prompt
stringclasses
1 value
response
stringlengths
486
21.9k
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sigil Dragon, Adult \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 20 (natural armor Hit Points 324 (24d12 + 168) (Arcane Blood Speed 40 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 24 (+7) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Int +13, Wis +8, Cha +6 Skills Acrobatics +11, Arcana +19, History +13, Perception +14 Damage Immunities force Senses blindsight 30 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic, Dwarvish, Elvish Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Blood . When determining hit points , the dragon uses its Intelligence modifier rather than its Constitution modifier. Additionally, the dragon may use its Intelligence modifier for weapon attack and weapon damage rolls (included in the attack ). \n'b' Legendary Resistance (3/Day) . When the dragon fails a saving throw, it can choose to succeed instead. \n'b' Superior Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. When the dragon succeeds on a saving throw against a spell or magical effect and suffers an effect on a success, it instead suffers no effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. The dragon can forgo making a Bite attack in this manner to instead use its Lock Magic or Silence action. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 34 (5d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Force Breath (Recharge 5\xe2\x80\x936) . The dragon exhales kinetic force in a 60-foot cone. Each creature in the area must attempt a DC 24 Dexterity saving throw, taking 77 (14d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are knocked prone and pushed to the end of the affected area. \n'b' Lock Magic . The dragon suppresses the magic of a magic item it can see of very rare rarity or lower for 1 hour. For the duration, the affected item cannot produce any effects or gain the benefit of any magical properties. \n'b' Silence . The dragon magically silences a creature it can see within 120 feet of it. The target must succeed on a DC 24 Wisdom saving throw or be unable to speak for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Magic Eater . When the dragon succeeds on a saving throw against a spell, the dragon can use its reaction to devour the lingering magic. When it does so, it magically regains 28 (8d6) hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The dragon makes a Claw attack . \n'b' Arcane Power (Costs 2 Actions) . The dragon uses its Lock Magic or Silence action. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its Force Breath action. \n'b'\n'b' ABOUT \n'b' The sigil dragon is an eternal wanderer until its old age begins to get in the way of its travels. Each one traverses sea, land, and the planes themselves seeking knowledge, arcane prowess, and magic items. Many are known to trade, bargain, or kill to achieve their goals\xe2\x80\x94whatever is easiest in any given scenario. Because they travel most of their lives, they don\xe2\x80\x99t establish lairs. To make up for this lack, each sigil dragon has access to an extradimensional space attuned to its sigil from which it can stow or pull various items and tools, be it gold and trinkets for trade or powerful arcane instruments. \n'b' Most notably, sigil dragons are known to covet spellbooks, keeping a vast supply of paper and ink among their belongings, eager to record spells from those they encounter on their travels. Many universities highly prize and desire a business relationship with a sigil dragon, for each one carries with it a steady supply of items and tools fit for scholarly pursuits and cherishes the unique nature of the scrolls they can create. \n'b' The strangest of the wondrous dragons presented here, sigil dragons are often referred to as merchant drakes or fortress dragons due to the scales on their head and neck. These scales form a covering that makes it appear as though the dragon is wearing a helmet, masking all expression. Their scales are light blue with patchy black skin underneath, making the dragon appear to be wearing scale mail. Its talons are scythed, its wingtips are sharpened, and it has no horns adorning its head. For much of their life, sigil dragons are no larger than hippogriffs. \n'b' As they age, magic suffuses their bodies and grants them magnificent size and prowess, and their scales give off an opalescent sheen. Their most prominent visible trait is a draconic letter floating in the air just in front of their foreheads.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sigil Dragon, Ancient \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 26 (natural armor Hit Points 738 (36d20 + 360) (Arcane Blood Speed 40 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 30 (+10) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +14, Int +19, Wis +11, Cha +9 Skills Acrobatics +14, Arcana +28, History +19, Perception +20 Damage Immunities force Senses blindsight 60 ft., darkvision 160 ft., passive Perception 30 Languages Common, Draconic, Dwarvish, Elvish Challenge 29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Blood . When determining hit points , the dragon uses its Intelligence modifier rather than its Constitution modifier. Additionally, the dragon may use its Intelligence modifier for weapon attack and weapon damage rolls (included in the attack ). \n'b' Legendary Resistance (3/Day) . When the dragon fails a saving throw, it can choose to succeed instead. \n'b' Superior Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. When the dragon succeeds on a saving throw against a spell or magical effect and suffers an effect on a success, it instead suffers no effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. The dragon can forgo making a Bite attack in this manner to instead use its Lock Magic or Silence action. \n'b' Bite . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 48 (6d12 + 9) piercing damage. \n'b' Claw . Melee Weapon Attack : +19 to hit, reach 10 ft., one target. Hit : 22 (3d8 + 9) slashing damage. \n'b' Force Breath (Recharge 5\xe2\x80\x936) . The dragon exhales kinetic force in a 90-foot cone. Each creature in the area must attempt a DC 27 Dexterity saving throw, taking 99 (18d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are knocked prone and pushed to the end of the affected area. \n'b' Lock Magic . The dragon suppresses the magic of a magic item it can see of legendary rarity or lower for 1 hour. For the duration, the affected item cannot produce any effects or gain the benefit of any magical properties. \n'b' Silence . The dragon magically silences a creature it can see within 120 feet of it. The target must succeed on a DC 27 Wisdom saving throw or be unable to speak for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Magic Eater . When the dragon succeeds on a saving throw against a spell, the dragon can use its reaction to devour the lingering magic. When it does so, it magically regains 35 (10d6) hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The dragon makes a Claw attack . \n'b' Arcane Power (Costs 2 Actions) . The dragon uses its Lock Magic or Silence action. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its Force Breath action. \n'b'\n'b' ABOUT \n'b' The sigil dragon is an eternal wanderer until its old age begins to get in the way of its travels. Each one traverses sea, land, and the planes themselves seeking knowledge, arcane prowess, and magic items. Many are known to trade, bargain, or kill to achieve their goals\xe2\x80\x94whatever is easiest in any given scenario. Because they travel most of their lives, they don\xe2\x80\x99t establish lairs. To make up for this lack, each sigil dragon has access to an extradimensional space attuned to its sigil from which it can stow or pull various items and tools, be it gold and trinkets for trade or powerful arcane instruments. \n'b' Most notably, sigil dragons are known to covet spellbooks, keeping a vast supply of paper and ink among their belongings, eager to record spells from those they encounter on their travels. Many universities highly prize and desire a business relationship with a sigil dragon, for each one carries with it a steady supply of items and tools fit for scholarly pursuits and cherishes the unique nature of the scrolls they can create. \n'b' The strangest of the wondrous dragons presented here, sigil dragons are often referred to as merchant drakes or fortress dragons due to the scales on their head and neck. These scales form a covering that makes it appear as though the dragon is wearing a helmet, masking all expression. Their scales are light blue with patchy black skin underneath, making the dragon appear to be wearing scale mail. Its talons are scythed, its wingtips are sharpened, and it has no horns adorning its head. For much of their life, sigil dragons are no larger than hippogriffs. \n'b' As they age, magic suffuses their bodies and grants them magnificent size and prowess, and their scales give off an opalescent sheen. Their most prominent visible trait is a draconic letter floating in the air just in front of their foreheads.