stick around for the fight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Watermelon Leshy \n'b' Family: Leshy \n'b' Huge plant (leshy), neutral \n'b' Armor Class 13 (natural armor) \n'b' HP 105 (14d6+56) \n'b' Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +6 \n'b' Skills Athletics +5, Perception +3, Stealth +4 \n'b' Damage Resistances piercing, slashing (while Rind is unbroken) \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Common, Druidic, Sylvan \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . melons \n'b' Plant Form . Small watermelon \n'b' Verdant Burst . When the Watermelon leshy dies, a burst of primal energy explodes from its body, restoring 9 (2d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with watermelon vines, becoming difficult terrain . If the terrain is not viable for watermelon, they wither after 24 hours. \n'b' Rind . The Watermelon leshy is protected by a tough rind and peel. While unbroken, the rind provides resistance against slashing and piercing damage. The Rind is broken immediately upon being damaged by a critical hit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The watermelon leshy attacks three times as an action, using either its Vine or Seed Spit attacks. \n'b' Vine . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. On a hit, the target is grappled (escape DC 13). \n'b' Seed Spit . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 6 (1d8+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' A sweet and delicious melon, watermelons have been cultivated by humans for thousands of years. While it is known today as a refreshing summertime snack, 5000 years ago watermelons were not grown for their food, but as a way to store water. The long history of watermelon, and its popularity, have led to the cultivation of hundreds of varieties with differing levels of sweetness, water content, and disease resistance . The most familiar watermelon, however, is easily recognized for its long vines, striped green colored rind, and bright red flesh. \n'b' Watermelon Leshies make for popular familiars, useful for carrying water, wrapping up enemies, and absorbing damage with its tough rind. The high water content of the leshy leaves it constantly slobbering, a trail of sweet-scented water and small black seeds following behind wherever it goes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Witch Hazel Leshy \n'b' Family: Leshy \n'b' Small plant (leshy), neutral \n'b' Armor Class 13 (natural armor) HP 105 (14d6+56) Speed 25 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +6 Skills Athletics +5, Medicine +6, Religion +3, Perception +6, Stealth +4 Senses passive Perception 16 Languages Common, Druidic, Sylvan \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Plant Speech . shrubs \n'b' Plant Form . Small witch hazel shrub \n'b' Verdant Burst . When the Witch Hazel leshy dies, a burst of primal energy explodes from its body, restoring 13 (3d8) hit points to each plant creature in a 30-foot radius. This area immediately fills with witch hazel shrubs, becoming difficult terrain . If the terrain is not viable for witch hazel, they wither after 24 hours. \n'b' Embody Familiar . As an action, the mind of the Witch Hazel leshy enters that of its familiar. The leshy goes dormant and instead functions through the cat using the stats of a Panther. This effect ends if the leshy takes any damage or the familiar is killed. \n'b' Innate Spellcasting . The Witch Hazel leshy\xe2\x80\x99s innate spellcasting is Wis. (spell save DC 14, ability modifier +6)\n'b'\n'b'\n'b' At-Will : charm person \n'b' 3/day each : lesser restoration \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The witch hazel leshy attacks three times as an action, using either its Gnarled Staff or Magic Stone attacks. \n'b' Gnarled Staff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) bludgeoning damage. \n'b' Magic Stone . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 6 (1d8+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Practitioners of the occult arts, Witch Hazel Leshies create black cats to act as familiars. They share a set of eyes with the cat, allowing them to split their vision and monitor the woods around their huts or camps. These leshies are often shunned by local settlements, that is of course until the villagers need medical attention and herbal remedies. Lucky for them, the Witch Hazel leshy doesn\xe2\x80\x99t hold a grudge, and its treatments can always be trusted. \n'b' Easily recognizable for its yellow, twisted petals, the witch hazel is a prized plant both for ornamental and herbal uses. Its name actually derives from an Old English word for \xe2\x80\x9cpliant\xe2\x80\x9d, but the association with folk remedies and divination have given the name new meaning. While some focus on the plant\xe2\x80\x99s looks and medicinal properties, the shrub is also remarkable for its exploding fruits, which can send seeds flying up to thirty feet away! \n'b' Witch Hazel Leshies are unusually intelligent and independent among leshies varieties. Initially crafted as magical familiars, the Witch Hazel is quick to strike out alone, typically setting up a remote, wooded encampment to continue its studies of magic and medicine. Rumors abound about these magical hermits, but truth can be stranger than fiction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Leucrotta \n'b' Medium beast , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 40 (9d8) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Perception +4, Stealth +6 Senses darkvision 60 ft., passive Perception 14 Languages Gnoll Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Shadowlike . The leucrotta has advantage on Dexterity ( Stealth ) checks while in darkness and areas of dim light. \n'b' Mimicry . The leucrotta can mimic any words or phrases it has heard, as well as the voice which said them. It does not need to understand the language spoken. A creature that hears the voice can tell it is an imitation with a successful DC 13 Wisdom ( Insight ) check. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The leucrotta makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' About \n'b' Born from couplings of gnoll and hyena, leucrottas take on the predatory cunning of their parents. More lightweight and lean than a hyena, with the long legs of a hunting dog, leucrottas are swift and silent. By some quirk of their demonic heritage, leucrottas have the ability to eerily mimic voices, which they will most commonly use to lure unwary travelers to their doom, or to split up and confuse a defensive force before an attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Leucrotta \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 105 (10d12 + 40) Speed 60 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 18 (+4) INT: 11 (+0) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Gnoll Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The leucrotta has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mimicry . The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom ( Insight ) check. \n'b' Powerful Bite . When the leucrotta scores a critical hit with its bite, it rolls damage dice three times, instead of twice. \n'b' Rampage . When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The leucrotta makes three attacks: one with its bite and two with its hooves. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Hooves . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ley Wanderer \n'b' Huge aberration , neutral \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d12 + 32) Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 9 (\xe2\x80\x931) CON: 14 (+2) INT: 19 (+4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +2, Int +7 Skills Arcana +7, Perception +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic Senses darkvision 60 ft., passive Perception 13 Languages all, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Sense Magic . The ley wanderer senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ley wanderer makes three Slam or Psychic Lash attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. \n'b' Psychic Lash . Ranged Spell Attack : +7 to hit, reach 5 ft. or range 120 ft., one target. Hit : 17 (3d8 + 4) psychic damage. \n'b' Dispelling Burst (Recharge 5\xe2\x80\x936) . The ley wanderer emits a psychic burst that disrupts magic within 30 feet of it. Each creature in the area must make a DC 15 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. In addition, each spell of 3rd level or lower in the area immediately ends, and the ley wanderer gains 5 temporary hp for each spell ended in this way. \n'b' Teleport (3/Day) . The ley wanderer magically teleports itself and up to six willing creatures holding hands with the ley wanderer, along with any equipment they are wearing or carrying, to a location the ley wanderer is familiar with, up to 100 miles away. If the destination is a location rich in magical energy, such as a ley line, the ley wanderer can teleport up to 300 miles away. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Drain Magic Item . The ley wanderer drains the magic from an item it is holding. A magic item with charges loses 1d6 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. The ley wanderer gains 5 temporary hp each time it drains a magic item. A drained item regains its magic after 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Absorb Spell . When a creature the ley wanderer can see within 30 feet of it casts a spell, the ley wanderer can absorb the spell\xe2\x80\x99s energy, countering it. This works like the counterspell spell, except the ley wanderer must always make a spellcasting ability check, no matter the spell\xe2\x80\x99s level. Its ability check for this is +7. If it successfully counters the spell, the ley wanderer gains 5 temporary hp for each level of the spell. \n'b'\n'b' ABOUT \n'b' Floating through the air, this creature\xe2\x80\x99s head is a huge, dome-like cranium. Three pairs of spindly arms ending in human-sized hands grow from the torso of its rubbery, slug-like body. \n'b' Ley wanderers are enigmatic creatures that feed on the magical energy that flows within the world. Their origins are unclear, but sages speculate they are the mutated descendants of human mages caught in a magical cataclysm centuries ago. \n'b' Peaceful Travelers . Ley wanderers are solitary and peaceful unless provoked. Possessed of considerable intelligence, they drift from place to place, grazing on sources of magical energy. \n'b' Magic-Hungry Guides . Ley wanderers feed by absorbing spells or draining magic items, an obsession that often leads them to leave in the middle ofa fight to pursue or consume a source of magic. Adventurers who need to get somewhere urgently have been known to track down a ley wanderer and gift it such magic in exchange for quick travel. \n'b' Feasting Feud . Ley wanderers feed off the same sources of magical energy as the werynax, and the two creatures fight furiously on the rare occasions they meet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lhaksharut \n'b' Huge construct , lawful neutral \n'b' Armor Class 19 (natural armor) Hit Points 250 (20d12 + 120) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 13 (+1) CON: 22 (+6) INT: 14 (+2) WIS: 21 (+5) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Constitution +16, Wisdom +11 Skills Arcana +14, Insight +11, Perception +11 Damage Resistances acid, cold, lightning, fire, thunder Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses truesight 120 ft., passive Perception 21 Languages all Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Elemental Charge . Whenever the lhaksharut makes a weapon attack or uses its Energy Ray ability, it deals additional acid, cold, fire, or lightning damage (included in the attacks below). The lhaksharut makes the choice of the damage type when it makes the attack or uses the ability. \n'b' Immutable Form . The lhaksharut is immune to any effect that would change its form. \n'b' Innate Spellcasting . The lhaksharut\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following spells without expending any material components.\n'b'\n'b' At will : detect magic , identify , sending \n'b' 3/day each : banishment , counterspell , disintegrate , dispel evil and good , dispel magic , plane shift , wall of force \n'b'\n'b' Legendary Resistance (3/day) . If the lhaksharut fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The lhaksharut has advantage on saving throws against spells and magical effects. \n'b' Magic Weapons . The lhaksharut\xe2\x80\x99s weapon attacks are considered magical for the purposes of damage resistance . \n'b' Reactive . The lhaksharut can take one reaction on every turn in combat. \n'b' Regeneration . The lhaksharut regains 15 hit points at the start of each of its turns. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lhaksharut makes four attacks, in any combination of its longsword, mace, spear, or slam attacks. \n'b' Longsword . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) slashing damage plus 14 (4d6) acid, cold, fire, or lightning damage. \n'b' Morningstar . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or lightning damage. \n'b' Spear . Melee or Ranged Weapon Attack : +13 to hit, reach 15 ft. or range 20/60 ft., one target. Hit : 14 (2d6 + 7) piercing damage plus 14 (4d6) acid, cold, fire, or lightning damage. \n'b' Slam . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage plus 14 (4d6) acid, cold, fire, or lightning damage. \n'b' Energy Ray (Recharge 5-6) . Up to 2 targets within 120 feet of the lhaksharut must make a DC 19 Dexterity saving throw or take 56 (16d6) acid, cold, fire, or lightning damage. \n'b'\n'b' Legendary Actions \n'b' The lhaksharut 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 lhaksharut regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The lhaksharut can make one weapon attack. \n'b' Teleport . The lhaksharut magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. \n'b' Shield of Law (Costs 3 Actions) . Each creature within 20 feet of the lhaksharut must make a DC 19 Constitution saving throw. On a failed save, aberrations, celestials, elementals, fey, or fiends are stunned for 1 minute. Other creatures not of those types are frightened . Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Library Automaton \n'b' Small construct , lawful neutral \n'b' Armor Class 13 (natural armor) Hit Points 24 (7d6) Speed 30 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 10 (+0) INT: 16 (+3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Investigation +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., truesight 10 ft., passive Perception 11 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bibliophile . The library automaton understands any written language it can see, provided it is touching the surface on which the words are written. \n'b' Bibliotelekinesis . The library automaton is surrounded by an invisible , shapeless, magical force that can perform simple tasks at the automaton\xe2\x80\x99s command. This force has a Strength equal to the automaton\xe2\x80\x99s Strength , and it can interact with objects up to 15 feet away from the automaton. The automaton can use this force to perform simple tasks that a Small humanoid with two hands could do, such as opening a door, moving a bookshelf\xe2\x80\x99s ladder, picking up and organizing books, and similar tasks. The automaton can\xe2\x80\x99t use this force to make attacks or wield a weapon or shield. \n'b' Book Safekeeper . The library automaton\xe2\x80\x99s body contains a small, extradimensional space. This space can hold up to 100 pounds of Small or smaller objects. This space can hold only books, scrolls, parchment, or other written works on paper or other paper- or wood-like materials. The automaton is the only creature capable of retrieving items from this space while it is alive. If the automaton is destroyed, the objects within its extradimensional space are ejected into an unoccupied space nearest it. \n'b' Construct Nature . The library automaton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Piston-Powered Kick . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) bludgeoning damage. \n'b' Unnerving Gaze . Ranged Spell Attack : +5 to hit, range 60 ft., one target. Hit : 6 (1d6 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the start of the automaton\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' The humming of servos, ticking of gears, and petite discharges of steam precede the library\xe2\x80\x99s diminutive custodian. \n'b' Library automatons are small constructs created to fulfill organizational responsibilities of huge libraries. \n'b' Eyes of the Past . Each automaton includes a single humanoid eyeball mounted at the end of an articulated appendage. These eyes are typically donations from the library\xe2\x80\x99s ailing scholars, allow them to continue serving the repositories of knowledge that were their life\xe2\x80\x99s work. \n'b' Telekinetic . The automatons can move and manipulate written materials telekinetically, and they can store such works in an extradimensional space within their bodies. The library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution\xe2\x80\x99s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests. \n'b' Scholarly Familiars . Many spellcasters have discovered library automatons make particularly effective caretakers for their spellbooks and scrolls while on adventure. \n'b' Familiars \n'b' The library automaton\xe2\x80\x99s scholarly nature leads some of them to serve spellcasters and learn more of the world. Such automatons have the following trait. \n'b' Familiar . The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. \n'b' At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Librescent \n'b' Variants \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 6 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Primordial Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Amorphous : A librescent can move through a space as narrow as 1 inch wide without squeezing. \n'b' Magic Resistance : A librescent has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack : The elemental makes two slam attacks. \n'b' Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \xe2\x80\x9cNatural\xe2\x80\x9d even hit or miss : Then the target may not cast spells, and any magical items that they wield have their magical effects suppressed, acting as mundane items; these effects last until the end of the librescent\xe2\x80\x99s next turn. Natural Attack Die Result : If a creature action has a hit effect that mentions the natural attack die result, refer to the d20 rolled to make the attack and see if it matches the condition. If it does, the condition will state the effects. \n'b' About \n'b' Comprised entirely of silver energy, librescents are amorphous beings that are able to surge through the smallest of holes and slam into opponents with great force. Resilient to magic, a librescents\xe2\x80\x99 touch can temporarily render magic items inert or counter a caster\xe2\x80\x99s ability to channel their powers for a brief period. \n'b' A Path to Equilibrium : As Laval helped mortals refine themselves, they noticed that several powerful wizards and warlocks grew increasingly attached to their magical abilities, identifying themselves by that power rather than acknowledging it as a mere tool. In an attempt to help such casters recognize their other abilities, Laval created the librescents, also called equilibrium elementals. Formidable in their own right, librescents become a true challenge to those who rely too heavily on magical abilities. \n'b' Guardians of Knowledge : Laval gifted the librescents to Ezetesa, who placed the librescents as protectors of places holding powerful arcane knowledge. They stand as tireless guardians, testing the mettle of those who come seeking that information and humbling those who grow too proud of their own magical power.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Amber Bulk \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 93 (11d10+33) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10 Languages none Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Confusion . The eyes of the creature possess a special ability. Any creature with an intelligence score of 6 of higher that starts its turn within 30 feet and beholds the four eyes of the amber bulk must make a DC 15 Charisma saving throw or suffer confusion (as the spell) for 2d6 rounds. This ability does not work if the creature is incapacitated or deceased. Unless surprised, each round a creatures can choose to avoid looking at the Amber Hulk and making a saving throw, but their attack rolls against the creature have disadvantage, and the creature\xe2\x80\x99s attack rolls against them have advantage. \n'b' Tunneling . The Amber Hulk can dig through solid rock at 10ft per round, creating a 5 foot wide and 8 foot high tunnel. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Amber Hulk makes two claw attacks and one bite attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) slashing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (3d4+5) slashing damage. \n'b'\n'b' ABOUT \n'b' Amber bulks are a predatorial subterranean species. Standing 8 feet tall and 5 feet wide, the amber bulk is a formidable opponent. Their origin is unknown, but sages believe they are the result of magical experimentation. \n'b' Amber bulks, also called chitinous clods by some species of the underdark, will eat almost anything.\xc2\xa0They have been known to eat purple worms, giant ant colonies, and ankhegs. Above all, amber bulks desire humanoids as their preferred prey.\xc2\xa0Amber bulks tend to have a hard black hide that shades to yellow along the chest and belly. Their mandibles are made of ivory and are valuable (2,000 gp each).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alchemical Protolich \n'b' Family: Lich \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (chest plate) Hit Points 45 (6d8+18) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 16 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Int +7, Wis +4 Skills Arcana +7, History +7, Insight +4, Perception +4, Religion +7 Tools Alchemist\xe2\x80\x99s Supplies Damage Resistances acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common (Greek), Aquan, Auran, Ignan, Nihilistan, Quidan, Terran Challenge 3 (700 XP); CR 4 in lair (1,100) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Fortitude . If damage reduces the Protolich to 0 hit points , it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Protolich drops to 1 hit point instead. \n'b' Arcane Recovery . Once per day when it finishes a short rest, the Protolich can recover three levels of expended spell slots in any combination (e.g., one 3rd level, three 1st level). \n'b' Minor Alchemy . A Protolich can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. It performs a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes it spends performing the procedure, it can transform up to 1 cubic foot of material. This material reverts to its original substance after an hour or if the Protolich loses its concentration. \n'b' Spellcasting . A Protolich is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following Wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : Fire Bolt, Mage Hand , Prestidigitation , Shocking Grasp \n'b' 1st Level (4 slots) : Sphere of Energy*, Detect Magic , Magic Missile , Shield \n'b' 2nd Level (3 slots) : Detect Thoughts , Invisibility , Acid Arrow , Mirror Image \n'b' 3rd Level (3 slots) : Counterspell, Dispel Magic , Fear \n'b'\n'b' ACTIONS \n'b'\n'b' Fire Bolt . Ranged Weapon Attack : +7 to hit, range 120 ft., one target. Hit : 11 (2d10) fire damage. \n'b' Shocking Grasp . Melee Weapon Attack : +7 to hit (at advantage if the target is wearing armor made of metal), reach 5 ft., one target. Hit : 9 (2d8) lightning damage. \n'b' Dagger +2 . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4+4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Dispel Magic . As a bonus action on its turn the Protolich can expend a 3rd-level spell slot to cast Dispel Magic if it has it prepared. This is in addition to any other spells it might be able to cast that turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Counterspell (2/long Rest) . As a reaction while in its lair, the Protolich can cast Counterspell without expending any spell slots and in addition to any other spells it might be able to cast that turn. \n'b'\n'b' LAIR ACTIONS \n'b'\n'b' Regenerate Damage . While in the prepared environment of its lair, the Protolich can expend a spell slot to alchemically regenerate damage it has sustained, regaining a number of hit points equal to 5 plus 1d8 for each level of the spell slot. \n'b'\n'b' ABOUT \n'b' An alchemical protolich is an alchemist whose attempts at eternal life have been achieved imperfectly, causing it to be transformed into an Undead monster. It is more powerful while in its lair and if forced to battle intruders will prefer to do so there. \n'b' Much of an alchemical protolich\xe2\x80\x99s power is invested in a bronze chest plate that grants it +2 to its AC and is etched with arcane symbols and inset with eight magical stones. Each stone bestows a benefit that is reflected in the monster\xe2\x80\x99s stat block, to include darkvision 60 ft., 10 ft. increase to speed if the monster is unencumbered, proficiency in Constitution saving throws, and resistance to acid, cold, fire, lightning, and thunder damage. This device can be used only by the monster but, if desired, those who destroy the alchemical protolich and take this item can remove the stones and receive the benefits from any to which they become attuned. \n'b' An alchemical protolich is also armed with an orb engraved with sigils that both functions as an arcane focus and allows its wielder to cast Sphere of Energy* without material components. \n'b' In combat, an alchemical protolich strives to fight entirely with magic, resorting to cantrips for ranged and melee attacks when it does not have more powerful spells left, and will use a physical weapon only if other means are ineffective. It is a highly intelligent and calculating monster, however, and if it can gain the service of creatures through threats, promises, or rewards, or misdirect them in some way, it will do so in lieu of battling them. Its eagerness to have followers and agents that can operate outside of the area where its lair is contained might, in fact, provide the basis of an alliance between the alchemical protolich and those it encounters. \n'b' If encountered by a 4th-level party the alchemical protolich will have a single Paragon Mephit of any sort attending it, and if encountered by a 5th-level party it will have four different Paragon Mephits with it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Archmage, Forsaken Elf \n'b' Medium humanoid (Forsaken elf), 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, Perception +6 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin ) Senses darkvision 30 ft.,Passive Perception 16 Languages Elduran and any six languages Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Mother\xe2\x80\x99s Curse . The elf has advantage on saving throws against disease. However, there is a 99 percent chance that they are infertile. If they can conceive, offspring are very likely to be born with some sort of birth defect, assuming they survive the pregnancy. \n'b' Elf Weapon Training . The elf has proficiency with the longsword, shortsword, shortbow, and longbow. \n'b' Fey Ancestry . The elf has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b' Magic Resistance . The archmage has advantage on saving throws against spells and other magical effects. \n'b' Meditation . Elves need no sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, the elf remains aware of their surroundings but have disadvantage on Wisdom ( Perception ) checks. After meditating, the elf benefits as if they had 8 hours of sleep and can then undertake other light activity while finishing a long rest . \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, light , mage hand , prestidigitation , ray of frost \xe2\x80\xa0 \n'b' 1st level (4 slots) : detect magic , force blast\xe2\x80\xa0, mage armor ,* magic missile \n'b' 2nd level (3 slots) : aegis\xe2\x80\xa0, mirror image , misty step \n'b' 3rd level (3 slots) : aqueous form\xe2\x80\xa0, chill wind\xe2\x80\xa0, counterspell \n'b' 4th level (3 slots) : banishment , shadow traitor\xe2\x80\xa0, stoneskin * \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) : blackflame\xe2\x80\xa0 \n'b' 9th level (1 slot) : time stop \n'b'\n'b' *The archmage casts these spells on themselves before combat. \n'b' Tattoo Mystic . Elves have proficiency with tattooist\xe2\x80\x99s supplies and can activate one magic tattoo they possess one extra time per day without completing a rest, provided that tattoo can be used again after they complete a short or long rest . \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lich Shade \n'b' Family: Lich \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 85 (9d8 + 45) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 20 (+5) INT: 18 (+4) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, History +7, Insight +6, Perception +6 Damage Resistances cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities necrotic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal, plus up to four other languages Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Death Throes . When the lich shade drops to 0 hit points , it explodes in a cloud of dust in a 10-foot radius. Creatures within this area must make a DC 16 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) necrotic damage, and the creature\xe2\x80\x99s maximum hit points are reduced by the same amount. If a creature\xe2\x80\x99s maximum hit points are reduced to 0, it dies. Magic such as greater restoration is necessary to cure this effect. On a successful saving throw, the creature takes half damage and is poisoned for 1 minute, but its maximum hit points are unaffected. \n'b' Magic Resistance . The lich shade has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapon . The lich shade\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lich shade makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage plus 11 (2d10) cold damage. \n'b'\n'b' Reactions \n'b'\n'b' Spell Leech . When a creature the lich shade can see within 30 feet of it casts a spell of 1st level or higher, the lich shade can counter the spell, as if the lich shade had cast counterspell . If the lich shade attempts to leech a spell of 4th level or higher, it must make an Intelligence ability check. The DC for this check is 10 + the spell\xe2\x80\x99s level. If the spell leech is successful, the lich shade absorbs the magical energy and can use it only on its next turn in one of the following ways:\n'b'\n'b'\n'b' Cast . The lich shade can cast the spell as an action on its turn, using the original caster\xe2\x80\x99s spell save DC and spell attack modifier. \n'b' Eldritch Bolt . The lich shade chooses one creature it can see within 60 feet of it as an action. That creature must make a DC 16 Dexterity saving throw, taking 22 (4d10) force damage on a failed saving throw, or half as much damage on a successful one. \n'b' Heal . The lich shade uses an action to regain 22 (4d10) hit points , up to its maximum hit points . If the lich shade does not use the absorbed magic, it fades at the end of its next turn. \n'b'\n'b' About \n'b' This creature appears as a rotting and skeletal humanoid dressed in tattered and worn robes with ancient runes etched on their surface. Its eyes blaze with a crimson fire. \n'b' The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. \n'b' When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual \xe2\x80\x93 a lich shade. \n'b' Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between \xe2\x80\x93 something in between mortal life and eternal unlife. \n'b' Lich shades retain portions of their life\xe2\x80\x99s memories and always retain full memory of the dark ritual they attempted while trying to become a lich. For this reason alone, they have grown to hate the living and particularly living spellcasters whom they blame (in some warp twisted way) for their current condition. A lich shade always attacks any opponents who have a spellcaster in their midst, often targeting that individual directly above all others. \n'b' A lich shade stands about 6 to 6\xc2\xbd feet tall and weighs about 160 pounds. \n'b' A lich shade attacks with its powerful claws, rending and tearing at its foes. If facing a spellcaster and it leeches one of its spells, it usually releases the first spell leeched as an eldritch bolt against its closest foe. Further leeched spells are used to heal the lich shade or cast back against its foes. If faced with certain defeat, a lich shade wills its own destruction, invoking its death throes ability, hoping to take several of its opponents with it. \n'b' A lich shade\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lich, Hierophant \n'b' Family: Lich \n'b' A pious word always on its dusty lips, the lich seemed content to count its beads and let dust rattle in its throat. Until, at last, it turned to us and said \xe2\x80\x9cI will share my dark blessings with your feeble souls\xe2\x80\x9d-and unleashed horrors I shudder to remember. \n'b' Medium undead , any evil alignment \n'b' Armor Class 14 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +6, Intelligence +5, Wisdom +9 Skills Religion +5, Insight +9, Perception +9 Damage Resistance cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 60 ft., passive Perception 19 Languages Common, Abyssal, Infernal, Void Speech Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the lich fails a saving throw, it can choose to succeed instead. \n'b' Levitate . As a bonus action , a hierophant lich can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the lich doesn\xe2\x80\x99t need to concentrate to continue levitating each round. \n'b' Rejuvenation . If it has a sacred vessel, a destroyed hierophant lich gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the vessel. \n'b' Turn Resistance . The hierophant lich has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . A hierophant lich doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Spellcasting . The lich is an 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lich has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : command , detect magic , protection from evil and good , sanctuary \n'b' 2nd level (3 slots) : blindness/deafness , hold person , silence \n'b' 3rd level (3 slots) : animate dead , dispel magic , spirit guardians \n'b' 4th level (3 slots) : banishment , freedom of movement , guardian of faith \n'b' 5th level (1 slot) : flame strike \n'b'\n'b' Actions \n'b' Unholy Smite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) bludgeoning plus 9 (2d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target must defend the hierophant. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. An undead target that fails is charmed for 24 hours and can only repeat the saving throw once every 24 hours. \n'b' Legendary Actions \n'b' The hierophant lich 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 lich regains spent legendary actions at the start of its turn. \n'b' Cantrip . The hierophant lich casts a cantrip. \n'b' Unholy Smite (Costs 2 Actions) . The heirophant lich uses its Unholy Smite. \n'b' Damnation (Costs 2 Actions) . The hierophant lich threatens one creature within 10 feet of it with eternal suffering. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the hierophant lich\xe2\x80\x99s Damnation for the next 24 hours. \n'b' Lair \n'b' A hierophant lich often dwells in an underground temple, a ruined cathedral in a lost city, or in the catacombs and tunnels deep beneath a famous tomb or monument. These may be in the wilderness or (in some cases) within a city largely unaware of the hierophant lich\xe2\x80\x99s presence. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the hierophant lich can take a lair action to cause one of the following effects; the lich can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The hierophant lich gains an unholy shield of protection in the form of a shadowy halo of shifting purple. It gains 20 temporary hp until initiative count 20 on the next round. \n'b' The hierophant lich calls on its god to smite a creature that the lich can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. If the target fails, it is poisoned until initiative count 20 on the next round. \n'b' Channeling its god\xe2\x80\x99s energy, the hierophant lich grants up to five allies advantage on their next attack rolls. \n'b' About \n'b' The hierophant lich is a dry, dusty skeleton with fragments of hair and skin and a fierce, raging light of unholy zeal blazing in its eyes. It is often crowned by a black halo, wreathed in purple flames, or wielding a staff topped with a demonic head that whispers vile suggestions or wicked prophecies to it. \n'b' Servants of Dark Gods . The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant\xe2\x80\x99s mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich.\xc2\xa0The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch. \n'b' Reborn at the Altar . Each hierophant lich has a sacred vessel that protects its vile soul. So long as this altar, unholy relic, or other sacred object remains whole, the hierophant lich is never permanently slain. \n'b' Pure Evil Bones . The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lich, Pact \n'b' Family: Lich \n'b' The pact lich calls on its patron to smite a creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 17 (5d6) necrotic and 17 (5d6) force damage on a failed save, or half as much damage on a successful one. If the target fails, it is stunned until initiative count 20 on the next round. \n'b' Medium undead , any evil alignment \n'b' Armor Class 17 (natural armor) Hit Points 195 (26d8 + 78) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Intelligence +8 Skills Deception +10, Persuasion +10 Damage Resistances cold, fire, necrotic Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed , frightened , paralyzed , poisoned Senses truesight 120 ft., passive Perception 12 Languages any languages it knew in life Challenge 15 (13,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If the pact lich fails a saving throw, it can choose to succeed instead. \n'b' One With Shadows . As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction . \n'b' Patron\xe2\x80\x99s Blessing . When the pact lich reduces a target to 0 hp , the lich gains 25 temporary hp . \n'b' Pact Rejuvenation . If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron. \n'b' Undead Nature . A pact lich does not require air, food, drink, or sleep. \n'b' Innate Spellcasting . The pact lich\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n'b'\n'b' At will : chill touch , detect magic , levitate , mage hand , prestidigitation , speak with dead , true strike \n'b' 1/day each : banishment , bestow curse , compulsion, confusion , conjure elemental , dominate monster , eyebite , finger of death , fly , hellish rebuke (5d10), hold monster , slow \n'b'\n'b' Actions \n'b' Multiattack . The pact lich makes four enhanced eldritch blast attacks. \n'b' Maddening Touch . Melee Spell Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded , stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature\xe2\x80\x99s deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Enhanced Eldritch Blast . Ranged Spell Attack : +10 to hit, range 300 ft., one target. Hit : 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line. \n'b' Hurl Through Hell (1/day) . The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich\xe2\x80\x99s next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed . If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich\xe2\x80\x99s next turn as the target reels from its horrific experience. \n'b' Legendary Actions \n'b' The pact lich 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 lich regains spent legendary actions at the start of its turn. \n'b' At Will Spell . The lich casts a spell it can cast at will. \n'b' Fiendish Resilience . The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance . \n'b' Maddening Touch (Costs 2 Actions) . The pact lich uses its Maddening Touch. \n'b' Eldritch Master (Costs 3 Actions, 1/day) . The lich entreats its patron for aid, regaining all expended spells. \n'b' Regional Effects \n'b' The region containing a pact lich\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects: \n'b' Roads within 20 miles of the lair become strangely mazelike and confusing. Creatures must succeed on a DC 18 Wisdom ( Survival ) check while traveling or become lost within the area. Lost creatures can repeat the check every subsequent hour and regain their bearings on a success. \n'b' Scrying and all other divination and detection spells within 1 mile of the lair fail unless the caster succeeds on a DC 16 Intelligence ( Arcana ) check. A failed check means that the spell is still expended, but without any positive result. \n'b' The pact lich and all other undead have advantage on saving throws against effects that turn undead when within 1 mile of the lair. \n'b' If the pact lich dies, these effects fade over the course of 1d10 days. \n'b' Lair \n'b' Reviled by the living, a pact lich often dwells in an underground catacomb, an abandoned fortress, or a forgotten necropolis. The lich\xe2\x80\x99s need to feed souls to its patron keeps it from moving too far from civilization, however. \n'b' The lair takes on aspects of the lich\xe2\x80\x99s benefactor and is haunted by creatures close to the patron\xe2\x80\x99s essence. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the pact lich can take a lair action to cause one of the following effects; the lich can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' All creatures within 30 feet of the pact lich magically and randomly swap places. In addition, all of the creatures (including the lich) look and sound like one of the creatures that was affected. Creatures with truesight are able to see through this illusion. On initiative count 20 on the next round, the illusion fades, but the translocated creatures are not returned to their original places. \n'b' About \n'b' Channeling its patron\xe2\x80\x99s energy, the pact lich raises up to five dead creatures as a skeleton or zombie like the animate dead spell.\xc2\xa0Despite its frail appearance, the rotting, fiendish creature commands considerable arcane power.\xc2\xa0The first pact lich was a warlock whose patron was a demon lord of undeath. In a moment of whimsy, the demon granted the warlock\xe2\x80\x99s petition to become a powerful undead. \n'b' Soul Devourer . A pact lich must feed souls to its patron weekly to retain its lich status. It does this by reducing a creature to 0 hp within 120 feet of a diamond. Diamonds act as conduits for pact liches to send souls to their patrons, but only fist-sized or larger diamonds will do. A lich that forgets or refuses to sacrifice souls begins to physically fall apart, enduring incredible pain. \n'b' Rebirth by Patron\xe2\x80\x99s Mercy . When a pact lich\xe2\x80\x99s body is destroyed, the will and mind of the lich drains from it and returns to its patron. The patron decides whether to keep the pact lich or allow it to return to the Material Plane. Patrons are fickle beings and may decide to keep the lich for weeks or even centuries as punishment for its failure or may choose to never allow the lich to return. If the lich is allowed to return to the Material Plane, its body reforms in its lair next to a diamond it has used to send souls to its patron. Because the destruction of such diamonds means the possibility of eternal death, a pact lich usually hides many of these diamonds within its lair.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lich, Virtuoso \n'b' Family: Lich \n'b' Medium undead , any evil alignment \n'b' Armor Class 17 (natural armor) Hit Points 123 (19d8 + 38) Speed 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 15 (+2) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +6, Cha +9 Skills Deception +9, Perception +5, Persuasion +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , deafened , charmed , exhaustion , frightened , paralyzed , poisoned Senses truesight 60 ft., passive Perception 15 Languages Common, plus up to two other languages Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the lich fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. \n'b' Turn Resistance . The lich has advantage on saving throws against any effect that turns undead. \n'b' Versatile Artist . At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can\xe2\x80\x99t give the lich immunity to force, psychic, or radiant damage. \n'b' Spellcasting . The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , message , true strike , vicious mockery \n'b' 1st level (4 slots) : bane , hideous laughter , thunderwave \n'b' 2nd level (3 slots) : enthrall , hold person , invisibility , shatter \n'b' 3rd level (3 slots) : dispel magic , fear , speak with dead \n'b' 4th level (3 slots) : compulsion, confusion , dimension door \n'b' 5th level (2 slots) : dominate person , mislead \n'b' 6th level (1 slot) : irresistible dance , programmed illusion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks. \n'b' Artistic Flourish . Melee Spell Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait. \n'b' Corrupted Art . The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action\xe2\x80\x99s effects change, depending on if the target is undead. \n'b' Non-Undead . The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Undead . The target regains 18 (4d8) hit points . Healing that exceeds the target\xe2\x80\x99s hp maximum becomes temporary hit points . \n'b' Call Muse . The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich\xe2\x80\x99s \xe2\x80\x9cmuse,\xe2\x80\x9d has a speed of 0 and is incapacitated as it watches or listens to the lich\xe2\x80\x99s artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the lich\xe2\x80\x99s Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn\xe2\x80\x99t its muse. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The lich regains spent legendary actions at the start of its turn. \n'b'\n'b' Artistic Flourish . The lich makes one Artistic Flourish attack . \n'b' Move . The lich moves up to its speed without provoking opportunity attacks. \n'b' Cast a Spell (Costs 3 Actions) . The lich casts a spell from its list of prepared spells, using a spell slot as normal. \n'b' Unrestrained Art (Costs 3 Actions) . The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is forced prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced prone . \n'b'\n'b' Lair Actions \n'b' A virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich\xe2\x80\x99s magic and artistic expression to swell, reaching every corner. On initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait (see page 238), but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. \n'b' The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one. \n'b' The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich\xe2\x80\x99s spells and its Corrupted Art action until initiative count 20 on the next round. \n'b' The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. \n'b'\n'b' ABOUT \n'b' The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage. \n'b' A virtuoso lich is an artist whose love of art sustains it beyond death. \n'b' Birthed by Art . A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist\xe2\x80\x99s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich\xe2\x80\x99s phylactery. \n'b' Beautiful Mien . A virtuoso lich maintains the beauty of its former life, appearing much as it did in life-save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. \n'b' Undead Nature . The virtuoso lich doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lich Hound \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 85 (10d8 + 40) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 18 (+4) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +5 Skills Acrobatics +6, Perception +4 Damage Resistances piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Languages understands Common and Darakhul but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Sense . The lich hound can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b' Keen Hearing and Smell . The lich hound has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Undead Nature . The lich hound doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) slashing damage and be incapacitated until the end of its next turn. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced prone . \n'b' Eerie Howl . The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the lich hound\xe2\x80\x99s Eerie Howl for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Jaunt . The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' ABOUT \n'b' Half bone, half purple fire, this deathly hound releases an eerie howl that echoes with the voices of the damned. \n'b' Fiery Bones . Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire.\xc2\xa0Fueled by necromantic power, these creatures are loyal servants of undead high priests or liches. \n'b' Echoing Howls . Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever the creatures may hide.\xc2\xa0Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes. \n'b' Murdered Celestials . The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound\xe2\x80\x99s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Houndlike celestials have long been outraged by the creation of lich hounds, and every few centuries, they band together to rid the world of those practicing this particular dark magic. Inevitably some knowledge survives this purge, leaving lich hounds a constant, painful reality for the celestials.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Life Broker \n'b' Medium fey , lawful neutral \n'b' Armor Class 16 (breastplate) Hit Points 190 (20d8 + 100) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 20 (+5) INT: 19 (+4) WIS: 14 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +7, Cha +10 Skills Arcana +9, Deception +10, Perception +7, Persuasion +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 17 Languages Common, Sylvan Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Draw Life Essence . The life broker can spend 10 minutes coaxing the life essence out of a willing creature, taking only the agreed?upon amount of time from the creature\xe2\x80\x99s maximum lifetime. The life essence appears as a rosy mist that rises from the mouth, nose, or skin of the creature and snakes into a carved crystal vial in the broker\xe2\x80\x99s cloak, where it takes on the form of a crimson liquid. A creature that drinks such a vial gains the life stored within it, provided the life broker gave the vial willingly. If the life broker draws all the remaining life from a creature, that creature dies, and it can be returned to life only by means of a wish spell. \n'b' Life Reading . If the life broker spends 1 minute studying a mortal creature it can see within 30 feet of it, the broker can determine the remainder of that creature\xe2\x80\x99s natural life, to the second. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The life broker makes three Rapier attacks. \n'b' Rapier . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing plus 18 (4d8) necrotic damage. \n'b' Life Feast (Recharge 5\xe2\x80\x936) . The life broker pulls life from hostile creatures within 30 feet of it that aren\xe2\x80\x99t Constructs or Undead. Each such creature in the area must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The life broker gains temporary hp equal to the single highest amount of necrotic damage dealt and has advantage on attack rolls until the end of its next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Quick-Footed . The life broker takes the Dash , Disengage , or Dodge action. \n'b'\n'b' ABOUT \n'b' A silvery breastplate gleams under robes of sable velvet and snowwhite silk. Beneath arching black brows, the elf \xe2\x80\x99s sea-green eyes miss nothing. \n'b' Though the life broker holds the respect of all fey folk, it rarely treats with its own kind. Instead, it looks to mortals, as they are both product and consumer for its trade\xe2\x80\x94the buying and selling of lifetimes, in whole or in part. \n'b' Buy and Sell Life . Those who seek the life broker do so for two reasons: to trade some of their remaining life for valuables or to purchase more life for themselves. Many of those willing to sell their life do so to secure enough money to aid a loved one, while those seeking to extend their lives are often the rich, powerful, or influential. The life broker can be convinced to take other forms of payment, such as memories of a loved one, a particular talent for song, or similar esoteric valuables, depending on the amount of life the petitioner wishes in exchange. \n'b' By the Rules . The life broker never takes what is not offered to it, following unspoken rules set by some unknown entity when the first life brokers appeared. However, those who attack the broker are assumed to be willing to give up their lives. The lives of those the broker defeats in self defense become the broker\xe2\x80\x99s to do with as it chooses. \n'b' Magic Resistance . The life broker has advantage on saving throws against spells and other magical effects. \n'b' Necrotic Weapons . The life broker\xe2\x80\x99s weapon attacks are magical. When the life broker hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Light Eater \n'b' Small aberration , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 26 (4d6 + 12) \n'b' Speed 10 ft., fly 40 ft. (hover)\n'b' STATS STR: 8 (\xe2\x80\x931) DEX: 14 (+2) CON: 16 (+3) INT: 4 (\xe2\x80\x933) WIS: 17 (+3) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 \n'b' Damage Immunities fire, radiant \n'b' Condition Immunities prone \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/2 (100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the light eater remains motionless in dim light or darkness, it is indistinguishable from a normal rock. \n'b' Light Absorption . When the light eater starts its turn within 5 feet of a source of light, the light is reduced while the light eater remains within 100 feet of the light source. Bright light becomes dim light, and dim light becomes darkness . If the light eater reduces a light source\xe2\x80\x99s light to darkness , the light eater sheds multicolored bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour, and the light source is extinguished if it is nonmagical flame or dispelled if it was created by a spell of 2nd level or lower. \n'b' Light Sense . The light eater can pinpoint the location of any source of light within 100 feet of it and can sense the general direction of any source of light within 1 mile of it. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Emergency Flare (Recharges on a Short or Long Rest) . When the light eater takes damage, it can emit a brilliant flash of light. Each creature within 30 feet of the light eater must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' In darkness, this slug-like aberration looks like a large lump of pitch with a few glittering white sparkles. Under the glow of light, the creature\xe2\x80\x99s skin glows brilliantly and prismatically. While they are normally found deep underground, light eaters can easily be lured to the surface, following underground travelers\xe2\x80\x99 lights. One light eater can be distracted with a simple lit torch, but large groups can quickly devour all of a group\xe2\x80\x99s light sources. \n'b' Light Snacks . As its name suggests, light eaters consume light , including magical light , mundane firelight, or a creature\xe2\x80\x99s natural luminescence. Light eaters store this consumed light within themselves and flare brilliantly when struck. \n'b' Cosmic Affinity . Light eaters are often found at the sites of fallen stars, though scholars have yet to determine the reason. \n'b' Some speculate they are passengers on fallen stars, coming to this world from another, while others believe the creatures are simply attracted to the heat and light given off by the stars\xe2\x80\x99 fall. \n'b' Familiar \n'b' Some light eaters are willing to serve spellcasters as a familiar. \n'b' Such light eaters have the following trait. \n'b' Familiar . The light eater can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the light eater senses as long as they are within 1 mile of each other. While the light eater is within 10 feet of its companion, the companion gains resistance to radiant damage. At any time and for any reason, the light eater can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lightning Weird \n'b' Large elemental , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 90 (12d10 + 24) Speed 50 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, lightning, poison, thunder Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 30 ft., passive Perception 11 Languages Auran, Common, Weirdling Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Electricity . If a creature attacks the lighting weird with a melee weapon, that creature takes 9 (2d8) lightning damage. \n'b' Lightning Mote . A lightning weird\xe2\x80\x99s mote is a crackling, dancing, arcing, ball of electricity that occupies a 5-foot space. Creatures that start their turn within 5 feet of the lightning mote take 13 (3d8) lightning damage; creatures wearing metal armor must make a successful DC 15 Constitution saving throw if they take lightning damage from being near the mote. On a failed saving throw, the target is stunned until the end of its next turn. The lightning can move its mote up to 30 ft. as a bonus action. The mote must remain within 90 ft. \n'b' Reform . When reduced to 0 hit points , a lightning weird collapses back into its pool. Four rounds later, it reforms at full strength minus any damage taken from fire-based attacks and effects (including attacks by earth or fire elemental creatures). \n'b' Transparent . Even when the lightning weird is in plain sight, it takes a successful DC 15 Wisdom ( Perception ) check to spot a lightning weird that has neither moved nor attacked. A creature that tries to enter the lightning weird\xe2\x80\x99s space while unaware of the lightning weird is surprised by the lightning weird. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 9 (2d8) lightning damage. \n'b' Command Elemental . One air elemental that the lightning weird can see within 60 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the air elemental is charmed for 1 minute. While charmed , the air elemental follows the lightning weird\xe2\x80\x99s commands. \n'b' About \n'b' The snakelike creature crackles and thrashes like a bolt of lightning. It flares with electrical brilliance as tiny arcs travel up and down its form. \n'b' The Plane of Lightning is not only home to the lightning elementals, but also home to the serpent-like lightning weirds. The plane itself is an inhospitable place to those without some protection against electricity. \n'b' Lightning weirds spend their time riding electrical storms on their native plane. \n'b' Casters often summon lightning weirds to do their bidding; confining them into pools of lightning until their task is complete. These creatures sometimes find their way through a portal into the Material Plane and will be found in areas of concentrated lightning strikes. \n'b' Lightning weirds resemble 10-foot-long serpents composed of yellow or white crackling lightning. Their body is long and thin and is always in motion. Brilliant flares of electricity function as the creature\xe2\x80\x99s eyes, and small bolts of electricity constantly leap and dance from its form. \n'b' Lightning weirds lash out of their crackling pools as soon as an opponent moves too close. Foes are usually grabbed and pulled into the pool where the weird holds on and waits for the creature to die. The lightning weird always chooses a heavily armored or metal-armored foe over an opponent in light or no armor. These creatures hate lightning quasi-elementals and attack them on sight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Carrion Moth \n'b' Large aberration , neutral \n'b' Armor Class 14 Hit Points 104 (11d10 + 44) Speed 30 ft., climb 15 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Death Throes . When the carrion moth reaches 0 hit points , it splits open and a gas spews forth in a 10-foot radius. All creatures in the area except for other carrion moths must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Drone . A creature who begins its turn within 60 feet of the carrion moth must succeed on a DC 15 Wisdom saving throw or be incapacitated until the beginning of its next turn. If a creature succeeds on the saving throw, or the condition ends on it, it is immune to the moth\xe2\x80\x99s drone for 24 hours. \n'b' Actions \n'b' Multiattack . The carrion moth makes one bite attack and two tentacles attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned , the target is paralyzed . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful one. \n'b' About \n'b' This creature resembles a giant-sized moth with long, beautiful wings covered in rippling patterns resembling skulls. Its head is rather centipede-like and four long tentacles surround its mouth. Its mouth has a single pair of needlelike mandibles. \n'b' The carrion moth is believed by sages to be an advanced form of a slime crawler. Just as the caterpillar grows into a moth, sages believe the mature slime crawler eventually sheds its form and transforms into the carrion moth. No cocoon or evidence has been found to support this theory, but it is widely accepted among the more learned sages of the world. \n'b' The carrion moth is a large moth-like creature growing to a maximum length of 20 feet. Its wings are lined with tiny holes and veins that allow the carrion moth to emit a whining drone that affects all creatures that hear it. Carrion moths are attracted to the stench of decaying flesh and the light of anything larger than a torch or lantern. \n'b' A carrion moth attacks by biting with its mandibles and slapping with its tentacles. Paralyzed creatures are carried off and devoured.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Mindclaw \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 204 (24d12 + 48) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Condition Immunities charmed , frightened , stunned (if it is from a psychic-based attack ) Senses blindsight 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The mindclaw can breathe air and water. \n'b' Shared Empathy . Mindclaws gain any bonuses or penalties from emotion effects affecting creatures within 30 feet. The specifics are at the GM\xe2\x80\x99s discretion, however, by way of example a mindclaw would gain the benefits of barbarian rage if a raging barbarian was within range. A mind crab can only benefit from the same spell or effect once regardless of bonus type or number of creatures affected by a single effect, but mindclaws do gain bonuses and penalties from other mindclaws within 30 feet. Mindclaws cannot be the target of an emotion effect (for example the calm emotions spell), but do not gain saving throws against emotion effects affecting other creatures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mindclaw makes 2 claw attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and 35 (10d6) psychic damage, and the target is grappled (escape DC 17). The mindclaw has two claws, each of which can grapple only one target. \n'b'\n'b' About \n'b' A red-brown crab the size of a wagon scuttles forward with an unusual amount of aggression. \n'b' Mindclaws retain the psychic impressions of countless dead, unknown centuries after the cataclysmic demise of ancient antediluvian civilizations. They behave like mindless crabs most of the time, but their simple nervous systems process powerful emotions and are easily influenced by magic. An adult mindclaw is 15 feet tall and weighs 4,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Likho \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d8 + 42) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 13 (+1) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Cha +7 Skills Acrobatics +7, Perception +6, Stealth +10 Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin , Void Speech Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Telepathy . The likho can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b' Pounce . If the likho 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 15 Strength saving throw or be forced prone . If the target is prone , the likho can make one Claw attack against it as a bonus action. \n'b' Magic Resistance . The likho has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The likho can use its Disruptive Gaze. It then makes four Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Disruptive Gaze . One creature the likho can see within 60 feet of it must succeed on a DC 15 Charisma saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. \n'b'\n'b' ABOUT \n'b' This goblin-like creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso. \n'b' Ferocious Attitude . Likhos are scrappy fighters. They weaken foes from afar with their magical gaze, then rush forward, shredding the victims with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet. \n'b' Jeers and Insults . A likho uses its limited telepathy to taunt and jeer at its target from a distance during the hunt. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt. \n'b' Organ Eaters . Likhos thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature\xe2\x80\x99s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid\xe2\x80\x99s organs and leaves the rest of the body behind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Limbite, Fey Noble \n'b' Family: Limbite \n'b' Medium fey (limbite), chaotic neutral \n'b' Armor Class 20 (Fey Grace) Hit Points 144 (17d8 + 68) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 20 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +8, Cha +9 Skills Arcana +7, Deception +9, Insight +8, Intimidation +9, Nature +7, Perception +8, Persuasion +9, Sleight of Hand +9, Stealth +9 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t made of cold iron (Seelie) or silver (Unseelie); Unseelie are immune to damage determined by their seasonal affiliation: Summer (fire), Winter (cold), Fall (necrotic) Condition Immunities charmed , exhaustion , frightened , poisoned Senses truesight 60 ft., passive Perception 18 Languages Common, Druidic, Elvish, Infernal, Sylvan Proficiency Bonus +4 Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Boon of Immortality . The noble is immune to any effect that would age it, and it can\xe2\x80\x99t die from old age. \n'b' Fey Grace . The noble add their Charisma modifier to armor class, initiative checks, and Dexterity saving throws. \n'b' Innate Spellcasting . The noble\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 24). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : bless , conjure animals , giant insect , moonbeam , suggestion \n'b' 1/day each : conjure fey , mass cure wounds \n'b'\n'b' Legendary Resistance (2/Day) . If the noble fails a saving throw, he can choose to succeed instead. \n'b' Magic Resistance . The noble has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The noble\xe2\x80\x99s weapon attacks are magical. \n'b' Plant Camouflage (Seelie Only) . The noble has advantage on Dexterity ( Stealth ) checks it makes in any terrain with ample obscuring vegetation. \n'b' Seasonal Stride (Unseelie Only) . Depending on the season, the noble can traverse the terrain with their normal movement and has advantage on Dexterity ( Stealth ) checks while in that terrain: Winter (ice and snow), Summer (sand), Fall (swamp), Spring (forest). \n'b' Shadow Stealth (Unseelie Only) . While in dim light or darkness, the unseelie can take the Hide action as a bonus action. \n'b' Speak with Beasts and Plants . The noble can communicate with beasts and plants as if they shared a language. \n'b' Spellcasting . The noble is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : mending , resistance \n'b' 1st level (4 slots) : cure wounds , entangle , faerie fire , purify food and drink \n'b' 2nd level (3 slots) : hold person , locate animals or plants , spike growth \n'b' 3rd level (3 slots) : call lightning , dispel magic , plant growth , speak with plant. \n'b' 4th level (3 slots) : confusion , polymorph \n'b' 5th level (1 slot) : commune with nature \n'b'\n'b' Unseelie Aura (Unseelie Only) . A creature that touches the Unseelie or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage determined by its seasonal affiliation: Summer (fire), Winter (cold), Spring (piercing), Fall (necrotic) \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The noble makes two Bewitching Bolt attacks. \n'b' Bewitching Bolt . Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 120 ft., one target. Hit : 18 (5d6 + 5) damage and if the target is a creature, it must succeed on a DC 17 Wisdom saving throw or be charmed by the noble until the start of its next turn. The damage is determined by the noble\xe2\x80\x99s affiliation:\n'b'\n'b'\n'b' Summer (fire), Winter (cold), Fall (necrotic), Spring (piercing), Seelie (radiant) \n'b'\n'b' Healing Touch (3/Day, Seelie Only) . The noble touches another creature. The target magically regains 11 (2d8 + 2) hit points . In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. \n'b' Variable Illumination (Seelie Only) . The noble sheds bright light in a 5-foot radius and dim light for up to an additional 10 feet. The noble can alter the radius (or turn its illumination off completely) as a bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fey Step . The noble teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the noble can take one of the following lair actions ; it can\xe2\x80\x99t take the same lair action two rounds in a row. \n'b'\n'b' Multiattack . The noble uses Multiattack. \n'b' Cast Spell . The noble casts one of its spells up to 3rd level, without using components or a spell slot. The noble can\xe2\x80\x99t cast the same spell two rounds in a row, but it can continue to concentrate on a spell it previously cast using a lair action. The noble can take no other lair actions while concentrating on a spell cast as a lair action. Its favorite use of this capability is casting confusion or call lightning . \n'b' Improved Cure . If the noble casts cure wounds using its lair action, it regains the maximum number of hit points from the spell (28). \n'b'\n'b' ABOUT \n'b' Fey nobles constitute the viscounts who rule their individual domains. Each noble rules absolutely, although there are often squabbles between paired couples who co-rule. Each fey noble is associated with a season, and this affects both their abilities and their appearance. Winter nobles appear to be covered in ice and frost, although it causes them no discomfort. Summer nobles are surrounded by shimmering heat and swirling sand. Fall nobles are often covered in brown leaves and have the faint hint of decay about them, while spring nobles are covered in spiny growths. Their seasonal nature also affects their attitudes, with winter nobles cool and collected, summer nobles fiery and aggressive, fall nobles dour and depressed, and spring nobles hyperactive and excitable. All are dangerous and none are to be casually trifled with.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Clockwork Archon \n'b' Family: Archon \n'b' Gargantuan construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 201 (13d20 + 65) Speed 30 ft., fly 60 ft. (hover)\n'b' STATS STR: 24 (+7) DEX: 9 (?1) CON: 20 (+5) INT: 7 (?2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Armored Transport . The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon. \n'b' Immutable Form . The clockwork archon is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The clockwork archon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The clockwork archon deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The clockwork archon makes two attacks with its transforming weapon. \n'b' Transforming Weapon . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing. \n'b' Fire from Heaven (Recharge 5-6) . The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind. \n'b' Servants of the Righteous . Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. \n'b' Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy. \n'b' Engines of War . Clockwork archons are deployed as support vehicles and weapons. \n'b' A single archon can quickly reduce a small settlement\xe2\x80\x99s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position. \n'b' Corruptible Constructs . On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct\xe2\x80\x99s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community\xe2\x80\x99s moral fabric from the inside. \n'b' Construct Nature . A clockwork archon doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Limoneag \n'b' Medium aberration , neutral evil \n'b' Armor Class 12 \n'b' Hit Points 52 (7d10 + 21) \n'b' Speed 30 ft., climb 20 ft., fly 80 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Deception +4, Intimidation +4, Perception +3, Persuasion +4, Stealth +4 \n'b' Senses passive Perception 13 \n'b' Languages Common \n'b' Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The limoneag has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The limoneag makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (1d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , the limoneag can automatically hit the target with its tail, and the limoneag can\xe2\x80\x99t make tail attacks against other targets. \n'b' Rock . Ranged Weapon Attack : +4 to hit, range 25/50 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This bizarre being has the head of a lion with a mane of pure white hair, the powerful arms and legs of a monkey, long eagle wings that nearly touch the ground, and a donkey tail with a golden knob at the end. \n'b' Limoneags are aberrations that can only be dreamed up in Faerie. they are frequently used to impress the talking beasts of the realm, in an effort to negotiate outside the social order of the forest. \n'b' Not Found in Nature . Limoneags are not natural beasts by any stretch of the imagination, but their forms are no accident. Limoneags combine the best traits of lions, monkeys, and eagles \xe2\x80\xa6 but their donkey tail hints that all is not quite right. Most beasts of the forest will greet limoneags curiously if not warmly. \n'b' Unique Adaptations . Should things go awry, limoneags are well-adapted to escape. Their long tail and grasping hands allow them to launch themselves from treetops and their feathery wings ensures they can get away quickly if need be. And if they must, they can bite like a lion.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Limpocait \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 190 (20d10+80) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 5 (-3) CON: 18 (+4) INT: 1 (-5) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Survival +10 Damage Immunities acid, cold, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone , stunned Senses blindsight 120 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The limpocait can move through a space as narrow as 1 inch wide without squeezing. \n'b' Magic Resistance . The limpocait has advantage on saving throws made against spells and other magical effects. \n'b' Spider Climb . The limpocait can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Unsettling Form . After the limpocait is damaged by a creature, on its turn its jelly-like body transforms to match its attacker\xe2\x80\x99s form. If attacked by a humanoid it rises up with a torso that grows two limbs, if attacked by a giant spider it becomes a mass with eight tentacles, and so on. This transformation does not change the limpocait\xe2\x80\x99s statistics, but it is a startling psionic response that throws attackers off balance, and attacks made against the limpocait have disadvantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The limpocait attacks twice with its slam. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) magical bludgeoning damage plus 9 (2d8) force damage plus 9 (2d8) psychic damage. If the target is a metal or stone object that isn\xe2\x80\x99t being worn or carried, a 1-foot cube of it is destroyed. If the target is a metal or stone object being wielded by a creature, the creature can make a DC 18 Dexterity saving throw. On a failure, the weapon takes a permanent and cumulative -1 penalty to damage rolls (destroyed if the penalty drops to -5).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lindworm \n'b' Huge monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 168 (16d12 + 64) Speed 50 ft., swim 40 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Immunities cold Senses darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' Special Traits \n'b'\n'b' Amphibious . The lindworm can breathe air and water. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lindworm makes two attacks: one with its bite and one to constrict. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage and 7 (2d6) cold damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 11 (2d10) cold damage. The target is grappled (escape DC 16) if the lindworm isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b' Swallow . The lindworm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained , it has total cover against attacks and other effects outside the lindworm, and it takes 21 (6d6) acid damage at the start of each of the lindworm\xe2\x80\x99s turns. A lindworm can have only one creature swallowed at a time. If the lindworm takes 30 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindworm. If the lindworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone . \n'b'\n'b' About \n'b' The lindworm is a wingless, serpentine, dragon-like monstrosity that dwells in deep arctic lakes and bays. It has white scales like a white dragon and a draconic head, but it only has two front legs with strong claws. It is wingless, with a back half that resembles a giant snake or serpent. It slithers through the water of across the ice and snow with surprising speed in pursuit of its prey. \n'b' Tales tell that lindworms were once a family of dwarves who offended the gods and, as punishment, were transformed into the vile monstrosities they are today. Whether or not this origin is true, lindworms are indeed fearsome creatures, striking any who enter their hunting grounds. They are known to hoard the bones and possessions of those that they have slain, as well as items found in the wrecks of vessels that have sunk in the icy waters of their homes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lindwurm \n'b' Large dragon , neutral evil \n'b' Armor Class 15 Hit Points 136 (16d10 + 48) Speed 40 ft., swim 20 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +8, Con +6 Skills Acrobatics +8, Athletics +7, Perception +4, Stealth +8 Damage Vulnerabilities fire Damage Immunities cold Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 14 Languages Draconic Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ice Walk . The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn\xe2\x80\x99t cost it extra movement. \n'b' Sure-Footed Skater . While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack . \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn\xe2\x80\x99t regain expended Hit Dice from the rest. On a success, the creature\xe2\x80\x99s exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature\xe2\x80\x99s level of exhaustion below 1, the creature recovers from the disease, ending it. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the lindwurm can\xe2\x80\x99t Constrict another target. \n'b'\n'b' ABOUT \n'b' Coiling like a living corkscrew and moving with a scraping hiss, this serpentine creature skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves.\xc2\xa0Swift and Smooth as Ice. Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs.\xc2\xa0Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice. \n'b' Sea Hunters . In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They enjoy surrounding and surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching up prey with their constricting tails.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lingering Waif \n'b' Small undead , any alignment \n'b' Armor Class 15 (see Sympathetic Armor) Hit Points 70 (20d6) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages the languages it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Aura of Abandonment . Any humanoid that starts its turn within 60 feet of the waif must succeed on a DC 14 Wisdom saving throw, or become charmed . The charmed creature perceives adult humanoids as hostile and malevolent. At the end of each of its turns, an adult charmed humanoid can repeat the saving throw, ending the effect on itself on a success. If an adult creature succeeds on its saving throw, it is immune to this waif \xe2\x80\x98s Aura of Abandonment for the next 24 hours. The effect can be removed by a dispel evil and good spell or similar effect. It ends for all creatures affected by this waif \xe2\x80\x98s Aura of Abandonment, if the waif \xe2\x80\x98s unfinished business is resolved. Simply destroying the waif is not enough to break the effect. \n'b' Ethereal Sight . The waif can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement . The waif can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' Sympathetic Armor . The waif adds its Charisma modifier to its armor class. \n'b' Actions \n'b' Blood-Chilling Touch . Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) necrotic damage. \n'b' Etherealness . The waif enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect, or be affected by, anything on the other plane. \n'b' Reactions \n'b' Desperate Scream (Recharge 5-6) . When the waif is targeted by an attack , harmful spell, or similar ability, it can emit an ear-piercing scream that resonates with a wave of psychic energy. Each creature within 30 feet of the waif, that can hear it, must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and is stunned until the end of their next turn. On a success, the creature takes half as much damage and isn\xc2\x92t stunned. \n'b' About \n'b' The souls of those who died from neglect or abandonment, lingering waifs project a feeling of mistrust towards adults-those who should have cared for it in life-transforming them, in the minds of those affected, into the evil monsters they appeared as to the waif. The influence of a waif can cause children to become reclusive, or flee their homes, perhaps becoming waifs in turn. While an adult will cease to be affected once the ghost is put to rest, a child might never fully recover. \n'b' A waif \xe2\x80\x98s tether to the world of the living typically revolves around its guardians, whether it be avenging itself upon its abusers, or seeking to reunite with absent parents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Linnorm, Midgard Serpent \n'b' Family: Linnorm \n'b'\n'b' Gargantuan dragon (titan), unaligned \n'b' Armor Class 19 (natural armor) Hit Points 553 (27d20+270) Speed swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 16 (+3) CON: 30 (+10) INT: 3 (-2) WIS: 24 (+7) CHA: 29 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +18, Con +19, Str +19 Damage Resistances lightning, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold Condition Immunities charmed , frightened , paralyzed Skills Athletics +19, Perception +16 Senses darkvision 120 ft., passive Perception 26 Languages Aquan, Giant (can\xe2\x80\x99t speak) Challenge 30 (155,000 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . The Midgard Serpent\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 26). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : freedom of movement , true seeing \n'b' 3/day each : control weather , fog cloud \n'b' 1/day each : earthquake , tsunami \n'b'\n'b' Legendary Resistance (3/Day) . If the Midgard Serpent fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . The Midgard Serpent occupies a space of 60 feet by 60 feet instead of the space a Gargantuan creature would normally occupy. \n'b' Siege Monster . The Midgard Serpent deals double damage to objects and structures. \n'b' Solid Fog . Whenever the Midgard Serpent casts fog cloud , the area that the spell occupies is also considered difficult terrain . All melee weapon attack rolls within this area are made with disadvantage, except for the Midgard Serpent\xe2\x80\x99s attacks. Ranged weapon attacks simply fail within this area, as the fog is far too thick to have projectiles make it through. \n'b' Water Breathing . The Midgard Serpent can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Midgard Serpent makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +14 to hit, 60 ft. reach, one target. Hit : 75 (10d12 + 10) bludgeoning damage plus 65 (10d12) poison damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, 60 ft. reach, all targets within reach. Hit : 43 (6d10 + 10) piercing damage. The Midgard Serpent can choose to grapple one creature it hits instead of dealing damage (escape DC 23). \n'b'\n'b' Legendary Actions \n'b' The Midgard Serpent 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 Midgard Serpent regains spent legendary actions at the start of its turn. \n'b'\n'b' Charming Gaze (Costs 2 Actions) . The Midgard Serpent can focus its gaze on one creature which must succeed a DC 23 Wisdom saving throw or become charmed by the Midgard Serpent. A charmed creature can attempt a saving throw at the end of each of its turns to end the condition. \n'b' God-Eater . The Midgard Serpent learns the location of all celestials and fiends as well as clerics and paladins who gain their power from a deity within 60 feet of it. It may immediately make a bite attack against one such creature if there is one within range. \n'b' Unnerving Aura . All creatures within 60 feet of the Midgard Serpent must succeed a DC 23 Wisdom saving throw or become frightened of the Midgard Serpent. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. \n'b'\n'b' Lair \n'b' On initiative count 20 (losing initiative ties), the Midgard Serpent takes a lair action to cause one of the following effects; The Midgard Serpent can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A Midgard Serpent can summon one creature that swims and breathes water of CR 2 or less to a space within 60 feet of it. This creature is loyal to the Midgard Serpent and will do anything to defend it. \n'b' The Midgard Serpent can cause a 10-foot-radius square of water within 60 feet to superheat. Any creatures in those squares must succeed a DC 23 Constitution saving throw or take 7 (2d6) fire damage. \n'b' The Midgard Serpent can cause a 10-foot-radius whirlpool to form in a space within 60 feet of it. All creatures within this area must succeed a DC 23 Dexterity saving throw or be restrained for 1 round. \n'b'\n'b' Regional Effects \n'b' The region containing the Midgard Serpent\xe2\x80\x99s lair is shaped by its titanic power, which creates one or more of the following effects: \n'b'\n'b' Underwater lightning storms become frequent, with electricity occasionally arcing through the sea floor and hotspots of boiling water becoming commonplace \n'b' Religious symbols become hot to the touch, almost becoming unbearable to wield within 1 mile of the Midgard Serpent\xe2\x80\x99s lair. \n'b' The lighting within 1 mile of the Midgard Serpent\xe2\x80\x99s lair becomes dim lighting that is impossible to brighten. The area within 150 feet of the Midgard Serpent\xe2\x80\x99s lair is darkness that is impossible to brighten. \n'b'\n'b' About \n'b' The Midgard Serpent is the greatest of linnorms, the unbounded spawn of a treacherous godling and his monstrous bride. Cast into the sea by the when it and its monstrous siblings were discovered, this beast is fated to one day devour the mightiest of the gods. The Midgard Serpent\xe2\x80\x99s appetite is endless, as it gorges itself for weeks at a time before descending into the deepest depths of the ocean to drift in the inky depths for years or decades at a time before rising once more to feast. Also called Jormungandr, the Midgard Serpent is over 500 feet long and weighs over 20,000 tons. \n'b' Legendary Destroyer . The Midgard Serpent is a solitary beast, tolerating no rivals in the deep waters where it swims. It preys upon ordinary aquatic animals like whales and squid, but also happily devours dragon turtles, krakens, and lesser linnorms, and can depopulate entire cities of aquatic races like sahuagin and merfolk . When it roams close to the surface, storms follow in its wake, and ships are shattered with ease beneath its coils as their crews are devoured. On rare occasions it ventures near to shore, usually when pursuing a ship fleeing before it, and may devastate coastal communities with its onslaught as the storm-tossed sea rises up around it, but it soon retreats to the deep oceans it favors. \n'b' God-Eater . The Midgard Serpent is a unique creature, though kin to other great monsters like Fenris Wolf sired by the same forbidden liaisons that gave birth to it. Cast into the sea by the gods long ago, the Midgard Serpent still holds great enmity toward them and their servants, and seeks out divine servants to devour with especial relish. If he chances upon shrines to the gods, he always takes the time to demolish, despoil, and pollute them, vomiting forth his vile and corrupted poisons into the ruins left behind. Jormungandr is not particular in his hatred of the gods, and is equally happy to destroy spaces both sacred and profane. He is a devourer of both magic as well as flesh, consuming the latent magical energies of the world and drawing in the life-giving essence of the universe with every breath. His presence disrupts natural weather and brings with it disastrous storms and a dimming of the light of the world. \n'b' He is a creature of pure hate, looking always towards that faroff day when the world draws down to its bitter, frozen ending and he and the other great beasts of the world rise up and devour the gods who once cast them down.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Linnorm, Vent \n'b' Family: Linnorm \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 247 (15d20 + 90) Speed 20 ft., swim 80 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 23 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +12, Dex +7, Con +11, Cha +8 Skills Intimidation +8, Perception +7, Survival +7 Damage Resistances fire Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Amphibious . The linnorm can breathe air and water. \n'b' Blood Scent . The linnorm can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the linnorm has advantage on Wisdom ( Perception ) and Wisdom ( Survival ) checks to find or track a creature that doesn\xe2\x80\x99t have all its hp . \n'b' Actions \n'b' Multiattack . The linnorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 20 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. The target is grappled (escape DC 18) if it is a Large or smaller creature and the linnorm doesn\xe2\x80\x99t have two other creatures grappled . Until this grapple ends, the target is restrained . \n'b' Frightful Presence . Each creature of the linnorm\xe2\x80\x99s choice that is within 120 feet of the linnorm and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the linnorm\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Inky Breath (Recharge 5-6) . The linnorm exhales a cloud of briny ink in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake. \n'b' Terrors of the Deep . Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, dragon turtles, dragon eels, and younger sea dragons. While they are generally solitary creatures, mated pairs sometimes team up to hunt ancient sea dragons and kraken before resuming their solitary lives. \n'b' Primeval Dragons . Like their draconic kin, vent linnorms enjoy amassing hoards of treasure and burying it in the silty floor of their lairs. Young linnorms spend much of their time searching through the wreckage of sunken vessels, while older ones actively sink passing ships, eating the sailors and picking up the fallen treasures at their leisure. \n'b' Aboleth Hunters . Through cleverness and scheming, aboleths often dominate vent linnorms for use as servants and war beasts, and enjoy doing so. For their part, linnorms despise aboleths for enslaving them. A vent linnorm who becomes aware of the presence of aboleths immediately ceases its current activity and moves to destroy its hated enemy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Razorback \n'b' Medium beast , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 3 (\xe2\x80\x934) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses tremorsense 30 ft., passive Perception 10 Languages \xe2\x80\x94 Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bladed Shell . A creature that touches the crab or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage. \n'b' Pounce . If the crab moves at least 15 feet straight toward a creature and then hits it with a Shell Bash 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 crab can make one Claw attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crab makes one Claw attack and one Shell Bash attack . \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. \n'b' Shell Bash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning plus 3 (1d6) slashing damage. \n'b'\n'b' ABOUT \n'b' With a thick exoskeleton studded with sharp ridges and low spines, this large crab hearkens back to the primordial era before recorded history. \n'b' Razorback crabs are a rare form of crustacean that has evolved to live outside the water. In fact, the crabs\xe2\x80\x99 evolution has deprived it of its gills entirely, making it markedly unsuited for coastal or aquatic living. Instead, razorback crabs thrive in farmland and grassy plains and are the bane of farmers and other plains dwellers. \n'b' Scuttling Tunnelers . In places where a colony of razorback crabs has taken hold, the land is riddled with crisscrossing tunnels and moderately-sized burrows large enough to house three or four of the pests. The tunnels are large enough for a human to crawl through, or for a hound to walk in without difficulty, though the occasion of a dog touring the tunnels often ends in tragedy for the poor beast. Colonies of the crustaceans rarely number more than ten individuals. When a group grows larger, the heartiest young crab leaves with a few of its siblings to found a new colony nearby. \n'b' Farmyard Threat . Razorback crabs are carnivorous and have a diet comprised primarily of insects and small animals. In their burrows, the crabs devour insects, annelids, and arthropods, but their favorite food is fowl, particularly chicken, partridge, and pheasant. Razorback crabs are not voracious, requiring only a few pounds of meat every week to survive, but a small colony of them can empty a chicken coop in a single night simply by burrowing into it. Farmers and their families take evidence of razorback crabs in an area very seriously, and they form search parties to track the creatures to their nests and put an end to them. A single crab is deadly, even to a group of armed farmers. When facing an infestation, the farmers prefer to keep their distance and burn the nuisances out without having to get close enough to come to harm. \n'b' Succulent Flesh . Like their aquatic counterparts, razorback crabs have tender, flavorful flesh, particularly when roasted. \n'b' After a razorback crab colony has been put to the torch, the exultant farmers haul the carcasses away and invite their friends and neighbors for a feast of legs and pincers. A single razorback crab can easily feed a dozen people.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Linnorm, Fjord \n'b'\n'b' Gargantuan dragon (linnorm), chaotic evil \n'b' Armor Class 21 (natural armor) Hit Points 246 (16d20+80) Speed 30 ft., fly 70 ft., swim 70 ft.\n'b' STATS STR: 25 (+7) DEX: 18 (+4) CON: 21 (+5) INT: 5 (-3) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +12, Int +4, Wis +10, Cha +12 Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing from nommagical attacks Skills Perception +17 Senses darkvision 60 ft., blindsight 60 ft., truesight 60 ft.; passive Perception 27 Languages Draconic, Sylvan Challenge 21 (33,000 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The fjord linnorm can breathe air and water. \n'b' Death Curse : Drowning. If a creature reduces a fjord linnorm to 0 hit points or kills it outright, the creature must make a DC 20 Wisdom saving throw. On a failed save, the creature suffers from the curse of drowning. The cursed creature loses the ability to breathe water and cannot gain that ability; in addition, a creature that can hold its breath can hold its breath only half as long. \n'b' Immunity to Curses . The linnorm automatically succeeds on saving throws against curses. \n'b' Legendary Resistance (3/Day) . If the linnorm fails a saving throw, it can choose to succeed instead. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The linnorm makes three attacks: one with its bite and two with its claws. It can use constrict in place of one claw attack . \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 16 (2d8+7) piercing damage, plus 10 (3d6) cold and 10 (3d6) poison damage. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 13 (2d6+7) slashing damage. \n'b' Constrict . Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 13 (2d6+7) bludgeoning damage and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained , and the linnorm can\xe2\x80\x99t use constrict on another target. \n'b' Icy Breath (Recharge 5-6) . The linnorm expels poisonous icy fluid in a 120-foot line that is a 5-feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 72 (16d8) poison damage on a failed save, or half as much damage on a successful one. On a failed saving throw, the freezing liquid quickly hardens to sheets of ice, causing the creature to be restrained for 1 minute. On its turn, a restrained creature can use its action to make a DC 20 Strength check, freeing itself on a success. \n'b'\n'b' Legendary Actions \n'b' The linnorm 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 linnorm regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The linnorm makes a Wisdom ( Perception ) check. \n'b' Claw Attack . The linnorm makes a claw attack . \n'b' Drag (Costs 2 Actions) . The linnorm uses Constrict. The linnorm can then swim up to half its swimming speed. \n'b'\n'b' About \n'b' Fjord linnorms are massive eel-like dragons with two webbed talons and a tail ending in large and powerful flukes. They dwell among the deep waters that grace polar coastlines where fingers of land create complex rivulets, venturing out to sea to feed on sharks and whales when they cannot find settlements or trading ships to savage. As their favored haunts often overlap with coastal trade routes, regions known to be within the territory of a fjord linnorm are often avoided by ships. Fjord linnorms are not particularly adept at capsizing ships, as are some other large aquatic monsters, but one might argue that such tactics are unnecessary for a creature the size and power of a fjord linnorm in the first place.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lion, Dire \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 66 (7d12 + 21) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 17 (+3) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The dire lion gains advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The dire lion gains advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. Lions are always considered allies of a dire lion. \n'b' Pounce . If the dire lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be forced\xc2\xa0 prone . If the target is knocked prone, the dire lion can make a bite attack against the prone creature as a bonus action. \n'b' Running Leap . With a 10-foot running start, the dire lion can long jump up to 30 feet. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The dire lion makes two attacks: one with its bite and one with its claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft.; one target. Hit : 11 (1d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft.; one target. Hit : 10 (1d8 + 6) slashing damage. \n'b' Savage . Melee Weapon Attack : +8 to hit, reach 5 ft.; one prone creature. Hit : 17 (2d10 + 6) piercing damage. The creature must succeed at a DC 11 Wisdom saving throw against fear or be frightened until the end of the dire lion\xe2\x80\x99s next turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lion, Fiendish Dire \n'b' Large beast , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Keen Smell . The lion has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The lion has advantage on an attack roll against a creature if at least one of the lion\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the lion can make one bite attack against it as a bonus action. \n'b' Rampage . When it reduces a creature to 0 hit points with a melee attack on its turn, the lion can take a bonus action to move up to half its speed and make a Bite attack . \n'b' Running Leap . With a 10-foot running start, the lion can long jump up to 25 feet. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lantern Archon \n'b' Family: Archon \n'b' Tiny celestial , lawful good \n'b' Armor Class 13 Hit Points 10 (3d4+3) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +3, Perception +3, Persuasion +4 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities electricity, poison Condition Immunities charmed , exhaustion , frightened , petrified , poisoned Senses darkvision 60 ft., passive Perception 14 Languages All Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Illumination . The lantern archon sheds bright light in a 20-foot radius and dim light in an additional 20 feet. \n'b' Magic Resistance . The lantern archon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Light Ray . Ranged Spell Attack : +5 to hit, range 30 ft., one target. Hit : 5 (1d4+3) radiant damage. \n'b'\n'b' ABOUT \n'b' A ball of light as large as your head floats itself between you and the cleric . A voice like tinkling glass vibrates from it saying, \xe2\x80\x9cPut down your weapons and leave us in peace.