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sigil Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , lawful neutral \n'b' Armor Class 16 (natural armor Hit Points 119 (14d8 + 56) (Arcane Blood Speed 30 ft., fly 75 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 18 (+4) WIS: 10 (+0) CHA: 9 (?1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +7, Wis +3, Cha +2 Skills Acrobatics +6, Arcana +10, History +7, Perception +6 Damage Immunities force Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Blood . When determining hit points , the dragon uses its Intelligence modifier rather than its Constitution modifier. Additionally, the dragon may use its Intelligence modifier for weapon attack and weapon damage rolls (included in the attack ). \n'b' Superior Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. When the dragon succeeds on a saving throw against a spell or magical effect and suffers an effect on a success, it instead suffers no effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Force Breath (Recharge 5\xe2\x80\x936) . The dragon exhales kinetic force in a 15-foot cone. Each creature in the area must attempt a DC 15 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are knocked prone and pushed to the end of the affected area. \n'b' Lock Magic . The dragon suppresses the magic of a magic item it can see of uncommon rarity or lower for 1 hour. For the duration, the affected item cannot produce any effects or gain the benefit of any magical properties. \n'b' Silence . The dragon magically silences a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be unable to speak for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Magic Eater . When the dragon succeeds on a saving throw against a spell, the dragon can use its reaction to devour the lingering magic. When it does so, it magically regains 10 (3d6) hit points . \n'b'\n'b' ABOUT \n'b' The sigil dragon is an eternal wanderer until its old age begins to get in the way of its travels. Each one traverses sea, land, and the planes themselves seeking knowledge, arcane prowess, and magic items. Many are known to trade, bargain, or kill to achieve their goals\xe2\x80\x94whatever is easiest in any given scenario. Because they travel most of their lives, they don\xe2\x80\x99t establish lairs. To make up for this lack, each sigil dragon has access to an extradimensional space attuned to its sigil from which it can stow or pull various items and tools, be it gold and trinkets for trade or powerful arcane instruments. \n'b' Most notably, sigil dragons are known to covet spellbooks, keeping a vast supply of paper and ink among their belongings, eager to record spells from those they encounter on their travels. Many universities highly prize and desire a business relationship with a sigil dragon, for each one carries with it a steady supply of items and tools fit for scholarly pursuits and cherishes the unique nature of the scrolls they can create. \n'b' The strangest of the wondrous dragons presented here, sigil dragons are often referred to as merchant drakes or fortress dragons due to the scales on their head and neck. These scales form a covering that makes it appear as though the dragon is wearing a helmet, masking all expression. Their scales are light blue with patchy black skin underneath, making the dragon appear to be wearing scale mail. Its talons are scythed, its wingtips are sharpened, and it has no horns adorning its head. For much of their life, sigil dragons are no larger than hippogriffs. \n'b' As they age, magic suffuses their bodies and grants them magnificent size and prowess, and their scales give off an opalescent sheen. Their most prominent visible trait is a draconic letter floating in the air just in front of their foreheads.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Sigil Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 19 (natural armor Hit Points 230 (20d10 + 120) (Arcane Blood Speed 40 ft., fly 90 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 22 (+6) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +10, Wis +4, Cha +4 Skills Acrobatics +7, Arcana +14, History +10, Perception +8 Damage Immunities force Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18 Languages Common, Draconic, Dwarvish, Elvish Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Blood . When determining hit points , the dragon uses its Intelligence modifier rather than its Constitution modifier. Additionally, the dragon may use its Intelligence modifier for weapon attack and weapon damage rolls (included in the attack ). \n'b' Superior Magic Resistance . The dragon has advantage on saving throws against spells and other magical effects. When the dragon succeeds on a saving throw against a spell or magical effect and suffers an effect on a success, it instead suffers no effect. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. The dragon can forgo making a Bite attack in this manner to instead use its Lock Magic or Silence action. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 28 (4d10 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) slashing damage. \n'b' Force Breath (Recharge 5\xe2\x80\x936) . The dragon exhales kinetic force in a 30-foot cone. Each creature in the area must attempt a DC 19 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are knocked prone and pushed to the end of the affected area. \n'b' Lock Magic . The dragon suppresses the magic of a magic item it can see of rare rarity or lower for 1 hour. For the duration, the affected item cannot produce any effects or gain the benefit of any magical properties. \n'b' Silence . The dragon magically silences a creature it can see within 120 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be unable to speak for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' REACTIONS \n'b'\n'b' Magic Eater . When the dragon succeeds on a saving throw against a spell, the dragon can use its reaction to devour the lingering magic. When it does so, it magically regains 17 (5d6) hit points . \n'b'\n'b' ABOUT \n'b' The sigil dragon is an eternal wanderer until its old age begins to get in the way of its travels. Each one traverses sea, land, and the planes themselves seeking knowledge, arcane prowess, and magic items. Many are known to trade, bargain, or kill to achieve their goals\xe2\x80\x94whatever is easiest in any given scenario. Because they travel most of their lives, they don\xe2\x80\x99t establish lairs. To make up for this lack, each sigil dragon has access to an extradimensional space attuned to its sigil from which it can stow or pull various items and tools, be it gold and trinkets for trade or powerful arcane instruments. \n'b' Most notably, sigil dragons are known to covet spellbooks, keeping a vast supply of paper and ink among their belongings, eager to record spells from those they encounter on their travels. Many universities highly prize and desire a business relationship with a sigil dragon, for each one carries with it a steady supply of items and tools fit for scholarly pursuits and cherishes the unique nature of the scrolls they can create. \n'b' The strangest of the wondrous dragons presented here, sigil dragons are often referred to as merchant drakes or fortress dragons due to the scales on their head and neck. These scales form a covering that makes it appear as though the dragon is wearing a helmet, masking all expression. Their scales are light blue with patchy black skin underneath, making the dragon appear to be wearing scale mail. Its talons are scythed, its wingtips are sharpened, and it has no horns adorning its head. For much of their life, sigil dragons are no larger than hippogriffs. \n'b' As they age, magic suffuses their bodies and grants them magnificent size and prowess, and their scales give off an opalescent sheen. Their most prominent visible trait is a draconic letter floating in the air just in front of their foreheads.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 253 (22d12 + 110) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 19 (+4) WIS: 16 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9, Persuasion +16 Saving Throws Dex +5, Con +10, Wis +8, Cha +11 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19 Languages Auran, Celestial, Common, Draconic, Ignan, Sylvan, Terran Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intergalactic . As a wyrmling solar dragon. Primal Fire. As a young solar dragon. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Alien Presence . As a young solar dragon, but the DC is 19. \n'b' Solar Breath (Recharge 5\xe2\x80\x936) . As a young solar dragon but affecting a 90-foot line and dealing 28 (8d6) radiant damage and 28 (8d6) fire damage, with a save DC of 18. \n'b' Channel Life (3/Day) . As a young solar dragon but affecting a 60-foot radius and healing 27 (6d8) hit points for living creatures or damaging undead the same amount. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 13 (+1) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Persuasion +8 Saving Throws Dex +3, Con +5, Wis +3, Cha +5 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 3 (1d6) fire damage. \n'b' Solar Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a solar flare in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Channel Life (3/Day) . The dragon creates a corona of sunlight in a 30-foot radius centered on the dragon. All living creatures within the corona regain 18 (4d8) hit points . Undead within the corona must succeed on a DC 13 Constitution saving throw or take an equal amount of radiant damage and become blinded for 1 minute. On a successful save, an undead creature takes half as much damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Solar Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 199 (21d10 + 84) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 18 (+4) INT: 15 (+2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Persuasion +11 Saving Throws Dex +4, Con +8, Wis +5, Cha +7 Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Celestial, Common, Draconic Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Intergalactic . As a wyrmling solar dragon. Primal Fire. The dragon\xe2\x80\x99s breath weapon ignores resistance to fire and creatures who are immune to fire instead only resist the dragon\xe2\x80\x99s breath weapon. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Solar Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a solar flare in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw, taking 21 (6d6) radiant damage and 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Channel Life (3/Day) . As a wyrmling solar dragon but affecting a 45-foot radius and healing 22 (5d8) hit points for living creatures or damaging undead for the same amount. \n'b' Alien Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and can see it must succeed on a DC 16 Wisdom saving throw or become blinded 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 dragon\xe2\x80\x99s Alien Presence for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellwarped Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 184 (16d12 + 80) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 16 (+3) WIS: 14 (+2) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +10, Wis +7, Cha +10 Skills Arcana +8, Perception +12, Stealth +7 Damage Resistances damage from spells Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Arrogance . When the dragon fails a saving throw against an enchantment or transmutation spell, or another spell or magical effect that would alter its form or subvert its will, it takes 18 (4d8) psychic damage and can\xe2\x80\x99t take reactions or legendary actions until the start of its next turn. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Spellwarped Being . Whenever the dragon or another creature within 30 feet of it casts a spell of 1st level or higher, it must roll a d10. If the result is equal to or lower than the spell\xe2\x80\x99s level, the caster also produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 5 (1d10) force damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) slashing damage. \n'b' Spellcasting . The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):\n'b'\n'b'\n'b' At will : fireball , hold person , magic missile (as a 5th-level spell), mirror image , polymorph \n'b' 1/day each : arcane hand , cone of cold \n'b'\n'b' Warping Breath (5 6) . The dragon exhales raw magic in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 44 (8d10) force damage and suffers a random magical effect that lasts until the end of the dragon\xe2\x80\x99s next turn (roll a d4):\n'b'\n'b'\n'b' The target has disadvantage on saving throws against spells and other magical effects, and gains vulnerability to damage from spells. \n'b' The target is turned to stone and subjected to the petrified condition. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take reactions , and has disadvantage on saving throws it makes to maintain its concentration. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Tail . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Unravel . The dragon attempts to unravel the weave of magic around a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw. On a failed save, the target takes 22 (5d8) psychic damage and all spells and other magical effects on it end. In addition, it can\xe2\x80\x99t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Warp Spell (3/Day) . When a creature the dragon can see within 60 feet of it casts a spell, the dragon forces the creature to make a spellcasting ability check (DC 10 + the spell\xe2\x80\x99s level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The dragon makes one Claw or Tail attack. \n'b' Cast a Spell (Costs 2 Actions) . The dragon uses Spellcasting. \n'b' Unravel (Costs 2 Actions) . The dragon uses Unravel. \n'b'\n'b' Lair \n'b' Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. \n'b' On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can\xe2\x80\x99t take the same lair action two rounds in a row: \n'b'\n'b' Force Tendrils . Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. \n'b' Spellfire . Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark. \n'b' Wild Magic . The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon\xe2\x80\x99s lair produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons which come in many shapes and forms are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. \n'b' No two spellwarped dragons are alike one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. \n'b' Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellwarped Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +4, Wis +2, Cha +4 Skills Arcana +3, Perception +4, Stealth +4 Damage Resistances damage from spells Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Common, Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Arrogance . When the dragon fails a saving throw against an enchantment or transmutation spell, or another spell or magical effect that would alter its form or subvert its will, it takes 4 (1d8) psychic damage and can\xe2\x80\x99t take reactions until the start of its next turn. \n'b' Spellwarped Being . Whenever the dragon or another creature within 30 feet of it casts a spell of 1st level or higher, it must roll a d20. If the result is equal to or lower than the spell\xe2\x80\x99s level, the caster also produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 4 (1d8) force damage. \n'b' Spellcasting . The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 12):\n'b'\n'b'\n'b' 1/day each : hold person , magic missile (as a 2nd-level spell) \n'b'\n'b' Warping Breath (5 6) . The dragon exhales raw magic in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 16 (3d10) force damage and suffers a random magical effect that lasts until the end of the dragon\xe2\x80\x99s next turn (roll a d4):\n'b'\n'b'\n'b' The target has disadvantage on saving throws against spells and other magical effects, and gains vulnerability to damage from spells. \n'b' The target is turned to stone and subjected to the petrified condition. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take reactions , and has disadvantage on saving throws it makes to maintain its concentration. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' REACTIONS \n'b'\n'b' Warp Spell (1/Day) . When a creature the dragon can see within 60 feet of it casts a spell, the dragon forces the creature to make a spellcasting ability check (DC 10 + the spell\xe2\x80\x99s level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' Lair \n'b' Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. \n'b' On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can\xe2\x80\x99t take the same lair action two rounds in a row: \n'b'\n'b' Force Tendrils . Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. \n'b' Spellfire . Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark. \n'b' Wild Magic . The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon\xe2\x80\x99s lair produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons which come in many shapes and forms are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. \n'b' No two spellwarped dragons are alike one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. \n'b' Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chamrosh \n'b' Medium celestial , neutral good \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 15 (+2) INT: 8 (-1) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +5 Skills Insight +4, Perception +6, Survival +6 Damage Resistances fire, radiant Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Celestial, Common, telepathy 60 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Angelic Awareness . The chamrosh has advantage on Wisdom ( Insight ) checks to determine if a creature is lying or if a creature has an evil alignment. \n'b' Flyby . The chamrosh doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Smell . The chamrosh has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. \n'b' Fearsome Bark (Recharge 5-6) . The chamrosh lets out a high-pitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn\xe2\x80\x99t frightened . The bark has no effect on neutral or good-aligned creatures. \n'b' Healing Lick (2/Day) . The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed , frightened , and poisoned conditions. \n'b' About \n'b' This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature\xe2\x80\x99s back, and its eyes are filled with an intelligent, silvery gleam. \n'b' Celestial Guard Dogs . Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels. \n'b' Roaming Defenders . When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. . \n'b' Occasional Planar Travelers . Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Anglerfish \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 1 (1d4-1) Speed Swim 40 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 9 (-1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 Ft., passive Perception 8 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lure . The anglerfish has a glowing lure that sheds bright light in a 5-foot radius and dim light for an additional 15 feet. \n'b' Water Breathing . The anglerfish can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : (1d1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Spellwarped Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 15 (+2) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Wis +4, Cha +7 Skills Arcana +5, Perception +7, Stealth +4 Damage Resistances damage from spells Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Arcane Arrogance . When the dragon fails a saving throw against an enchantment or transmutation spell, or another spell or magical effect that would alter its form or subvert its will, it takes 9 (2d8) psychic damage and can\xe2\x80\x99t take reactions until the start of its next turn. \n'b' Spellwarped Being . Whenever the dragon or another creature within 30 feet of it casts a spell of 1st level or higher, it must roll a d10. If the result is equal to or lower than the spell\xe2\x80\x99s level, the caster also produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 4 (1d8) force damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Spellcasting . The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 15):\n'b'\n'b'\n'b' At will : magic missile (as a 3rd-level spell), mirror image \n'b' 1/day each : fireball , hold person , polymorph \n'b'\n'b' Warping Breath (5 6) . The dragon exhales raw magic in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 33 (6d10) force damage and suffers a random magical effect that lasts until the end of the dragon\xe2\x80\x99s next turn (roll a d4):\n'b'\n'b'\n'b' The target has disadvantage on saving throws against spells and other magical effects, and gains vulnerability to damage from spells. \n'b' The target is turned to stone and subjected to the petrified condition. \n'b' The target\xe2\x80\x99s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity . \n'b' The target can\xe2\x80\x99t speak, can\xe2\x80\x99t take reactions , and has disadvantage on saving throws it makes to maintain its concentration. On a successful save, a creature takes half as much damage and suffers no additional effect. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Unravel . The dragon attempts to unravel the weave of magic around a creature it can see within 60 feet of it. The target must make a DC 15 Charisma saving throw. On a failed save, the target takes 13 (3d8) psychic damage and all spells and other magical effects on it end. In addition, it can\xe2\x80\x99t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Warp Spell (2/Day) . When a creature the dragon can see within 60 feet of it casts a spell, the dragon forces the creature to make a spellcasting ability check (DC 10 + the spell\xe2\x80\x99s level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' Lair \n'b' Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. \n'b' On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can\xe2\x80\x99t take the same lair action two rounds in a row: \n'b'\n'b' Force Tendrils . Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. \n'b' Spellfire . Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark. \n'b' Wild Magic . The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon\xe2\x80\x99s lair produces a random magical effect rolled on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons which come in many shapes and forms are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. \n'b' No two spellwarped dragons are alike one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. \n'b' Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 229 (17d12 + 119) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 10 (+0) CON: 24 (+7) INT: 20 (+5) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +15, Perception +13 Saving Throws Dex +6, Con +12, Wis +8, Cha +9 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic, Elven Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal . The dragon ages, but it cannot die from old age. \n'b' Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b' Read the Threads . The dragon has advantage on initiative rolls. Additionally, if the dragon is surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , it can act normally on its first turn. \n'b' Share Memory . One creature of the dragon\xe2\x80\x99s choice that it can see and is within 30 feet of the dragon must succeed on a DC 18 Intelligence saving throw or be mentally linked for 1 minute. While linked, the dragon may show the creature one of its own memories, one of the creature\xe2\x80\x99s memories, or view one of the creature\xe2\x80\x99s memories. A creature can repeat the saving throw at the end of each of its turns, severing the link on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the dragon\xe2\x80\x99s Share Memory ability for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage and 7 (2d6) lightning damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Alien Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Charisma