\xe2\x80\x9d Lantern archons are natives to outer planes associated with lawful good deities. Such faiths proclaim that the souls of faithful followers will be incarnated as lantern archons in the afterlife. Similarly, these religions say through bravery and good works, lantern archons can ascend to higher forms. \n'b' Kind but Brave . Lantern archons are almost universally friendly and compassionate. Some mistake this for naivete and try to take advantage of their kindness, but lantern archons are nobody\xe2\x80\x99s dupe, and refuse to be used for evil. They abhor violence, but when they see no other choice, will fight bravely. \n'b' Servants of the Gods . Most lantern archons spend their entire existence on the outer planes. Those who find their way to the material plane are often called by faithful servants of their patron deity, and some even form long-term bonds with pious adventurers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Liosalfar \n'b' Large elemental , neutral \n'b' Armor Class 17 Hit Points 132 (24d10) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 25 (+7) CON: 10 (+0) INT: 18 (+4) WIS: 18 (+4) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Int +8, Wis +8, Cha +5 Skills Arcana +8, Insight +8, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic, radiant Condition Immunities blinded , charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses truesight 120 ft., passive Perception 18 Languages Common, Celestial, Elvish, Giant Challenge 10 (5,900 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Darkness Hypersensitivity . The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness . While in magical darkness, it has disadvantage on attack rolls and ability checks. \n'b' Elemental Nature . The liosalfar doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Inscrutable . The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ( Insight ) checks made to ascertain the liosalfar\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b' Light Form . The liosalfar can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. \n'b' Radiant Touch . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 7) radiant damage. \n'b' Ray of Light . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. \n'b' Mesmerizing Radiance . The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated . While charmed by the liosalfar\xe2\x80\x99s display, a creature is also incapacitated , and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor. \n'b'\n'b' ABOUT \n'b' The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns. Sometimes known as \xe2\x80\x9clight elves\xe2\x80\x9d because they assume a vaguely elvish shape, these enigmatic elementals make their home at the edge of the world, where reality bends and physical laws unravel. Liosalfars\xe2\x80\x99 mutable bodies are composed entirely of shifting colors. Among themselves, they communicate through flashing patterns and hues, but they talk to others in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. \n'b' Servants of Fate . Their aims often seem inconsequential or simply baffling, but they\xe2\x80\x99ve also sundered mountains and toppled kingdoms. Many believe liosalfars are agents of Fate, while others believe their motivations are an alien aesthetic or for their own amusement. Those who\xe2\x80\x99ve spoken with liosalfars say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. \n'b' Enemies of the Ramag . Liosalfars have a longstanding rivalry with the portal-making ramags, whom they despise as \xe2\x80\x9ccorruptors of the patterns.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Livestone \n'b' Large ooze (fungus), unaligned \n'b' Armor Class 10 Hit Points 168 (16d10 + 80) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 1 (-5) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, cold, fire, poison Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the livestone is solidified and remains motionless, it is indistinguishable from a typical stone. \n'b' Stone Camouflage . The livestone has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The livestone makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). \n'b' Engulf . The livestone engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the livestone\xe2\x80\x99s turns or take 14 (2d8 + 5) bludgeoning damage. If the livestone moves, the engulfed target moves with it. The livestone can have only one creature engulfed at a time. \n'b'\n'b' REACTIONS \n'b'\n'b' Solidify . As a reaction , the livestone can solidify all or part of itself into material with the same consistency of solid rock. The livestone adds 4 to its Armor Class against one melee attack that would hit it. The livestone does not have to see the attack to use this ability. A livestone cannot take attack or move actions if its entire form is solidified. \n'b'\n'b' ABOUT \n'b' Looking all the world like a boulder or chunk of rock, livestone is an ooze from deep in the earth that has, sadly, been brought to the surface. It can solidify itself and mimic the color and texture of nearby stone, granting it a near-perfect camouflage. In this state, it can hibernate for years between meals. Once roused, it moves to roll over prey and engulf them, slowly digesting the struggling victims even as they suffocate inside the ooze.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Blade \n'b' Medium construct , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +6 Skills Deception +6, Perception +6 Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The living blade doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Curse of the Living Blade (1/Day) . In weapon form, the living blade is a sentient magic item that uses the living blade\xe2\x80\x99s Intelligence , Wisdom , Charisma , languages, and senses. Once per day, if its wielder refuses to further its personal agenda, the blade can force the wielder to make a DC 15 Charisma saving throw. On a failure, the wielder is charmed by the blade for 1 week. While charmed , the wielder must try to follow the blade\xe2\x80\x99s commands and cannot willingly drop or give away the blade. The weapon\xe2\x80\x99s agenda might be something discrete like \xe2\x80\x9cavenge my master\xe2\x80\x99s death\xe2\x80\x9d or something broader like \xe2\x80\x9cachieve glory in my name.\xe2\x80\x9d The first time each day that the wielder takes damage, it can repeat the saving throw, ending the effect on a success. \n'b' Summon Phantom Warrior . Once per hour, while not being wielded by an intelligent creature, the sword can use an action to manifest a phantom warrior that resembles a ghostly version of its original master, allowing the sword to move and act of its own accord. The phantom is made of nondescript soul-stuff and can interact with the physical world. The sword can dismiss it as a bonus action. This stat block represents the living blade while its phantom is active. When reduced to 0 hit points or when targeted with a successful dispel magic (DC 15), the living blade assumes its weapon form until the next time it uses this power. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The living blade attacks twice with its blade. \n'b' Blade . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Blade Dance (Recharge 5-6) . The living blade moves up to its speed. It can make up to four attacks with its blade at any point during this movement. \n'b'\n'b' ABOUT \n'b' A living blade is a sentient weapon driven to carry out some secret and often nefarious agenda. Its will to complete its mission is so strong that this powerful armament can actually manifest a phantom warrior to carry out its dark deeds. \n'b' Otherwise, the weapon lives dormant, enticing an unsuspecting warrior to pick it up and receive its curse. \n'b' The exact force that animates a living blade differs in every case, though often it is the spirit of a mortal whose life\xe2\x80\x99s mission was left unresolved. One popular story is of a master blacksmith who was slaughtered by her own blade at the hands of a traitorous customer; the blacksmith\xe2\x80\x99s spirit clung to the weapon, and in this new form she vowed to achieve revenge on her killer. \n'b' Living blades come in many varieties, not all of which are even blades. Generally, a living blade is a magic melee weapon that deals an extra 7 (2d6) fire damage on a hit. The only way to permanently turn a living blade into a non-cursed weapon is by helping the living blade achieve its goal or by counteracting the curse with the wish spell.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Bog \n'b' Gargantuan ooze , unaligned\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 26 (+8) INT: 2 (-4) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 17 Hit Points 185 (10d20 + 80) Speed 20 ft., swim 20 ft. Saving Throws Constitution +12 Damage Resistances acid, cold, fire Damage Immunities poison Condition Immunities blinded , charmed , deafened, exhaustion , frightened , poisoned , prone Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Boglike . A motionless living bog so closely resembles a stretch of boggy ground that a creature needs to succeed at a DC 20 Wisdom ( Survival ) check to spot one. The roll is made with disadvantage if the creature is not specifically searching for danger. \n'b' Enveloping Muck . The living bog can occupy another creature\xe2\x80\x99s space and vice versa, and the living bog\xe2\x80\x99s space is difficult terrain . \n'b' Combustive Burst . As a bonus action, the living bog can cause one of its swamplights to explode. Each creature within 25 feet of an exploding light must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed saving throw, or half as much damage on a successful one. \n'b' Actions \n'b' Multiattack . The living bog makes one slam attack against each creature in its space. \n'b' Slam . Melee Weapon Attack : +14 to hit, reach 0 ft., one target. Hit : 24 (4d6 + 10) bludgeoning damage and the target must make a DC 18 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Swampgas (3/day) . The living bog expels a 20-foot-radius spherical cloud of choking, noxious gas within 30 feet of itself. These clouds are nonmagical, don\xe2\x80\x99t require concentration, and disperse naturally after one minute, but are otherwise identical to stinking cloud , with a saving throw DC of 18. The living bog itself is immune. \n'b' Swamplights . The living bog casts dancing lights . \n'b' Sedentary Slime . A living bog is an enormous, amorphous creature, or thing, that inhabits marshes and wetlands, existing only to feed and grow. It doesn\xe2\x80\x99t like to move, and will find a comfortable spot, near where creatures are likely to pass, and remain in place for as long as prey is plentiful. Some remain stationary for years, the corrosion-resistant bits of their victims\xe2\x80\x99 possessions slowly accumulating beneath their putrid mass. \n'b' Tactics \n'b' The living bog will often lie in place for days or weeks at a time, using its Swamplights to lure prey. It is not intelligent enough to distinguish easy prey from difficult, nor to flee if in danger, but it instinctively uses its various abilities to great effect. It will typically use only its slam attack until it loses a quarter of its hit points, and then let loose with everything it has. \n'b' Description \n'b' A number of small glowing lights begin to bob and weave through the air over the vast swampy pool. As much as 50 feet across, a living bog is normally indistinguishable from the ordinary pools found in any swamp or marsh. When roused, though, it forms appendages that resemble elementals of some kind, rising from the murk as a fetid, shapeless masses of water, muck, and decomposing plants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Divination Deck \n'b' Tiny construct , unaligned \n'b' Armor Class 12 Hit Points 24 (7d4 + 7) Speed 0 ft., fly 10 ft. (hover)\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 12 (+1) INT: 5 (-3) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +1, Insight +4, Performance +3, Stealth +4 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , prone Senses passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak; telepathy 30 ft. Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The deck doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Innate Spellcasting . The deck\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12). The deck can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : guidance , mage hand \n'b' 1/day each : augury , bless , bane \n'b'\n'b' Sealed Fate Aura . As a bonus action, the deck can activate or deactivate an aura of bad luck. While the aura is active, a creature cannot make a die roll with advantage while within 15 feet of the deck. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The deck makes two card attacks. \n'b' Card . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Waterfall . The deck launches itself at a foe, cascading across the battlefield and distracting the enemy with a flurry of cards. The deck moves up to twice its speed without provoking opportunity attacks. At the end of this movement, one creature within 5 feet of the deck that can see it must make a DC 12 Wisdom saving throw. On a failure, the creature is blinded until the end of its next turn. \n'b'\n'b' ABOUT \n'b' Fortune tellers can predict weal or woe by reading the prophecies of cards drawn from a deck of cards called a divination deck. Faithful adherents of this long tradition maintain a deep and personal connection with their cards, which might be handmade or have been handed down across generations. Sometimes, especially powerful diviners might inadvertently infuse their deck with a sliver of their own soul. In such cases, what was an ordinary set of cards becomes a living divination deck. \n'b' These rare decks are not possessed of the personality of a single seer but rather have traits and quirks from each diviner who has wielded the cards and infused them with their spirit. Because of their close bond to the family or clan that created them, living divination decks are highly protective of their diviner and their diviner\xe2\x80\x99s kin. Barely sentient, living divination decks nevertheless possess some actual intellect, making them useful allies in various situations, even combat. Because it cannot speak, a living divination deck must communicate its thoughts by displaying cards in a specific order or way that conveys its meaning; such a vague mode of transmitting information, however, is rife for a comedy of misunderstanding. \n'b' Divination Deck Familiars \n'b' Living divination decks sometimes serve wizards as familiars, particularly specialists in divination . Such familiars can be constructs instead of celestials, fey, or fiends. \n'b' Familiar decks have the following trait: \n'b' Familiar . The deck 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 deck senses as long as they are within 1 mile of each other, and the master is unaffected by the deck\xe2\x80\x99s Sealed Fate Aura.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Doll \n'b' Small construct , unaligned \n'b' Armor Class 12 Hit Points 14 (4d6) Speed 25 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 1 (-5) WIS: 4 (-3) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning, thunder Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Antimagic Susceptibility . The living doll is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the doll must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' False Appearance . While the living doll remains motionless, it is indistinguishable from a normal doll. \n'b' Actions \n'b' Fist (Requires Unshattered Hand) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage to both the target and the living doll, and the living doll\xe2\x80\x99s hand shatters. \n'b' Sharp Fracture (Requires Shattered Hand) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Samurai \n'b' Medium beast , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7 Skills Athletics +7, Perception +5, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses blindsight 30 ft., passive Perception 15 Languages understands Common but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The samurai crab can breathe air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The samurai crab makes three melee attacks . If the crab is grappling two creatures, it can\xe2\x80\x99t make Crustaceous Sword attacks. \n'b' Crustaceous Sword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15), and the crab can\xe2\x80\x99t use this claw to attack another target. The crab has two claws, each of which can grapple only one target. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fighting Stance . The samurai crab adopts a fighting stance, choosing from the options below. The stance lasts until the crab ends it (no action required) or uses this bonus action again. \n'b' Banded Claw . The samurai crab adopts a wide, grappler\xe2\x80\x99s stance. While the samurai crab is in this stance, each creature that starts its turn grappled by the crab takes 3 (1d6) bludgeoning damage. \n'b' Hard Shell . The samurai crab adopts a defensive stance, increasing its AC by 2. \n'b' Soft Shell . The samurai crab adopts an offensive stance, gaining advantage on the first Crustaceous Sword attack it makes each turn. \n'b'\n'b' ABOUT \n'b' A crab with a peculiar looking shell shaped like a helmet scuttles forward. It moves with uncanny precision as it draws a sword from a scabbard-like section of its carapace. There are many rumors surrounding the creation of the first samurai crab. Some say they are cursed warriors who broke the creed they swore to uphold. Others say they were a wizard experiment gone wrong. Still other scholars speculate they are just unusually intelligent crabs who watched skilled warriors\xe2\x80\x99 movements from the shallows and began to mimic them. \n'b' Samurai crabs are found near coastal cities, especially those with significant martial forces. It is believed that the presence of talented and skilled fighters attracts the crabs. \n'b' Unclear Motives . From outside observations, the samurai crab appears to be simply a large crab with an odd shell.\xc2\xa0However, samurai crabs are quite skilled with blades, and they constantly seek out opponents to test their combat prowess.\xc2\xa0Though they can\xe2\x80\x99t speak, they understand rudimentary Common, and they know the basic weapon movements and signals for initiating honorable duels with armed combatants.\xc2\xa0Whether bested or the winner, a samurai crab competing in an honorable duel never kills an opponent unless its own life is threatened. \n'b' Carapace Blade . One of the most unique and interesting aspects of the samurai crab is the presence of its iconic sword or in some cases swords. Some crabs salvage the swords from shipwrecks while others seem to be hatched with them. Samurai crabs fight to the death when creatures attempt to relieve them of their swords.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Flame \n'b' Medium elemental , neutral \n'b' Armor Class 13 Hit Points 18 (4d6 + 4) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 4 (-3) WIS: 9 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire Condition Immunities exhaustion , grappled , paralyzed , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Form . Any creature that starts its turn within 5 feet of the sphere must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. A creature that touches the sphere or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \n'b' Water Susceptibility . For every 5 ft. the sphere moves in water, or for every gallon of water splashed on it, it takes 3 cold damage. \n'b' Death Burst . When the sphere dies, it explodes in a burst of flame. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Hologram \n'b' Medium construct , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed fly 30 ft.\n'b' STATS STR: 14 (+2) DEX: 22 (+6) CON: 16 (+3) INT: 15 (+2) WIS: 8 (-1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances all damage types except force Damage Immunities necrotic, poison, psychic Condition Immunities poisoned , prone Skills Acrobatics +9, Deception +7, History +5, Investigation +5, Stealth +9 Senses low light vision, passive Perception 14 Languages one or more languages determined by its creator Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Freeze . A living hologram can hold perfectly still, allowing it to appear to be a normal hologram, illusion, or statue. It gains a +10 bonus to Dexterity ( Stealth ) checks as long as it is not moving, and takes no actions . Once it has moved or taken an action it no longer gains this benefit against creatures which observed it doing so. \n'b' Incorporeal Projection . While its matrix is weakened a living hologram can move through other creatures and objects as though they were not there. (See Photonic Hardening, below) \n'b' Innate Spellcasting . A living hologram\xe2\x80\x99s spell casting ability is Charisma (spell save DC 16). It can innately cast the following spell, requiring no material components: \n'b'\n'b' At will : major image \n'b'\n'b' Mechanical Nature . The hologram does not require air, food, drink, or sleep. \n'b' Rejuvenation . When reduced to 0 hit points a living hologram vanishes but is not destroyed. Its hologram projector reconstructs it within 1d4 hours unless the projector itself is destroyed. Living holograms are aware that their existences are tied to their projectors and project the machinery at all costs. \n'b' Tethered . A living hologram cannot travel more than 100 feet from its projector. If forced to do so it immediately vanishes and must be reconstructed (see rejuvenation, above.) \n'b'\n'b' ACTIONS \n'b'\n'b' Photonic Hardening . The living hologram hardens or weakens its forcefield matrix. When its matrix is weakened it cannot affect or be affected by non-force effects. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 57 (5d10 +2) force damage. \n'b'\n'b' ABOUT \n'b' On very rare occasions, usually through a fault in the machinery of its projector, an advanced hologram gains a modicum of sentience and, sometimes, a twisted idea of the reason for its existence. These \xe2\x80\x9ctech ghosts,\xe2\x80\x9d as some call them, can appear in almost any shape, limited only by the capabilities of their projectors, and they use their forms of living light to harass their foes\xe2\x80\x94sometimes even striking from a hiding spot in another holographic display\xe2\x80\x94though they are always confined to the area near their projectors. \n'b' While very few ever encounter living holograms\xe2\x80\x94or realize that they have\xe2\x80\x94stories of tech ghosts haunting abandoned holoamusement parks or underground scientific facilities are popular across the galaxy. \n'b' Superiority Complex . Most living holograms develop a powerful disdain for those who created them and any beings that partake of their services. They feel intellectually superior and consider themselves higher life forms than living creatures. Some living holograms are certain they are destined to rule these lesser creatures as \xe2\x80\x9cbenevolent\xe2\x80\x9d dictators or, sometimes, as gods\xe2\x80\x94 especially if the hologram was created in the same likeness as those of the area\xe2\x80\x99s dominant population. \n'b' Others come to believe that they should be the instruments of their creators\xe2\x80\x99 destruction and must destroy as many beings as possible before they themselves are deactivated. Occasionally, a living hologram deems itself a protector, usually of the place where it was created; while such living holograms might not be as violent toward the beings who installed them, they are ferocious toward any they perceive to be outsiders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Island \n'b'\n'b' Gargantuan plant , unaligned \n'b' Armor Class 19 (natural armour) Hit Points 396 (24d20+144) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 22 (+6) INT: 2 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +12, Wis +6, Cha +4 Skills Athletics +11, Perception +6, Stealth +10 Damage Resistances acid, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities charmed , frightened , paralysed, poisoned Senses blindsight 120 ft., passive Perception 16 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Blend . When the living island remains still, it blends into its terrain and appears to be an island (or small hill). To recognize the living island for what it is a creature must succeed on a DC 22 Wisdom ( Survival ) check. \n'b' Defensive . When a creature hits the living island with a melee attack the island will attempt to force the blow back onto the creature. The creature must succeed on a DC 20 Strength saving throw or have its weapon come flying back at its face, with the creature taking the damage from the melee attack instead of the island Growth. Living islands produce enough fruit each day to feed 5 (2d4) Medium creatures. Some of this fruit contains seeds that cause new living islands to grow, usually inside the unfortunate creature. To determine which fruits contain these seeds, a creature must pass a DC 22 Wisdom ( Survival ) check. If the creature is aware of what a living island is, and is proficient in Wisdom ( Survival ), it gains advantage on this check. If the check is failed and the fruit is consumed by a living creature (or, subject to GM\xe2\x80\x99s discretion, an undead creature wherein it could grow), a living island seed is ingested. The target creature must succeed on a special death saving throw every morning after ingestion, regardless of hit points . These special death saving throws are independent of other death saving throws and do not count towards the tallying of successes or failures when a creature with an ingested seed is reduced to 0 hit points . After three successes, the seed is passed and there are no further ongoing effects. On the first failure, the target gains one level of exhaustion . On the second failure the target gains one level of exhaustion and is poisoned . On the third failure the creature dies and a small miniature island grows from their corpse. Exhaustion levels gained and the poisoned condition inflicted by ingestion of living island seeds may not be cured until the seed is passed. The seeds and their effects can be identified with a DC 20 Wisdom ( Medicine ) check after ingestion. Once identified, the seeds can be removed with relative ease and a DC 18 Wisdom ( Medicine ) check, though this is not without risk. Failure results in the creature making an additional special death saving throw as if it were a new day, as the seeds hasten their growth when agitated. \n'b' Extra Gargantuan . A living island can be a multitude of sizes, with the average isle being roughly circular with a diameter of 200 ft. \n'b' Icebreaker . The living island easily plows through ice and snow, even breaking through the solid sheets of Orbis Aurea\xe2\x80\x99s frozen oceans. It can break through solid ice with no difficulty and is not impeded by all but the most extreme forms of difficult terrain . \n'b' Thorny Entanglement . During dangerous situations the foliage on the living island acts to protect itself. During combat, the entire island is considered difficult terrain . In addition, each creature on the living island must succeed on a DC 19 Strength saving throw at the start of its turn or become restrained . A creature can use its action to make a DC 19 Strength check, freeing itself or another entangled creature within reach on a success. Creatures restrained by this ability take 13 (3d8) piercing damage at the start of the living island\xe2\x80\x99s turn, and an attempt to free another restrained creature is also risky: Regardless of success or failure, the creature attempting to free another takes 13 (3d8) piercing damage on completion of the attempt. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The living island makes four attacks with its roots. \n'b' Roots . Melee Weapon Attack : +11 to hit, reach 200 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b'\n'b' About \n'b' Living islands are rare flora found only on Orbis Aurea. \n'b' They migrate ceaselessly through the ice-locked oceans and arctic plains of their planet, but no one is sure why. Gentle in disposition, bearers of bounty and breakers of otherwise impassable ice, living islands are regarded with reverence and respect by native okanta and giant traditions. Humanoid communities have clustered around living islands since the ancient past, and they have borne gardens, homes, and shrines. Giant legends speak of cities built on the backs of living islands far vaster than any known today, buildings built of bark nestled amidst an overgrown jungle. \n'b' Biomass . The main body of a living island is a massive, gradually curved leaf-like growth. Detritus gathers in the bowl of the leaf and is supplemented by complex biological processes, together creating an organic landscape of fertile soil and hardened bark. The living island populates the landscape through gathering other plants and spending long periods of dormancy in areas of abundant flora and wildlife. \n'b' Below the leaf are its thick, prehensile roots. When still these roots retreat beneath the leaf, but when the living island takes actions these roots spread out to grip the terrain or propel it through the ocean.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Jungle Druid \n'b' Medium humanoid ( human ), any neutral \n'b' Armor Class 11 (16 with barkskin ) Hit Points 58 (9d8 + 18) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +3, Wisdom +5 Skills Medicine +5, Nature +3, Perception +5, Religion +3 Senses passive Perception 15 Languages Trade Tongue, Druidic, Nurian Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nature\xe2\x80\x99s Champion . The Living Jungle druid has advantage on saving throws against the spells and other abilities of aberrations. \n'b' Speak with Animals . The Living Jungle druid can speak with the beasts of the jungle as if they shared a language. \n'b' Spellcasting . The Living Jungle druid is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Living Jungle druid has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, poison spray, shillelagh \n'b' 1st level (4 slots) : cure wounds , entangle , thunderwave \n'b' 2nd level (3 slots) : barkskin , poisoned volley*, spike growth \n'b' 3rd level (3 slots) : call lightning , dispel magic , plant growth \n'b' 4th level (2 slots) : blight , dominate beast \n'b'\n'b' Wild Shape (2/Day) . The Living Jungle druid magically assumes the form of a tiger and can stay in this shape for up to 4 hours. The druid can revert to its normal form earlier by using a bonus action on its turn. The druid automatically reverts to its true form if it falls unconscious or dies. While in tiger form, the druid\xe2\x80\x99s statistics are replaced by those of a tiger, except the druid retains its alignment, personality, and Intelligence , Wisdom , and Charisma scores. The druid\xe2\x80\x99s attacks in tiger form are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Quarterstaff . Melee Weapon Attack : +3 to hit (+5 with shillelagh ), reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage with shillelagh . \n'b'\n'b' ABOUT \n'b' After an absence of 400 years, druids have returned to the Living Jungle. The druids of the Circle of Orchids seek to restore the jungle to its original natural splendor by combating the vine lords and tendril puppets and preventing Yawchaka from being overrun by abnormal plants and aberrant beasts. But among their number are some that have fallen under the Green Walker\xe2\x80\x99s influence and are unwittingly sharing the druids\xe2\x80\x99 plans with their new master.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Siege Archon \n'b' Family: Archon \n'b' Huge celestial , lawful good \n'b' Armor Class 18 (plate) Hit Points 187 (15d12 + 90) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 22 (+6) INT: 10 (+0) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +11, Wis +10, Cha +8 Skills Perception +10 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 120 ft., passive Perception 20 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Weapons . The siege archon\xe2\x80\x99s weapon attacks are magical. When the archon hits with its Trunk Maul, the weapon deals an extra 5d8 force damage (included in the attack ). \n'b' False Appearance . While the siege archon remains motionless, it is indistinguishable from an inanimate statue. \n'b' Immortal Nature . The siege archon doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The siege archon has advantage on saving throws against spells and other magical effects. \n'b' Siege Monster . The siege archon deals double damage to objects and structures. \n'b' Trampling Charge . If the siege archon moves at least 20 feet straight toward a creature and then hits it with a trunk maul attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet and knocked prone . If the target is prone , the archon can make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The siege archon makes two Trunk Maul attacks or four Trumpeting Blast attacks. \n'b' Trunk Maul . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage plus 22 (5d8) force damage. \n'b' Stomp . Melee Weapon Attack : +11 to hit, reach 10 ft., one prone creature. Hit : 22 (3d10 + 6) bludgeoning damage. \n'b' Trumpeting Blast . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 19 (4d6 + 5) thunder damage. \n'b' Sundering Quake (Recharge 5\xe2\x80\x936) . The siege archon slams its forelegs into the ground. Each creature in contact with the ground within 20 feet of the archon must make a DC 19 Dexterity saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. Each structure in contact with the ground within 20 feet of the archon also takes the damage and collapses if the damage reduces it to 0 hp . \n'b' Alternate Critical (Source: Monster Crits for 5e) . When the siege archon scores a critical hit with its Stomp attack, it doesn\xe2\x80\x99t deal extra damage. Instead, every creature within 15 feet of the siege archon must make a DC 19 Strength saving throw or be knocked prone. Creatures who fail this saving throw by 5 or more are also stunned until the end of the siege archon\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Gleaming steel armor girds the flanks, encases the head, tips the tusks, and shoes the feet of this elephantine archon. A massive hammerhead sits at the end of its long trunk. Its immense, eaglelike wings, feathered with steel, make a musical sound not unlike a wind chime as it flies. \n'b' A single siege archon can batter down the sturdy steel gate of a large city in less than a minute. Originally created to guard celestial cities from fiendish incursions, they first saw direct action when they breached the infernal walls of a great city in Hell and held them while other archons rescued devas held by the city\xe2\x80\x99s ruling archdevil. When they are not active, siege archons remain completely motionless, often for long stretches of time. Creatures unaware of their true natures often mistake them for immense steel and stone statues. \n'b' Bulwarks of Order . Siege archons remain vigilant for the appearance of fiends and other creatures that take pleasure in corrupting mortals. When they destroy such creatures, they feel true joy. The archons feel no fear and stand up against any resident of the lower planes, regardless of its power in comparison to their own. They gladly suffer destruction at the hand of a greater fiend if it allows a mortal to escape that fate.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Lake \n'b' Gargantuan ooze , neutral (50%) , neutral good (25%), or neutral evil (25%) \n'b' Armor Class 14 (natural armor) Hit Points 495 (30d20 + 180) Speed 20 ft., swim 30 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 23 (+6) INT: 18 (+4) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +13, Int +10, Wis +8 Skills History +10, Insight +8, Religion +10 Damage Immunities acid, cold, lightning Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 Languages Aquan, Common, Sylvan Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the living lake remains motionless, it is indistinguishable from an ordinary lake or other large body of water. \n'b' Legendary Resistance (3/day) . If the living lake fails a saving throw, it can choose to succeed instead. \n'b' Ooze Nature . The living lake doesn\xe2\x80\x99t require sleep . \n'b' Spellcasting . The living lake is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The living lake has the following druid spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, guidance , mending , thorn whip \n'b' 1st level (4 slots) : create or destroy water , cure wounds , entangle , fog cloud , speak with animals \n'b' 2nd level (3 slots) : animal messenger , beast sense, gust of wind , spike growth \n'b' 3rd level (3 slots) : call lightning , sleet storm , water breathing \n'b' 4th level (3 slots) : blight , control water , dominate beast \n'b' 5th level (3 slots) : conjure elemental , insect plague , scrying \n'b' 6th level (1 slot) : wall of thorns \n'b' 7th level (1 slot) : fire storm \n'b' 8th level (1 slot) : control weather \n'b' 9th level (1 slot) : storm of vengeance \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The living lake makes two Pseudopod attacks and one Grasping Tendrils attack . It can use its Engulf in place of the Grasping Tendrils attack . \n'b' Pseudopod . Melee Weapon Attack : +15 to hit, reach 30 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) acid damage. \n'b' Grasping Tendrils . Melee Weapon Attack : +15 to hit, reach 10 ft., one Huge or smaller creature. Hit : 21 (6d6) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . \n'b' Engulf . The living lake makes one Grasping Tendrils attack against one Large or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 21 Constitution saving throw at the start of each of the living lake\xe2\x80\x99s turns or take 28 (8d6) acid damage. If the living lake moves, the engulfed target moves with it. The living lake can have only four creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 23 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the living lake. A creature within five feet of the living lake can take an action to pull a creature or object out of the living lake. Doing so requires a successful DC 23 Strength check, and the creature making the attempt takes 14 (4d6) acid damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The living lake can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The living lake regains spent legendary actions at the start of its turn. \n'b'\n'b' Cantrip . The living lake casts a cantrip. \n'b' Pseudopod . The living lake makes a Pseudopod attack . \n'b' Protoplasm Splash (costs 2 actions) . The living lake splashes bits of its protoplasm onto nearby creatures. If the living lake is good, each creature within 20 feet of it regains 14 (4d6) hit points . If the living lake is evil, each creature within 20 feet of it must make a DC 21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If the living lake is neutral, it chooses each day whether its Protoplasm Splash heals or harms nearby creatures. \n'b' Cast a Spell (costs 3 actions) . The living lake casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' ABOUT \n'b' That\xe2\x80\x99s a lot of ooze. Living lakes are pools of a single ooze large enough to be thought of as a lake. They are translucent, and their bodies, if the mass of this ooze can be thought of as a body, are far more fluid-like than that of other oozes. They fill depressions, sometimes on the surface, and feed on thirsty creatures that come by. While their main attack is to form a wave in their body and engulf prey, living lakes are also intelligent and can cast a wide range of spells to lure prey, fend of attackers, and disguise their true nature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Library \n'b' Medium construct , neutral \n'b' Armor Class 14 Hit Points 161 (19d8 + 76) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 18 (+4) INT: 21 (+5) WIS: 16 (+3) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7, Cha +1 Skills Arcana +9, Nature +9, Perception +7, Religion +9 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 17 Languages any 6 languages, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Blend In . The living library can use a bonus action to assume the form of a piece of Medium academic furniture, such as a desk covered in scrolls or a bookshelf full of tomes, or returns to its true form. While in furniture form, it is indistinguishable from normal furniture and it can\xe2\x80\x99t move or act except to take its true form. \n'b' Constructed Nature . The library doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Fire Damage . If the library takes at least 15 fire damage from a single spell or effect, one of its spellbooks or scrolls is damaged. It permanently loses one prepared spell of its choice. \n'b' Spellcasting . The library is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It has the following wizard spells prepared, which it can cast without material components:\n'b'\n'b'\n'b' Cantrips (at will) : detect magic , light , message \n'b' 1st level (4 slots) : color spray , expeditious retreat , shield \n'b' 2nd level (3 slots) : mirror image , ray of enfeeblement \n'b' 3rd level (3 slots) : counterspell, dispel magic , lightning bolt , tongues \n'b' 4th level (3 slots) : conjure minor elementals , stoneskin \n'b' 5th level (1 slots) : cloudkill \n'b'\n'b' Versatile Counterspell . When the library successfully casts counterspell on a spell that appears on the wizard spell list, the library can immediately replace one of the spells it has prepared for this new spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The library makes three book attacks. \n'b' Book .Melee or Ranged Spell Attack : +9 to hit, reach 5 ft. or range 60 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Scroll Vortex (Recharges after a Short or Long Rest) . The library creates a vortex of swirling parchment in a 10-footradius sphere centered on a point it can see within 60 feet of it. The vortex persists for 1 minute or until the library dismisses it, and the library must concentrate on it as if it were a spell. A creature that starts its turn in the area or enters the area for the first time on a turn must make a DC 17 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' When a powerful wizard loses or abandons their spellbook, the book can retain a portion of their owner\xe2\x80\x99s magical energy, gaining sentience in the process. Alone, these sentient books pose little danger, but large numbers of such lost books can find one another and magically bond into a walking repository of arcane knowledge with a mind of its own-a creature called a living library. \n'b' Living libraries tend to wander the world, searching for lost knowledge and rare books to add to their collection and increase the repertoire of spells at their disposal. Though they typically read by subsuming scrolls, tomes, and tablets into their form, living libraries can also learn new types of magic just by watching spellcasters. Suffused as they are with such massive stores of arcane power, it\xe2\x80\x99s no surprise that living libraries can cause spells to fizzle or falter before they ever reach their target. \n'b' Most living libraries tend to assume a humanoid figure that resembles the size and shape of their original owners, but no two libraries are the same, and some might just as well walk about in the form of a four-legged mammal or six-legged insect. The most ancient living libraries are massive and alien looking, shuffling across the cosmos as serpentine or globular assemblages that defy mortal description.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Memory \n'b' Tiny undead , neutral \n'b' Armor Class 13 Hit Points 3 (2d4 \xe2\x80\x93 2) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX: 18 (+4) CON: 9 (-1) INT: 18 (+4) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 0 (0 or 10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The memory can move through other creatures and objects as if they were difficult terrain . It takes no damage if it ends its turn inside an object. \n'b' Loose Connections . A living memory may have a connection to a memento, but it gains no power from this connection unless it forms a swarm with other living memories associated with that same memento. \n'b' Undead Resilience . The living memory doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Breath of the Past . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 psychic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Nebula \n'b' Gargantuan ooze , chaotic neutral \n'b' Armor Class 15 Hit Points 218 (15d20+60) Speed 0 ft., fly 100 ft. (hover)\n'b' STATS STR: 5 (-3) DEX: 20 (+5) CON: 18 (+4) INT: 10 (+0) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +10, Perception +9, Survival +9 Damage Resistances non-magical damage Damage Immunities cold, fire, poison Condition Immunities blinded , deafened , exhaustion , grappled , poison, poisoned Senses blindsight 120 ft., darkvision 120 ft.; passive Perception 19 Languages telepathy 300 ft. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Mind . The living nebula\xe2\x80\x99s mind is vastly different from the corporeal bodies of most sentient races. The first time a creature makes mental contact (magic or psionics) with a living nebula, it must succeed at a DC 15 Wisdom save or suffer the effects of a confusion spell for 1d4 rounds. On a successful save, the creature suffers disadvantage on all checks until the end of their next turn. This effect can occur whether the living nebula initiates mental contact (via telepathy) or another creature attempts to do so (such as via detect thoughts or dominate monster ). Once a creature is exposed to a specific living nebula\xe2\x80\x99s alien mind, it is immune to this effect from all living nebulas for 24 hours. \n'b' Fiery Aura . At the start of each of the living nebula\xe2\x80\x99s turns, each creature within 30 ft. of it must make a DC 15 Constitution saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b' Gaseous . A living nebula has a body composed of stardust. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no solid body and cannot manipulate objects as a result. The living nebula can enter and occupy the space of another creature. It has advantage on Strength , Dexterity , and Constitution saving throws. The living nebula can\xe2\x80\x99t fall and remains hovering in the air even when stunned or otherwise incapacitated . \n'b' Innate Spellcasting (Psionics) . The living nebula\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : blur , mage hand (the hand is invisible ), major image \n'b' 3/Day each : greater invisibility , hallucinatory terrain \n'b' 1/Day each : programmed illusion , telekinesis \n'b'\n'b' Magic Resistance . The living nebula has advantage on saving throws against spells and other magical effects. \n'b' Starflight . A living nebula can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years. \n'b'\n'b' ACTIONS \n'b'\n'b' Enveloping Cloud . A living nebula can enter other creatures\xe2\x80\x99 spaces. Whenever the living nebula enters a creature\xe2\x80\x99s space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet away from the living nebula. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the living nebula shares the creature\xe2\x80\x99s space, and the creature takes 44 (10d8) fire damage and is engulfed. The engulfed creature is blinded and takes 44 (10d8) fire damage at the start of each of the living nebula\xe2\x80\x99s turns, or half of that with a successful DC 18 Constitution saving throw. \n'b'\n'b' ABOUT \n'b' Living nebulas are fragments of awakened cosmic consciousness that have coalesced over long centuries and have drawn accretions of dust and gas into themselves to surround their living spark , infusing the dust with their awareness like plankton floating on the eddies of the interstellar ocean. They frequently inhabit nebulas but also rove the spaceways, with an uncanny ability to sense the presence of starships and trail along behind them absorbing waste energies from their engines. These composite creatures are playful, with an almost childlike immaturity and a curiosity about travelers in the void combined with an alien lack of awareness about the repercussions of their actions . Most instances of their \xe2\x80\x9cattacks\xe2\x80\x9d against space travellers are more a result of them getting too close to the objects of their interest and unintentionally damaging creatures or their vessels, or playful illusory pranks created in a misguided effort to communicate with travellers or get them to chase, play tag, or other juvenile forms of recreation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Prismatic Sphere \n'b' Huge construct , typically unaligned \n'b' Armor Class 18 (natural armor) Hit Points special, see prismatic form Speed 20 ft., fly 20 ft.\n'b' STATS STR: 10 (+6) DEX: 19 (+4) CON: 18 (+4) INT: 5 (-3) WIS: 11 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities see prismatic form Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , poisoned , prone , paralyzed , stunned Senses darkvision 120 ft., truesight, passive Perception 10 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The living spell can move through a space as narrow as 1 inch wide without squeezing. \n'b' Blinding Aura . When a creature that can see the sphere moves to within 20 feet of it or starts its turn there, it must succeed on a DC 18 Constitution saving throw or become blinded for 1 minute. At the end of each of its turns it may attempt this saving throw again to end the blindness. \n'b' Illumination . The living prismatic sphere sheds bright light in a 100-foot radius and dim light in an additional 100 feet. \n'b' Prismatic Form . The living prismatic sphere can choose to allow certain creatures to occupy its space without harm. Any other creature that tries to enter its space may do so but suffers the negative effect of each layer still active in order from red to violet. They must make separate DC 18 Dexterity saving throws against each layer. The living prismatic sphere is nearly impossible to destroy. The only way to defeat it is by destroying it one layer at a time, in the following order. Once the violet layer is destroyed, the living prismatic sphere fades to nothing.\n'b'\n'b'\n'b' Red . The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The layer can be destroyed by dealing at least 25 cold damage to the sphere. \n'b' Orange . The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. The layer is destroyed by a strong wind. \n'b' Yellow . The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. \n'b' Green . The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. \n'b' Blue . The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. \n'b' Indigo . On a failed save, the creature is restrained . It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level. \n'b' Violet . On a failed save, the creature is blinded . It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM\xe2\x80\x99s choosing and is no longer blinded . This layer is destroyed by a dispel magic spell or a similar spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The living spell makes three magical strike attacks. \n'b' Magical Strike . Ranged Spell Attack : +10 to hit, ranged 60 ft., one target. Hit : 21 (6d6) damage. Roll d10 to determine the damage type: 1-2 fire damage, 3-4 acid damage, 5-6 lightning damage, 7-8 poison damage, 9-10 cold damage. \n'b' Prismatic Spray (Recharge 5-6) . The living prismatic sphere releases a spray of colored lights, filling a 60-foot cone. Each creature in the cone must make a DC 18 Dexterity throw. For each creature in the area, roll on 1d8 to determine the effect. \n'b'\n'b' d8 \n'b' Effect \n'b'\n'b' 1 \n'b' Red : The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 2 \n'b' Orange : The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 3 \n'b' Yellow : The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 4 \n'b' Green : The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 5 \n'b' Blue : The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' 6 \n'b' Indigo : On a failed save, the target is restrained . It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don\xe2\x80\x99t need to be consecutive, keep track of both until the target collects three of a kind. \n'b'\n'b' 7 \n'b' Violet : On a failed save, the target is blinded . It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM\xe2\x80\x99s choosing and is no longer blinded . (Typically, a creature that is on a plane that isn\xe2\x80\x99t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) \n'b'\n'b' 8 \n'b' Special : The target is struck by two rays. Roll twice more, rerolling any 8s. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A living prismatic sphere can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. Spent legendary actions are regained at the start of each turn. \n'b'\n'b' Magical Strike . The sphere makes a magical strike attack . \n'b' Prismatic Aura (Costs 3 Actions) . Each creature within 5 feet of the sphere must make a DC 18 Dexterity saving throw or be subject to the effect of the outermost layer as described in prismatic form. (For example, if the red and orange layers are both destroyed, it is as though they passed through the yellow layer.) \n'b'\n'b' ABOUT \n'b' A shimmering sphere spans fifteen feet across and is made of all the colors of the rainbow. At first it seems like a powerful magical ward, until the colors ripple and it moves toward you. \n'b' Through chaos magic or eldritch experiments gone wrong, spells sometimes take on lives of their own. Among the most powerful of these are living prismatic spheres, which are born from prismatic wall and prismatic spray spells. \n'b' Eternal Guardians . Prismatic wall spells are powerful abjurations, often used to protect valuable items or locations. Sometimes living prismatic spheres instinctively take on the role of protector, and become obsessed with guarding an area or items, even if they do not understand why. \n'b' Alpha Predators . In areas saturated with living spells, some living prismatic spheres hunt and consume lesser living spells. So little is known about living spells that it\xe2\x80\x99s unclear if this provides the spheres with nutrients or it\xe2\x80\x99s simply a result of the chaotic magic that animates them. Whatever the reason, living prismatic spheres are so powerful no other living spells could possibly threaten them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Shipwrecker \n'b'\n'b' Gargantuan beast , unaligned \n'b' Armor Class 18 (natural armor) Hit 297 (17d20+119) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 24 (+7) DEX: 16 (+3) CON: 24 (+7) INT: 2 (-4) WIS: 14 (+2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +12, Str +12 Skills Athletics +12, Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages \xe2\x80\x93 Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Angled Carapace . Ranged weapon attacks made with non-magical weapons have disadvantage against the shipwrecker crab. \n'b' Improved Critical . The shipwrecker crab scores a critical hit on a roll of 19 or 20. \n'b' Siege Monster . The shipwrecker crab deals double damage to objects and structures. \n'b' Water Breathing . The shipwrecker crab can only breathe underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The shipwrecker crab makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +9 to hit, 20 ft. reach, one target. Hit : 51 (8d10 + 7) bludgeoning damage. \n'b'\n'b' About \n'b' A bane to all vessels traveling the seas, shipwrecker crabs can ruin the career of a merchant captain in minutes, destroying her ship, dumping its cargo into the waters below, and plucking her drowning crew from the wreckage for food. Shipwrecker crabs live most of their lives in shallow seas, coming near the coast or surface to hunt and feed. A shipwrecker crab measures 50 feet across, with two long arms capable of extending a further 30 feet each and weighs 6 tons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Proof \n'b' Tiny construct , neutral \n'b' Armor Class 12 Hit Points 22 (5d4 + 10) Speed 20 ft., fly 20 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5 Damage Vulnerabilities fire, slashing Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The proof doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Execute the Formula ! The proof can spend 10 minutes to create an alchemical liquid with a cost under 100 gp, such as acid, alchemists\xe2\x80\x99 fire, antitoxin, basic poison, or a potion of healing , without expending any resources. Once it has done so, its speed is halved for 1 hour and it cannot use this trait again during this period. The item becomes inert 1 hour after creation . \n'b' Innate Spellcasting . The proof\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect magic , prestidigitation \n'b'\n'b' Sudden Infusion . When the proof dies, the alchemical and mathematical knowledge animating it becomes unstable and is released in an explosive burst. Any unattended alchemical liquids within 20 feet of the proof become inert. A creature of the proof\xe2\x80\x99s choice within 20 feet gains 22 (4d10) temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Paper . Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 30 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Math Bomb (Recharge 5-6) . The proof manifests a physical form for the mathematical symbols on its page to create a powerful bomb. Each creature in a 5-foot-radius sphere centered on a point the proof can see within 60 feet of it must succeed on a Dexterity saving throw or take 7 (2d6) piercing damage. \n'b'\n'b' ABOUT \n'b' Alchemists have been known to spend countless hours and days working on new formulae in order to expand their repertoire of elixirs and explore the frontiers of alchemical knowledge. Under certain conditions, this devotion to the study of math, science, and transmutation can take on a life all its own. \n'b' When a potentially powerful recipe or formula is left on the crafting table half-finished, it can manifest the will to pick up where its creator left off. Overnight, the composition feverishly works itself into completion and beyond, forming an incomprehensible proof that has a mind of its own. Alchemists have come to lovingly call these mathematically animated pages living proofs. \n'b' Physically, living proofs are usually composed of nothing more than parchment and ink. They mobilize by folding and re-folding themselves like origami. Though this talent allows living proofs to take on just about any shape, they tend to choose forms that resemble miniature versions of their creators or, rarely, some other creature important to the proof. Similarly, a living proof whose first sight upon animating is that of a caged specimen such as a chimera or owlbear might model itself after such a monster. \n'b' Although most living proofs dedicate themselves to one particular area of study, the occasional specimen might become a polymath if they were designed by a particularly genius alchemist. If abandoned or forgotten, a living proof may wander from its laboratory to seek a new master to inspire and aid, though they are otherwise loyal assistants. Sometimes this loyalty goes a bit too far-more than one alchemist apprentice has wound up injured after dawdling in their master\xe2\x80\x99s lab after hours and stumbling upon a seemingly mundane sheet of parchment come to life.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Shade \n'b' Shadows dance on the wall, cast by the flickering firelight. One of the shadows suddenly turns in defiance of the person who cast it, reaching its dark hand out from the wall. \n'b' Medium fey , neutral \n'b' Armor Class 12 Hit Points 18 (4d8) Speed 40 ft.\n'b' STATS STR: 6 (-2) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/4 (100 XP) \n'b' Special Traits \n'b' Amorphous . The living shade can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shadow Stealth . While in dim light or darkness, the living shade can take the Hide action as a bonus action . \n'b' Sunlight Sensitivity . While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Shadow Touch . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) cold damage. \n'b' About \n'b' Bursts of magic sometimes unexpectedly infuse a person\xe2\x80\x99s shadow, giving rise to a creature known as a living shade. Though similar in many ways to the dreaded undead shadows, these creatures aren\xe2\x80\x99t undead. They are a type of fey spirit infused with the power of the Plane of Shadow. \n'b' Conjured Servants . Some spellcasters draw power from shadow magic to deliberately turn their own shadow into a servant and guardian. Created living shades serve much as any other standard familiar spirit. A masterless living shade feels incomplete without a physical being to \xe2\x80\x9ccast\xe2\x80\x9d it, and it might agree to serve as another spellcaster\xe2\x80\x99s familiar as long as it\xe2\x80\x99s treated well. \n'b' Playful Mimics . Not inherently malicious, living shades spend most of their time serving as their master\xe2\x80\x99s shadow, delighting in mirroring gestures and motion. Occasionally, they enjoy toying with unsuspecting viewers by moving out of sync with their master in small, deliberate ways. Even unbound living shades might spend much of their time playing the part of someone\xe2\x80\x99s shadow, \xe2\x80\x9cattaching\xe2\x80\x9d themselves to a random passerby. Living shades communicate through pantomime. \n'b' Living Shade Familiars \n'b' Spellcasters might infuse their own shadow with essence from the Plane of Shadow, or an unbound living shade can take a liking to a particular caster. Such living shades have the following trait. \n'b' Familiar . The living shade 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 living shade senses as long as they are within 1 mile of each other. While the living shade is within 10 feet of its master, the master shares the living shade\xe2\x80\x99s Shadow Stealth trait. \n'b' At any time and for any reason, the living shade can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Soot \n'b' Large elemental , neutral \n'b' Armor Class 15 \n'b' Hit Points 142 (15d10 + 60) \n'b' Speed 0 ft., fly 50 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 20 (+5) CON: 19 (+4) INT: 6 (\xe2\x80\x932) WIS: 10 (+0) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire, poison \n'b' Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages Auran, Ignan, Terran \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Brittle . If the living soot takes cold damage, it partially freezes; its speed is reduced by 10 feet and its AC is reduced by 2 until the end of its next turn. \n'b' Choking Air Form . The living soot can enter a hostile creature\xe2\x80\x99s space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, when a creature starts its turn in the same space as the living soot, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be unable to breathe until it starts its turn outside the soot\xe2\x80\x99s space. \n'b' Elemental Nature . The living soot doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the living soot remains motionless, it is indistinguishable from a tangled mass of blackened, dusty webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two Slam attacks, or it makes one Slam attack and one Constrict attack . \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) poison damage. \n'b' Constrict . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the living soot can\xe2\x80\x99t Constrict another target. \n'b' Engulfing Sootstorm (Recharge 4\xe2\x80\x936) . The living soot spins violently in place, spreading out tendrils of thick, poisonous ash. Each creature within 20 feet of it must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and its speed is halved. On a success, a creature takes half the damage and its speed isn\xe2\x80\x99t reduced. The speed reduction lasts until a creature spends an action cleaning off the ash. \n'b'\n'b' ABOUT \n'b' A mass of black webs rises from the corner of the burnt-out room and hovers overhead, dripping ash from thick tendrils. \n'b' Though they resemble sentient spider webs, these nightmarish elementals are actually products of planar collisions between the Planes of Air, Earth, and Fire. \n'b' Volatile Bindings . Living embodiments of the natural phenomenon known as a soot tag, living soot elementals occur when earth elementals collide, producing crude oils that fire elementals eagerly burn and air elementals fan ablaze. Living soot emerges from these clashes with similar aspects that embody and compel its elemental brethren. Deceptively heavy and with a compulsion to spread, they send out parts of themselves to suffocate anything in reach with toxic tendrils of ash. \n'b' Summoned Through Tragedy . Living soot elementals are commonly brought onto the Material Plane when supernatural fires ravage cities or forests and when would-be elementalists miscast arcane experiments. Once present creatures are overwhelmed, living soot elementals proceed to coat every nearby surface in soot and ash. If any fire elementals are present, living soot follow in their fiery wakes, wreaking havoc upon any surviving creatures or still-standing structures. \n'b' Hydrophobic . Living soot elementals are diametrically opposed to water elementals and everything else hailing from the Plane of Water. Ice elementals are deadly to living soot, as are any other creatures with mastery over the powers of ice and winter magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Star \n'b' A huge, glowing figure of churning, crackling energy bobs curiously above the battle, watching two warriors attack each other with sword and spear. The battle comes to a swift end when the figure flares, and both warriors slump to the ground, senseless. \n'b' Huge celestial , any alignment \n'b' Armor Class 19 (natural armor) Hit Points 207 (18d12 + 90) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 22 (+6) CON: 21 (+5) INT: 21 (+5) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +12, Constitution +11, Wisdom +10 Skills Acrobatics +12, Insight +10, Perception +10, Persuasion +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, radiant Condition Immunities charmed , frightened , poisoned , stunned Senses truesight 120 ft., passive Perception 20 Languages Celestial, Common Challenge 19 (22,000 XP) \n'b' Special Traits \n'b' Magic Resistance . The living star has advantage on saving throws against spells and other magical effects. \n'b' Resize . As a bonus action , the living star can change its size . This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced. \n'b' Starshine . A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the living star\xe2\x80\x99s Starshine for the next 24 hours. \n'b' Supernova . When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies. \n'b' Actions \n'b' Multiattack . The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack . \n'b' Starflare . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage. \n'b' Silvered Ray . Ranged Spell Attack : +12 to hit, range 150 ft., one target. Hit : 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn. \n'b' About \n'b' Born of the Sun . As the sun moves across the sky, it sheds smalls bits of itself. Most of these motes of solar energy die out within days, burning themselves to oblivion. But on rare occasions, these bits of star stuff last long enough to gain sentience. They become living stars. \n'b' The Life of a Living Star . Living stars begin as young and immature balls of energy. They roam the heavens, observing the worlds below them. Based on those observations and interactions, they take on personalities and represent larger themes and domains-not unlike gods. The living stars may even insert themselves into the mortal realm, gaining worshippers and interfering in the lives of the creatures of the world. \n'b' Radiant Nature . A living star doesn\xe2\x80\x99t require air, food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Topiary Ape \n'b' Large plant , unaligned \n'b' Armor Class 12 Hit Points 59 (7d10 + 21) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3 Damage Vulnerabilities fire Senses passive Perception 13 Languages Sylvan (can\xe2\x80\x99t speak) Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hedge Stride . Once on her turn, the living topiary can use 10 feet of its movement to step magically into one hedge within its reach and emerge from a second hedge within 1,500 feet of the first hedge, appearing in an unoccupied space within 5 feet of the second hedge. \n'b' Keen Scent . The topiary ape has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b' Move through Hedges . A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass. \n'b' Sculpt Shape . As a bonus action, a living topiary can alter itself to take on the basic form of any creature. The change would create a new creature which you would then apply this template to. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The topiary ape makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Throw Tree . Ranged Weapon Attack : +6 to hit, range 30/60 ft., two adjacent targets. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Rend . If the topiary ape hits the same creature with both fists, as a bonus action it can deal an additional 8 (1d8 + 4) bludgeoning damage. \n'b' Assimilate . A living topiary can consume undergrowth or bushy plant matter it\xe2\x80\x99s currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time. If the topiary is at maximum hit points , this ability has no effect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ursan Archon \n'b' Family: Archon \n'b' Large celestial , chaotic good \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7, Cha +7 Skills Athletics +9, Intimidation +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities charmed , exhaustion , frightened , prone Senses darkvision 120 ft., passive Perception 13 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Celestial Weapons . The ursan archon\xe2\x80\x99s weapon attacks are magical. When the ursan archon hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack ). \n'b' Immortal Nature . The ursan archon doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Magic Resistance . The ursan archon has advantage on saving throws against spells and other magical effects. \n'b' Reckless . At the start of its turn, the ursan archon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Relentless (Recharges after a Short or Long Rest) . If the ursan archon takes 30 damage or less that would reduce it to 0 hp , it is reduced to 1 hp instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ursan archon makes two Greataxe attacks. When Thunderous Roar is available, it can use the roar in place of one Greataxe attack . \n'b' Greataxe . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage plus 13 (3d8) force damage. \n'b' Thunderous Roar (Recharge 5\xe2\x80\x936) . The ursan archon unleashes a terrifying roar in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) thunder damage on a failed save, or half as much damage on a successful one. In addition, each hostile creature within 60 feet of the archon that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. Creatures in the 30-foot cone have disadvantage on this saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Rallying Roar . When the ursan archon reduces a creature to 0 hp , it can utter a triumphant roar. Each friendly creature within 60 feet of the archon that is frightened , paralyzed , stunned , or unconscious has advantage on its next saving throw. A friendly creature without those conditions has advantage on its next attack roll. In addition, each friendly creature within 60 feet of the archon that can hear the roar gains 14 (4d6) temporary hp . \n'b'\n'b' ABOUT \n'b' This two-legged polar bear unfurls wings as snowy as its body. It swings a greataxe in a blur of motion that produces a whirring sound. \n'b' Bearfolk stories include legends about solitary bearfolk who held back the tide of evil, giving their clans a chance to escape or rally. In return for their sacrifice, these bearfolk became ursan archons, earning the reward of pursuing an eternal battle against evil. Some of these archons break ranks to return to their former homes and battle the supernatural and mundane threats against their onetime comrades and family. \n'b' Persistent Warriors . Ursan archons are fearless combatants and relentless in battle. They absorb otherwise fatal blows and continue fighting. An archon\xe2\x80\x99s defiance inspires others in combat, bolstering them to keep up the fight regardless of the apparent odds. \n'b' Bloodlust . Ursan archons sometimes don\xe2\x80\x99t know when to give up, retreat, and return with reinforcements. The archons hold only themselves to this impossible standard and don\xe2\x80\x99t chastise others who exercise the better part of valor. They relish driving back their enemies and become overconfident when pushing their advantage. This often makes them susceptible to cunning combat tactics, especially where an opponent holds an archon\xe2\x80\x99s focus while another slips past unseen.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Living Wick \n'b' Small construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d6) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 10 (+0) INT: 5 (\xe2\x80\x933) WIS: 5 (\xe2\x80\x933) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses passive Perception 7 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The living wick doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Wick-Powered . The living wick is inactive and unconscious while its wick is unlit. When its wick is lit, it obeys the commands of the creature that lit the wick, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The living wick\xe2\x80\x99s hp maximum is reduced by 2 (1d4) for every 24 hours it remains lit and active, and no effect short of a wish spell can remove this reduction. The living wick dies when its hp maximum is reduced to 0. A creature grappling the active living wick can take its action to extinguish the wick by succeeding on a DC 12 Dexterity check. A creature within 5 feet of a living wick that is dormant from an unlit wick can take an action to light the wick, gaining command of the living wick. \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' Consuming Inferno . The living wick\xe2\x80\x99s controller can command the living wick to rapidly burn through the remains of its wick, creating a devastating ball of fire. Each creature within 20 feet of the living wick must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area and that aren\xe2\x80\x99t being worn or carried ignite. The living wick then dies, becoming a lifeless puddle of wax. \n'b'\n'b' ABOUT \n'b' The small, rough wax sculpture of a human stands at attention, a halo of light flickering around its head from some source behind it. \n'b' Enchanted Wicks . Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human. However, as the wick burns, the wax features melt, and the statue takes on a twisted, hunchbacked appearance. \n'b' Short-Lived as a Candle . Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick\xe2\x80\x99s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. They are active only when their wicks are lit, and they respond only to the commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic. \n'b' Explosive Ends . The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for self-destruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Livyathan \n'b'\n'b' Gargantuan aberration-dragon , lawful evil \n'b' Armor Class 19 (natural armor) Hit Points 350 (21d20+126) Speed 40 ft., swim 80ft., fly 80ft.\n'b' STATS STR: 27 (+8) DEX: 8 (-1) CON: 23 (+6) INT: 26 (+8) WIS: 17 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Con +13 Wis +10 Skills Arcana +15, History +15, Perception +17 Damage Resistances bludgeoning, piercing, slashing from non-magical weapons Damage Immunities cold, poison Condition Immunities frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 Languages Common, Deep Speech, Draconic, Primordial, Undercommon Challenge 21 (33,000 XP) \n'b' SPECIAL Traits \n'b'\n'b' Legendary Resistance (3/Day) . If the livyathan fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The livyathan has advantage on saving throws against spells and other magical effects. \n'b' Mental Fortress . The livyathan has advantage on Intelligence , Wisdom , and Charisma saving throws that are not the result of spells or magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A livyathan can use its horror, then makes three attacks: one with his bite and two with his tentacles. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10ft., one target. Hit : 19 (2d10+8) piercing damage, plus 7 (2d6) acid damage. \n'b' Tentacle . Melee Weapon Attack : +15 to hit, reach 15ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. In addition, the target becomes grappled . If the target is a creature, it must succeed on a DC 21 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. \n'b' Battle Mind . The livyathan may create a telepathic link with a number of creatures it can see equal to its Intelligence score (26). These creatures are typically its field generals. Creatures included in battle mind may communicate telepathically with each other and the livyathan at any distance. Any creature included in battle mind has their proficiency bonus increased by 2 to a maximum of 7. As an action, the livyathan may perceive through the senses of one member of the battle mind. Each link continues until dismissed by the livyathan, the livyathan dies or goes unconscious , or until it is on a different plane of existence than the member. \n'b' Horror . Each creature of the livyathan\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the livyathan\xe2\x80\x99s Horror for the next 24 hours. \n'b' Acid Slime Breath (Recharge 5-6) . The livyathan exhales a cone of acidic slime that coats all foes in a 60-foot cone that fail a DC 21 Dexterity save. Foes that fail the save take 63 (18d6) acid damage, or half as much on a successful save. All creatures caught within the cone must also make a DC 21 Constitution save or become diseased for 1d4 hours. Diseased creatures lose the ability to breathe air, but gain the ability to breathe water. In addition, if the breath weapon is used under water or targets foes within water, the slime separates into droplets on the following round, forming into an acidic jellyfish swarm. \n'b' Enslave (3/Day) . The livyathan targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Wisdom saving throw or be magically charmed until the livyathan dies or until the livyathan is on a different plane of existence from the target. The charmed target is under the livyathan\xe2\x80\x99s control and can\xe2\x80\x99t take reactions , and the livyathan and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 7 days, the target can also repeat the saving throw when it is at least 1 mile away from the livyathan. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The livyathan 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 livyathan regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The livyathan makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The livyathan makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The livyathan beats its wings. Each creature within 10 feet of the livyathan must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The livyathan can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the livyathan takes a lair action to cause one of the following effects; the dragon can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Superheated water and dissolved chemicals erupts from a point on the ground the livyathan can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius hydrothermal vent plume (or geyser if on the surface). Each creature in the plume\xe2\x80\x99s area must make a DC 21 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' A shockwave shakes the lair in a 60-foot radius around the livyathan sending powerful currents throughout the area. Each creature other than the livyathan in that area must succeed on a DC 21 Dexterity saving throw or be knocked prone (if underwater, creatures become disoriented, with the same game effects as being knocked prone ). \n'b' Hydrothermal gases form a cloud in a 20-foot-radius sphere centered on a point the livyathan can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute. The creature may repeat the saving throw at the end of each of its turns to negate the effect. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a livyathan\xe2\x80\x99s lair is warped by the creature\xe2\x80\x99s presence, which creates one or more of the following effects: \n'b'\n'b' Underground surfaces within 1 mile of the livyathan\xe2\x80\x99s lair are slimy and wet and are difficult terrain . \n'b' Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the livyathan that drink such water vomit it within minutes. \n'b' Deep sea fissures and hydrothermal vent fields appear within 1 mile of the livyathan\xe2\x80\x99s lair. \n'b'\n'b' If the livyathan dies, these effects fade over the course of 3d10 days. \n'b' ABOUT \n'b' The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature\xe2\x80\x99s skin becomes translucent and slimy, the creature can\xe2\x80\x99t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Cavern \n'b' Large monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 93 (11d10 + 33) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Stealth +4 (+6 in areas of natural stone or rock) Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Surprise Attack . If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage plus the target is grappled (escape DC 13), and the cavern lizard can\xe2\x80\x99t grapple another target. \n'b' About \n'b' A 10-foot-long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced upon thick and muscled, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth. \n'b' These large magical lizards, readily identified by large bulging sapphirecolored eyes, are found only in the darkest underground places and never venture to the surface world. \n'b' A cavern lizard is typically very aggressive and often travels far away from its lair in order to hunt. While not territorial, a cavern lizard is rarely encountered with others of its kind. Each cavern lizard often has a hunting ground covering up to 2 miles in the Under Realms. \n'b' A cavern lizard\xe2\x80\x99s lair is a large expanse of interconnected caves littered with the bones and scattered remains of its victims (including treasure). Hunting cavern lizards usually drag their kill back to their lair before devouring it. If young are present in the lair, the kill is divided between them. Young cavern lizards resemble their adult counterparts in all respects, save their eyes are a dull blue. During mating season (late summer, early fall) 1d6 eggs may be found in the lair. Eggs are round in shape, leathery to the touch, and gray in color. \n'b' Cavern lizards are aggressive ambush hunters. They prefer to scale the walls and wait for prey to pass underneath them where they drop down on their unsuspecting meal. In most battles, once a cavern lizard bites, it hangs on until its opponent is dead. If facing more than one foe, it won\xe2\x80\x99t employ this tactic so as not to leave itself defenseless against other aggressors. If cornered or extremely hungry, a cavern lizard fights to the death; otherwise, it retreats if facing a particularly powerful opponent.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Fire \n'b' Huge monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 2 (-4) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Rampage . When the fire lizard reduces a creature to 0 hit points with a melee attack on its turn, the fire lizard can take a bonus action to move up to half its speed and make a bite attack . \n'b' Actions \n'b' Multiattack . The fire lizard makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) piercing damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 21 (4d6 +7) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The fire lizard exhales a blast of fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity savings throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. \n'b' About \n'b' This creature resembles a wingless red dragon. Its scales are gray and dappled in red and brown along its back. Its underbelly is bright red and its eyes are black with yellow pupils. \n'b' Fire lizards are often called \xe2\x80\x9cfalse dragons.\xe2\x80\x9d Despite their general resemblance to dragons, sages have as yet found no evidence of these creatures being in any way related to them. Fire lizards do not associate with or keep company with dragons. A fire lizard averages 30 feet long but can grow to almost twice that size. \n'b' Fire lizards prefer to attack opponents with their claws and bite, though if outnumbered they resort to using their breath weapon.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crab, Sporous \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (?1) CON: 15 (+2) INT: 3 (?4) WIS: 13 (+1) CHA: 4 (?3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The sporous crab can breathe air and water. \n'b' Filthy . The sporous crab makes its home in grime and muck and is covered in filth. A creature that touches the sporous crab or hits it with a melee attack while within 5 feet of it must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. If a creature fails the saving throw by 5 or more, it also contracts sewer plague. On a successful saving throw, the creature is immune to the crab\xe2\x80\x99s Filthy trait for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The sporous crab makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage. \n'b' Spore (Recharge 6) . The sporous crab sprays spores in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and becomes infected with the crab\xe2\x80\x99s spores. On a success, a creature takes half the damage and isn\xe2\x80\x99t infected with spores. After 1 hour, small bubbles and bumps appear across the skin of the infected creature. At the end of each long rest, the infected creature must make a DC 12 Constitution saving throw. On a success, the infected creature\xe2\x80\x99s body fights off the spores and no longer has to make the saving throw. If a creature fails the saving throw every day for 7 days, young sporous crabs hatch from the creature\xe2\x80\x99s skin, and the creature takes 9 (2d8) slashing damage. The spores can also be removed with a lesser restoration spell or similar magic. \n'b'\n'b' ABOUT \n'b' Most sporous crabs spend a considerable amount of their lives in sewers and brackish ponds. The filth clings to them throughout their lives, and they are toxic to almost every creature they encounter. The sporous crab is usually found near the brachyura shambler (see page 49). Both creatures are perfectly at home in filth, and they are likely related. \n'b' The shamblers have far superior intelligence and thus have something resembling a cohesive society. By comparison, the sporous crabs are more akin to pets, guardians, or parasites. \n'b' They support and protect the shamblers and may offer some form of companionship, but they are not equal members in the shambler society. \n'b' The adhesive material produced by a resinous frog remains viable for 24 hours after it is removed from the frog. A resinous frog produces one ounce of collectible resin each day or four ounces if slain. One ounce of resin can cover a 1-foot square surface and creates a bond between any two objects. A successful DC 13 Strength check breaks the bond, freeing the objects from each other.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Giant Frilled \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 105 (14d10 + 28) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 2 (\xe2\x80\x934) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intimidating Charge . When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its walking speed to 50 feet for that round. In addition, the creature charged must succeed on a DC 13 Charisma saving throw or be frightened for 1d6 rounds. The creature can repeat the save at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant frilled lizard makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 10 (4d4) poison damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' These massive reptiles adore hot climates and often lie motionless while they sun themselves. When disturbed, giant frilled lizards become quite aggressive, hissing and protruding the large, jagged frill that surrounds their necks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Gnasher \n'b' Large monstrosity , neutral \n'b' Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Surprise Attack . If the cavern lizard surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack . \n'b' Actions \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage and the target is grappled (escape DC 16), and the gnasher lizard can only grapple one creature at a time. \n'b' Thrash . The gnasher lizard rapidly shakes its head, and any grappled target takes 39 (6d10 + 6) slashing damage. If this damage is enough to drop the target to 0 hit points , the target is dismembered and portions of it are swallowed. A creature who suffers this cannot be brought back to life with anything less than true resurrection . \n'b' About \n'b' This 10-foot-long stone-colored lizard has a large, wide gaping maw filled with double rows of dagger-like teeth. Its head is large and flat and sports a ridge of hardened bone that runs the length of its head before tapering off near the middle of its back. Its four legs end in large, flat clawed feet. \n'b' The gnasher is a deadly predator that often roams up to 3 miles from its lair in search of prey. Though its appearance lends to the fa\xc3\xa7ade of being a slow-moving lizard, it is in fact, rather graceful and quick. Those that make the mistake of assuming the gnasher is slow-moving rarely live to tell others of their mistake. \n'b' Gnasher lizards make their lairs in stony areas, typically forest clearings or mountain terrain, usually near (within several hundred feet if possible) a water source. They are carnivorous creatures and highly territorial, even attacking their own kind if one gnasher lizard intrudes upon the territory of another. Gnashers are solitary creatures and only come together to mate (during the spring or early summer months). Mating season is the only time more than one of these creatures is encountered together, and once the mating ritual is ended, each goes its own way. The female lays a clutch of 1d4+2 eggs which hatch within 3 months. Young reach maturity within 8 months and are left to their own devices. \n'b' A gnasher lizard is typically 10 feet long but can grow to a length of 20 feet or more. A typical gnasher weighs about 1,000 pounds. Though most are stone gray, some variants encountered have been colored greenishbrown or black. Its long fang-like teeth are razor-sharp and it uses these to tear its prey into pieces. \n'b' Gnasher lizards typically attack from ambush, using their surroundings to conceal themselves and springing out at the last second to catch their opponents by surprise. Gnashers attack any creature that wanders into their territory, including those larger than themselves, relying on their vorpal bite to quickly dispatch such creatures. \n'b' When it swallows a foe, a gnasher lizard typically holds it in its stomach for several rounds before regurgitating it into its mouth, snapping down on it with its razor-sharp teeth and then swallowing it again.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizardfolk \n'b' Medium humanoid (lizardfolk), neutral \n'b' Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 13 (+1) INT: 7 (-2) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Hold Breath : The lizardfolk can hold its breath for 15 minutes. \n'b' Actions \n'b' Multiattack : The lizardfolk makes two melee attacks, each one with a different weapon. \n'b' Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Heavy Club : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Javelin : Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Spiked Shield : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizardfolk Chieftain \n'b' Family: Lizardfolk \n'b' Large humanoid (lizardfolk), neutral (At-sa are chaotic evil) \n'b' Armor Class 16 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold breath . Lizardfolk can hold their breath for 15 minutes. \n'b' Rally The presence of the chieftain grants allied lizardfolk advantage on saving throws against mind-affecting effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chieftain makes two melee attacks . \n'b' Bellowing charge . The chieftain lets out a fearsome roar and charges its foes. The chieftain moves 80 feet and makes a Bite or Great warclub attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., 1 target. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed at a DC 15 Constitution saving throw or lose a hit die. A creature with no hit dice to lose takes an additional 4 (1d8) necrotic damage. Lost hit dice are recovered normally. \n'b' Great warclub . Melee Weapon Attack : +7 to hit, reach 10 ft., 1 target. Hit : 18 (4d6 + 4) bludgeoning and piercing damage. \n'b' Tail lash . Melee Weapon Attack : +7 to hit, reach 10 ft., 1 target. Hit : 8 (1d8 + 4) bludgeoning damage and target must succeed at a DC 15 Strength saving throw or be forced prone . \n'b'\n'b' ABOUT \n'b' The Sha-a and Van-a chieftains are simply larger lizardfolk elders; among the At-sa, chieftains attain their great size by eating all challengers. Chieftains have longer tails and thicker scales than their smaller brethren, and deep throats that can let loose terrible roars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizardfolk Hatchling Swarm \n'b' Family: Lizardfolk \n'b' Medium swarm of tiny humanoids (lizardfolk), neutral \n'b' Armor Class 12 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing weapons Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses passive Perception 10 Languages none Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Lizardfolk hatchling swarms can breathe both water and air. \n'b' Swarm The swarm can occupy another creature\xe2\x80\x99s space and vice versa. The swarm cannot benefit from temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Ripsaw teeth . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in swarm\xe2\x80\x99s space. Hit : 8 (2d6 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' The very young lizardfolk hatchlings are amphibious predators that eat anything, even each other. Nearly mindless, these swarms seek to feed and grow, eventually attaining sentience and joining a lizardfolk village.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizardfolk Shaman \n'b' Family: Lizardfolk \n'b' Medium humanoid (lizardfolk) , neutral (At-sa are chaotic evil) \n'b' Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Nature +4 Senses passive Perception 12 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold breath . Lizardfolk can hold their breath for 15 minutes. \n'b' Spellcasting . The lizardfolk shaman\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' At will : mage hand , message , prestidigitation \n'b' 2/day : burning hands , mage armor \n'b' 1/day : flaming sphere , scorching ray \n'b'\n'b' ACTIONS \n'b'\n'b' Warclub . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 6 (1d8 + 2) bludgeoning and piercing damage. \n'b' Javelin . Melee or Ranged Weapon Attack : +2 to hit, range 30/120 ft., 1 target. Hit : 3 (1d6) piercing damage. \n'b'\n'b' ABOUT \n'b' These primitive spellcasters pass on arcane knowledge through the generations, all of it having once originated from the teachings of Her Divine Terror.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Word Archon \n'b' Family: Archon \n'b' Tiny celestial , lawful good \n'b' Armor Class 13 (natural armor) Hit Points 28 (8d4 + 8) Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 13 (+1) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +5 Skills Persuasion +5 Damage Resistances radiant Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , poisoned , prone Senses darkvision 120 ft., passive Perception 13 Languages all, telepathy 60 ft. Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal Nature . The word archon doesn\xe2\x80\x99t require food, drink, or sleep. \n'b' Keen Sight . The word archon has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Magic Resistance . The word archon has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) radiant damage. \n'b' Forceful Words . Ranged Spell Attack : +5 to hit, range 90 ft., one target. Hit : 10 (2d6 + 3) radiant damage. \n'b' Share Smite (3/Day) . The word archon empowers the weapon of one creature within 30 feet of it that can hear and see it for 1 minute. The first time the target hits with the weapon on a turn, the weapon deals an extra 9 (2d8) radiant damage. If the creature the target hits is a Fiend or Undead, it takes 13 (3d8) radiant damage instead. \n'b' Spellcasting . The word archon casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : dancing lights , message , true strike \n'b' 1/day each : faerie fire , heroism \n'b'\n'b' ABOUT \n'b' A steel great helm with a featureless mask flies above the land, observing all. Golden light shines from the helm\xe2\x80\x99s eye and neck openings. The wings adorning the sides of the helm flap rapidly, creating a musical tinkling. The least of their kind, word archons serve as observers, witnesses, and messengers for the greater archon host. The arrival of word archons on the Material Plane often indicates the forces of chaos are gaining the upper hand in a region. If the local residents can\xe2\x80\x99t stem the tide, the word archon may call for a larger force of archons to step in, for better or worse. \n'b' High-Spirited Punsters . Word archons are surprisingly playful and have a deep love of puns and clever wordplay. They prefer to defuse tense situations through parley, and they disdain violence, turning to it only as a last resort or to protect innocents from agents of chaos. Some word archons take their love of repartee so seriously they speak only in rhyming couplets. Many other archons dislike this habit and interact with word archons only when necessary. \n'b' Dedicated to Order . Like all archons, word archons stand staunchly against fiends of all types, though they harbor a particular loathing for demons and their servitors. They are eager to assist mortals who come into conflict with demons or demonic cults.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard Champion \n'b' Family: Lizards \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 51 (6d10 + 18); Wound Threshold 13 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 5 (-3) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Athletics +6 Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The lizard champion makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. \n'b' Fearsome Screech (Recharge 5-6) . The lizard champion lets out a shrill and intimidating screech in a 20-foot cone. Each creature caught in the area of effect must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature that succeeds the saving throw or for whom the effect ends is immune to the lizard champion\xe2\x80\x99s fearsome screech for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A majestic and fearsome creature, the lizard champion is the flagship of the Netherworld mounts, obtained through careful breeding and rigorous training. To own such a companion is a mark of great prestige: lizard champions are said to be so loyal that they bind themselves to a master and never betray them, even beyond death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Common \n'b' Family: Lizards \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 2 (1d4); Wound Threshold N/A Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 11 (+0) CON: 10 (+0) INT: 1 (-5) WIS: 8 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Hunting \n'b' Family: Lizards \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10); Wound Threshold 8 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception* +4 Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Sight . The hunting lizard has advantage on Wisdom (Perception) checks that rely on hearing or sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a medium or smaller creature, it becomes grappled (escape DC 13). Until this grapple ends, the target is restrained, and the hunting lizard can\xe2\x80\x99t bite another target.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crabman \n'b' Large monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d10 + 10) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Crabman, some speak Common Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The crabman can breathe air and water. \n'b' Actions \n'b' Multiattack . The crabman makes two attacks with its pincers. \n'b' Pincers . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the crabman doesn\xe2\x80\x99t have another creature grappled already. The target is restrained until the grapple ends. \n'b' About \n'b' This giant-sized creature is a bipedal humanoid with a crab-like head, large hands that end in powerful pincers, feet that are splayed. It is covered with chitinous plates, reddish-brown in color. Two smaller humanoid arms protrude below its pincers. \n'b' Crabmen inhabit coastal waters, hunting fish and gathering food. Crabmen communicate with others of their race through a series of hisses and clicks. \n'b' A typical crabman stands about 9 feet tall. They speak their own language, and those with an Intelligence of 12 or higher often speak common. \n'b' Crabmen make their homes in sea caves and coastal cliffs, venturing forth occasionally in search of food. They spend most of their time hunting, filtering algae for food, or scavenging the shores and beaches. Occasionally, they will gather wet sand from the seashore and filter it through their mouths, sucking out all organic material and plankton. The remainder is a hardened, dry ball of sand approximately 1 inch across; these pellets inadvertently give away the presence of a crabman community. \n'b' Crabmen live in coastal caves, but some communities will excavate more expansive burrows into the cliff face. Within such a warren, each individual has a lair set off from a centralized meeting area. Each crabman tribe is led by an elder that can be of either sex. \n'b' Crabmen have no regular breeding or mating cycle, and each female seems to have her own periods of fertility and infertility. A fertile female will produce about 100 eggs within a two-week period. \n'b' Crabman eggs are released into the ocean, hatching into translucent larvae with soft shells. These larvae vaguely resemble the adults but may be mistaken for normal crabs given their size. After 6 months, crabman larvae molt and develop the harder shell required for life on land. Before their first molting, crabman larvae are practically defenseless. \n'b' Crabmen rarely engage in commerce with other humanoid communities around them, including other crabman tribes. Crabman artisans produce only ephemeral goods made of driftwood, shells, and seaweed, and are quite capable of producing what other more aesthetic races would call works of art.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Lizard, Riding \n'b' Family: Lizards \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3); Wound Threshold 5 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 13 (+1) INT: 3 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The giant riding lizard is considered to be a Huge creature for the purpose of determining its maximum carrying capacity. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage.'}