saving throw or become frightened and have its speed reduced by half 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 dragon\xe2\x80\x99s Alien Presence for the next 24 hours. \n'b' Lightning Breath (Recharge 5\xe2\x80\x936) . As a wyrmling time dragon but affecting a 60-foot cone and dealing 63 (18d6) lightning damage, with a save DC of 20. \n'b'\n'b' REACTIONS \n'b'\n'b' Second Chance (3/Day) . The dragon can force a creature that it can perceive to reroll a d20 roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' From hatchlings to the eldest of wyrms, a time dragon\xe2\x80\x99s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 370 (20d20 + 160) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 29 (+9) DEX: 10 (+0) CON: 26 (+8) INT: 24 (+7) WIS: 19 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +19, Perception +16 Saving Throws Dex +6, Con +14, Wis +10, Cha +12 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, Elven Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal . The dragon ages, but it cannot die from old age. \n'b' Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b' Read the Threads . The dragon has advantage on initiative rolls. Additionally, if the dragon is surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , it can act normally on its first turn. \n'b' Share Memory . One creature of the dragon\xe2\x80\x99s choice that it can see and is within 30 feet of the dragon must succeed on a DC 21 Intelligence saving throw or be mentally linked for 1 minute. While linked, the dragon may show the creature one of its own memories, one of the creature\xe2\x80\x99s memories, or view one of the creature\xe2\x80\x99s memories. A creature can repeat the saving throw at the end of each of its turns, severing the link on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the dragon\xe2\x80\x99s Share Memory ability for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +15 reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage and 10 (3d6) lightning damage. \n'b' Claw . Melee Weapon Attack : +15, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +15, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Alien Presence . As an adult time dragon, with a DC of 20. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . An ancient time dragon can choose to use its breath in two different ways. \n'b' Lightning Breath . The time dragon exhales lightning in a 90-foot cone. Each creature in that area must succeed on a DC 22 Dexterity saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much damage on a successful one \n'b' Shifting Breath . The time dragon\xe2\x80\x99s breath shudders creatures through time in a 90-foot cone. Each creature in that area must succeed on a DC 20 Charisma saving throw. On a failed save, the creature is shifted five rounds forward in time. Affected creatures disappear from their space, are incapacitated , can\xe2\x80\x99t move or speak, cease aging, and are unaware of their surroundings. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. When the effect ends for an affected creature, it reappears in the nearest unoccupied space from which it disappeared, and the creature perceives as if no time as passed. \n'b'\n'b' REACTIONS \n'b'\n'b' Second Chance (3/Day) . The dragon can force a creature that it can perceive to reroll a d20 roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the same legendary action options as an adult time dragon, regaining spent legendary actions at the start of its turn. \n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), a time dragon 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' A single creature that the dragon can see within 120 feet of it begins to age rapidly. The creature must succeed on a DC 13 Constitution saving throw, suffering disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn. \n'b' A temporal well manifests centered at a point the dragon can see within 120 feet of it, creating a 20-foot-radius sphere of reversing time. Each creature in the sphere\xe2\x80\x99s area must succeed a DC 13 Charisma saving throw or be transported to the space it occupied at the beginning of its previous turn. \n'b' Time briefly shatters and reassembles itself in a 60-foot radius around the dragon. Each creature in this area must succeed on a DC 13 Charisma saving throw. On a failed save, a creature takes 14 (2d6) psychic damage and is transported to a space of the GM\xe2\x80\x99s choice within the area. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t transported. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing an ancient time dragon\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s nature, which creates one or more of the following effects: \n'b'\n'b' Clocks and other timekeeping devices automatically attune themselves approximately to the dragon\xe2\x80\x99s sense of time. This can manifest as anything from relatively stable readings to dials spinning wildly. \n'b' Weather patterns within 1 mile of the lair are unnaturally slow and occasionally even grind to a halt for weeks at a time. Very rarely, the weather will act in reverse. \n'b' Writing found within 6 miles of the dragon\xe2\x80\x99s lair will sometimes refer to historical events that either never transpired or that have yet to happen. \n'b'\n'b' If the dragon dies, these effects fade over the course of 1d10 days. \n'b' ABOUT \n'b' From hatchlings to the eldest of wyrms, a time dragon\xe2\x80\x99s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 97 (15d8 + 30) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 14 (+2) WIS: 10 (+0) CHA: 14 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Perception +6 Saving Throws Dex +3, Con +5, Wis +3, Cha +4 Damage Immunities lightning Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal . The dragon ages, but it cannot die from old age. \n'b' Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b' Read the Threads . The dragon has advantage on initiative rolls. Additionally, if the dragon is surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , it can act normally on its first turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) lightning damage. \n'b' Lightning Breath (Recharge 5\xe2\x80\x936) . The time dragon exhales lightning in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' From hatchlings to the eldest of wyrms, a time dragon\xe2\x80\x99s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Time Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 16 (+3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +11, Perception +9 Saving Throws Dex +4, Con + 9, Wis +5, Cha +7 Damage Immunities lightning Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19 Languages Common, Draconic, Elven Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Immortal . The dragon ages, but it cannot die from old age. \n'b' Intergalactic . In outer space, the dragon can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its destination. The dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of outer space. \n'b' Read the Threads . The dragon has advantage on initiative rolls. Additionally, if the dragon is surprised at the beginning of combat and isn\xe2\x80\x99t incapacitated , it can act normally on its first turn. \n'b' Share Memory . One creature of the dragon\xe2\x80\x99s choice that it can see and is within 30 feet of the dragon must succeed on a DC 15 Intelligence saving throw or be mentally linked for 1 minute. While linked, the dragon may show the creature one of its own memories, one of the creature\xe2\x80\x99s memories, or view one of the creature\xe2\x80\x99s memories. A creature can repeat the saving throw at the end of each of its turns, severing the link on a success. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the dragon\xe2\x80\x99s Share Memory ability for the next 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage and 3 (1d6) lightning damage. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. \n'b' Lightning Breath (Recharge 5\xe2\x80\x936) . As a wyrmling time dragon but affecting a 30-foot cone and dealing 56 (16d6) lightning damage, with a save DC of 17. \n'b'\n'b' ABOUT \n'b' From hatchlings to the eldest of wyrms, a time dragon\xe2\x80\x99s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Tuoth Dragon \n'b' Family: Dragons \n'b' Huge dragon , chaotic evil \n'b' Armor Class 19 (natural armor) Hit Points 230 (20d12+100) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 11 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +13, Stealth +7 Saving Throws Dex +7, Con \xc2\xa0+11, Wis +7, Cha +6 Damage Immunities varies Condition Immunities charm, Paralysis Senses darkvision 120 ft., Passive perception Languages Common, Draconic Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Multi Headed . The Tuoth has two heads of different colors. Based on the colors of the head, the creature gains a breath weapon and a damage immunity.\n'b'\n'b'\n'b' White . Immune to cold damage. Breath weapon is a 30-foot cone, doing 10d10 cold damage. All targets must make a Constitution save (DC 19), taking full damage on a failed save, or half damage on a successful one. \n'b' Black . Immune to acid damage. Breath weapon is a 60-foot line, doing 10d10 acid damage. All targets must make a Dexterity save (DC 19), taking full damage on a failed save, or half damage on a successful one. \n'b' Green . Immune to poison damage. Breath weapon is a 30-foot cone, doing 10d10 poison damage. All targets must make a Constitution save (DC 19), doing full damage on a failed save, or half damage on a successful one. \n'b' Blue . Immune to lightning damage. Breath weapon is a 60-foot line, doing 10d10 lightning damage. All targets must make a Dexterity save (DC 19), doing full damage on a failed save, or half damage on a successful one. \n'b' Red . Immune to fire damage. Breath weapon is a 30-foot cone, doing 10d10 fire damage. All targets must make a Dexterity save (DC 19), doing full damage on a failed save, or half damage on a successful one. \n'b'\n'b' Frightful Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom save (DC 15) 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 dragon\xe2\x80\x99s frightful presence for the next 24 hours. \n'b' Keen Senses . The dragon\xe2\x80\x99s superior senses give it advantage on all perception checks. \n'b' Magic Resistance . The dragon has advantage on all saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Each round, the dragon can use its frightful presence. Each head can then make either a breath weapon attack or a bite attack. The body can then make two claw attacks. The dragon cannot make more than one breath weapon attack on each turn. \n'b' Breath Weapon, First Head (recharges 5-6). \n'b' Breath Weapon, Second Head (recharges 5-6). \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 17 (2d10+6) piercing damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6+6) slashing damage. \n'b' Tail . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 13 (2d6+6) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom (perception) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a Dexterity save (DC 18) or take 13 (2d6+6) bludgeoning damage and be forced prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' The tuoth, or two-headed, dragons are huge beasts that never cease to grow. Born live, they come into the world filled with the mindless rage of chaos. They crawl swiftly upon four legs, but are unable to fly, for they possess no wings. Two great heads hang upon two long necks, colored black, blue, green, red, or white; each different or the same. Their bodies mimic their heads, whichever is greater coming to dominate their bodies\xe2\x80\x99 color so that where the necks meet the body is one of the colors of the head. But the underside of these beasts is always black, stained with the shadows of their mother\xe2\x80\x99s home. Their tails are long, snaking from their bodies for 20 feet or more, ending in a whiplash of shadow-capped bone. \n'b' Unclean Children . These beastly creatures live simultaneously upon two planes, lying upon the threshold of the negative planes and the material. Offspring of Tiamat, the tuoth are born live and full-grown. As such they are not true dragons but possess many of the qualities of them. \n'b' Hateful . The tuoth possess an unending hunger for all things living. They hate life and devour it or destroy it whenever they can. As such, their lairs are blasted areas where no vegetation grows and the ground around them is filled with their foul breath. These wyrms rarely travel from the dwelling where they were birthed, digging into the ground and making holes of slag. They attack anything that comes with their sight or range. \n'b' Ravenous . They do not cherish things of the material world and do not horde treasures as other dragons do, but rather they devour it. The wealth lies in the shadows of their innards, eating at them, driving their rage. When slain and gutted, the treasure spills from within them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Undead Black Dragon Wyrmling \n'b' Family: Dragons \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 33 (6d8+6) Speed 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) 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 Dex +4, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +4 Damage Resistances \xc2\xa0necrotic Damage Immunities acid, poison Condition Immunities charmed , frightened , paralyzed , poisoned , exhaustion Senses blindsight 10 ft., Darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Undead Nature . An undead black dragon wyrmling does not require air, food, drink, or sleep. \n'b' Magic Resistance . An undead black dragon wyrmling has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. \n'b' Acid Breath (Recharge 5-6) . An Undead Black Dragon Wyrmling exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' This strange creature was accidentally created when attempts by depraved and misguided Alchemists to enhance it in its egg prior to hatching killed it. It innately despises all normal life and especially hates spellcasters in general and Alchemists in particular, and to the extent that is not compromised by doing so, will target them in any encounters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Verdant Dragon, Adult \n'b' Family: Dragons \n'b' Huge dragon , neutral good \n'b' Armor Class 19 (natural armor Hit Points 496 (32d12 + 288 Speed 40 ft., fly 80 ft., burrow 50 ft.\n'b' STATS STR: 24 (+7) DEX: 11 (+0) CON: 28 (+9) INT: 12 (+1) WIS: 20 (+5) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +13, Con +15, Wis +11 Skills Animal Handling +17, Perception +11, Persuasion +13 Damage Resistances acid Damage Immunities radiant Senses tremorsense 120 ft., passive Perception 21 Languages Common, Draconic, Druidic, Sylvan Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . When it remains motionless, the dragon is indistinguishable from a natural lump of verdigris and foliage. \n'b' Greenwalker . The dragon can move through solid plants and organic material as though it were difficult terrain . If it ends its turn inside a plant, it is shunted to the nearest unoccupied space and takes 4 (1d8) necrotic damage for every 5 feet it is shunted in this manner. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes four attacks: one with its Bite, two with its Claw, and one with its Tail. It can forgo making any number of attacks in this manner to instead use its Healer\xe2\x80\x99s Touch action. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 39 (5d12 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 23 (3d10 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 20 (2d12 + 7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone . \n'b' Healer\xe2\x80\x99s Touch . The dragon touches a creature within 15 feet of it, causing it to regain 14 (4d6) hit points . \n'b' Viridian Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a wave of green wind in a 90-foot cone. Each creature of the dragon\xe2\x80\x99s choice in the affected area must attempt a DC 23 Constitution saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one. Creatures of the dragon\xe2\x80\x99s choice affected by the breath weapon instead take no damage and regain 77 (14d10) hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The dragon makes a Claw attack. \n'b' Healer\xe2\x80\x99s Touch . The dragon uses its Healer\xe2\x80\x99s Touch action. \n'b' Burrow (Costs 2 Actions) . The dragon burrows up to its burrowing speed. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its breath weapon. \n'b'\n'b' ABOUT \n'b' Verdant dragons are massive, even as newborns. Immense, indescribably majestic, and gentle creatures, verdant dragons are embodiments of nature itself. Their scales are thick and furrowed, not dissimilar to bark. These behemoths often have moss, vines, and flowers growing on them, overgrowth from their long naps in their forest homes. Older members of this dragon species bear entire trees on their backs. Their horns sweep back, taking the appearance of tree branches, and their eyes are an emerald hue. One of the most surefire methods travelers have of knowing that a verdant dragon is nearby is a sudden crispness to the air and the soft smell of flowers. \n'b' Verdant dragons make their homes in the oldest and grandest forests in the world, and their offspring move to either other parts of the same forest or to new woodlands entirely. \n'b' Their lives follow the patterns of trees in this way\xe2\x80\x94just as seeds disperse and spread far from their parent plant, so do the young verdant dragons depart and grow elsewhere. \n'b' Older members spend much of their days slumbering, nearly melding with the forest floor itself, their breath providing pleasant breezes throughout the trees. Younger members spend much of their time wandering the forest, encouraging its growth, meeting with others in their forest, and destroying all sources of rot. \n'b' Popular theory holds that any forest with verdant dragons is more bountiful and gentler than those without, with their natural capabilities actively making the forest abundantly healthy and nearly always in a state of growth. The true risk of these forests is their slow encroachment on nearby lands and settlements, but if a dragon believes that the residents are no threat, it may limit how far the forest spreads or encourage growth of fruit-bearing trees and flora within its borders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Verdant Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , neutral good \n'b' Armor Class 22 (natural armor Hit Points 697 (34d20 + 340 Speed 40 ft., fly 80 ft., burrow 50 ft.\n'b' STATS STR: 30 (+10) DEX: 11 (+0) CON: 30 (+10) INT: 12 (+1) WIS: 21 (+5) CHA: 26 (+8) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +18, Con +18, Wis +13 Skills Animal Handling +21, Perception +13, Persuasion +16 Damage Resistances acid Damage Immunities radiant Senses tremorsense 120 ft., passive Perception 23 Languages Common, Draconic, Druidic, Sylvan Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . When it remains motionless, the dragon is indistinguishable from a natural lump of verdigris and foliage. \n'b' Greenwalker . The dragon can move through solid plants and organic material as though it were difficult terrain . If it ends its turn inside a plant, it is shunted to the nearest unoccupied space and takes 4 (1d8) necrotic damage for every 5 feet it is shunted in this manner. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes four attacks: one with its Bite, two with its Claw, and one with its Tail. It can forgo making any number of attacks in this manner to instead use its Healer\xe2\x80\x99s Touch action. \n'b' Bite . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 55 (7d12 + 10) piercing damage. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 26 (3d10 + 10) slashing damage. \n'b' Tail . Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 29 (3d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone . \n'b' Healer\xe2\x80\x99s Touch . The dragon touches a creature within 15 feet of it, causing it to regain 21 (6d6) hit points . \n'b' Viridian Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a wave of green wind in a 90-foot cone. Each creature of the dragon\xe2\x80\x99s choice in the affected area must attempt a DC 26 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one. Creatures of the dragon\xe2\x80\x99s choice affected by the breath weapon instead take no damage and regain 88 (16d10) hit points . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw . The dragon makes a Claw attack . \n'b' Healer\xe2\x80\x99s Touch . The dragon uses its Healer\xe2\x80\x99s Touch action. \n'b' Burrow (Costs 2 Actions) . The dragon burrows up to its burrowing speed. \n'b' Breath Weapon (Costs 3 Actions) . The dragon uses or recharges its breath weapon. \n'b'\n'b' LAIR \n'b' Verdant dragons make their lairs in deep forest groves hidden among miles of wilderness, rivers, and hills, the pathways of which are known only to the most dedicated foresters. Rare flowers, useful herbs, mighty trees, and bold fauna make their home in these lairs as well. Only elder verdant dragons create their own groves, and by then, they are titanic in their size , needing lairs as large as small towns. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the verdant dragon takes a lair action to cause one of the following effects. \n'b'\n'b' Trees shift their position when unobserved, changing forest paths along with them. Any creature that attempts a Wisdom ( Survival ) check to track a creature in the lair must make the check with disadvantage. \n'b' Vines, undergrowth, and dense plants in the area become difficult terrain for 1 round. \n'b' Edible vegetation, mushrooms, and fruit are easily found within the lair. \n'b'\n'b' Regional Effects \n'b' The region containing the verdant dragon\xe2\x80\x99s lair is warped by its magic, which creates one or more of the following effects within 1 mile of the lair. \n'b'\n'b' Water becomes purified, and all fresh food tastes delicious. \n'b' Any spell or effect that produces a cloud has its duration reduced to 1 round. \n'b' Any creature in the region who has upset a resident verdant dragon takes a 1d10 penalty to all Wisdom ( Survival ) and Wisdom ( Perception ) checks made while in the region. \n'b'\n'b' ABOUT \n'b' Verdant dragons are massive, even as newborns. Immense, indescribably majestic, and gentle creatures, verdant dragons are embodiments of nature itself. Their scales are thick and furrowed, not dissimilar to bark. These behemoths often have moss, vines, and flowers growing on them, overgrowth from their long naps in their forest homes. Older members of this dragon species bear entire trees on their backs. Their horns sweep back, taking the appearance of tree branches, and their eyes are an emerald hue. One of the most surefire methods travelers have of knowing that a verdant dragon is nearby is a sudden crispness to the air and the soft smell of flowers. \n'b' Verdant dragons make their homes in the oldest and grandest forests in the world, and their offspring move to either other parts of the same forest or to new woodlands entirely. \n'b' Their lives follow the patterns of trees in this way\xe2\x80\x94just as seeds disperse and spread far from their parent plant, so do the young verdant dragons depart and grow elsewhere. \n'b' Older members spend much of their days slumbering, nearly melding with the forest floor itself, their breath providing pleasant breezes throughout the trees. Younger members spend much of their time wandering the forest, encouraging its growth, meeting with others in their forest, and destroying all sources of rot. \n'b' Popular theory holds that any forest with verdant dragons is more bountiful and gentler than those without, with their natural capabilities actively making the forest abundantly healthy and nearly always in a state of growth. The true risk of these forests is their slow encroachment on nearby lands and settlements, but if a dragon believes that the residents are no threat, it may limit how far the forest spreads or encourage growth of fruit-bearing trees and flora within its borders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Verdant Dragon, Wyrmling \n'b' Family: Dragons \n'b' Medium dragon , neutral good \n'b' Armor Class 13 (natural armor Hit Points 114 (12d8 + 60 Speed 25 ft., fly 50 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +7, Wis +4 Skills Animal Handling +6, Perception +6, Persuasion +7 Damage Resistances acid Damage Immunities radiant Senses tremorsense 30 ft., passive Perception 16 Languages Draconic, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . When it remains motionless, the dragon is indistinguishable from a natural lump of verdigris and foliage. \n'b' Greenwalker . The dragon can move through solid plants and organic material as though it were difficult terrain . If it ends its turn inside a plant, it is shunted to the nearest unoccupied space and takes 4 (1d8) necrotic damage for every 5 feet it is shunted in this manner. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 23 (3d12 + 4) piercing damage. \n'b' Healer\xe2\x80\x99s Touch . The dragon touches a creature within 15 feet of it, causing it to regain 3 (1d6) hit points . \n'b' Viridian Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a wave of green wind in a 15-foot cone. Each creature in that area of the dragon\xe2\x80\x99s choosing must make a DC 17 Constitution saving throw, taking 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one. Creatures of the dragon\xe2\x80\x99s choice affected by the breath weapon instead take no damage and regain 27 (5d10) hit points . \n'b'\n'b' ABOUT \n'b' Verdant dragons are massive, even as newborns. Immense, indescribably majestic, and gentle creatures, verdant dragons are embodiments of nature itself. Their scales are thick and furrowed, not dissimilar to bark. These behemoths often have moss, vines, and flowers growing on them, overgrowth from their long naps in their forest homes. Older members of this dragon species bear entire trees on their backs. Their horns sweep back, taking the appearance of tree branches, and their eyes are an emerald hue. One of the most surefire methods travelers have of knowing that a verdant dragon is nearby is a sudden crispness to the air and the soft smell of flowers. \n'b' Verdant dragons make their homes in the oldest and grandest forests in the world, and their offspring move to either other parts of the same forest or to new woodlands entirely. \n'b' Their lives follow the patterns of trees in this way\xe2\x80\x94just as seeds disperse and spread far from their parent plant, so do the young verdant dragons depart and grow elsewhere. \n'b' Older members spend much of their days slumbering, nearly melding with the forest floor itself, their breath providing pleasant breezes throughout the trees. Younger members spend much of their time wandering the forest, encouraging its growth, meeting with others in their forest, and destroying all sources of rot. \n'b' Popular theory holds that any forest with verdant dragons is more bountiful and gentler than those without, with their natural capabilities actively making the forest abundantly healthy and nearly always in a state of growth. The true risk of these forests is their slow encroachment on nearby lands and settlements, but if a dragon believes that the residents are no threat, it may limit how far the forest spreads or encourage growth of fruit-bearing trees and flora within its borders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Armadillo \n'b' Family: Animal \n'b' Small animal , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 4 (1d6+1) \n'b' Speed 15 ft.\n'b' STATS STR: 4 (-3) DEX: 10 (+0) CON: 13 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +0 to hit, reach 5 ft., 1 targets. Hit : 1 point of piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Curl . As a reaction to being attacked, the armadillo can curl into a ball. While curled into a ball the armadillo gains a +5 bonus to AC. It may uncurl as a bonus action on its turn.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Verdant Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , neutral good \n'b' Armor Class 17 (natural armor Hit Points 287 (25d8 + 175 Speed 40 ft., fly 80 ft., burrow 50 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 24 (+7) INT: 12 (+1) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Con +11, Wis +8 Skills Animal Handling +13, Perception +10, Persuasion +9 Damage Resistances acid Damage Immunities radiant Senses tremorsense 60 ft., passive Perception 10 Languages Common, Draconic, Druidic, Sylvan Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . When it remains motionless, the dragon is indistinguishable from a natural lump of verdigris and foliage. \n'b' Greenwalker . The dragon can move through solid plants and organic material as though it were difficult terrain . If it ends its turn inside a plant, it is shunted to the nearest unoccupied space and takes 4 (1d8) necrotic damage for every 5 feet it is shunted in this manner. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its Bite and two with its Claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 32 (4d12 + 6) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Healer\xe2\x80\x99s Touch . The dragon touches a creature within 15 feet of it, causing it to regain 7 (2d6) hit points . \n'b' Viridian Breath (Recharge 5\xe2\x80\x936) . The dragon exhales a wave of green wind in a 30-foot cone. Each creature of the dragon\xe2\x80\x99s choice in the affected area must attempt a DC 19 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Creatures of the dragon\xe2\x80\x99s choice affected by the breath weapon instead take no damage and regain 55 (10d10) hit points . \n'b'\n'b' ABOUT \n'b' Verdant dragons are massive, even as newborns. Immense, indescribably majestic, and gentle creatures, verdant dragons are embodiments of nature itself. Their scales are thick and furrowed, not dissimilar to bark. These behemoths often have moss, vines, and flowers growing on them, overgrowth from their long naps in their forest homes. Older members of this dragon species bear entire trees on their backs. Their horns sweep back, taking the appearance of tree branches, and their eyes are an emerald hue. One of the most surefire methods travelers have of knowing that a verdant dragon is nearby is a sudden crispness to the air and the soft smell of flowers. \n'b' Verdant dragons make their homes in the oldest and grandest forests in the world, and their offspring move to either other parts of the same forest or to new woodlands entirely. \n'b' Their lives follow the patterns of trees in this way\xe2\x80\x94just as seeds disperse and spread far from their parent plant, so do the young verdant dragons depart and grow elsewhere. \n'b' Older members spend much of their days slumbering, nearly melding with the forest floor itself, their breath providing pleasant breezes throughout the trees. Younger members spend much of their time wandering the forest, encouraging its growth, meeting with others in their forest, and destroying all sources of rot. \n'b' Popular theory holds that any forest with verdant dragons is more bountiful and gentler than those without, with their natural capabilities actively making the forest abundantly healthy and nearly always in a state of growth. The true risk of these forests is their slow encroachment on nearby lands and settlements, but if a dragon believes that the residents are no threat, it may limit how far the forest spreads or encourage growth of fruit-bearing trees and flora within its borders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Void Dragon, Ancient \n'b' Family: Dragons \n'b' Gargantuan dragon , true neutral \n'b' Armor Class 22 (natural armor) Hit Points 402 (23d20 + 161) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 28 (+9) DEX: 17 (+3) CON: 25 (+7) INT: 18 (+4) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +16, Dex +10, Int +11, Cha +12 Skills Perception +10, Stealth +10 Damage Immunities cold, necrotic Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages Common, Draconic Challenge 24 (62,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary Resistance (3/Day) . If the void dragon fails a saving throw, it can choose to succeed instead. \n'b' Shadowmeld . When in dim light or darkness, the void dragon has advantage on Dexterity ( Stealth ) checks. \n'b' Void Influence (3/Day) . As a bonus action, the dragon can teleport itself to a demiplane in the Void. It remains in this demiplane until the start of its next turn, when it returns to its original location. If the space it returns to is occupied, an occupying creature must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) bludgeoning, falls prone and is grappled by the dragon (escape 19 DC). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The void dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage plus 9 (2d8) cold damage. \n'b' Claw . Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. \n'b' Tail . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. \n'b' Frightful Presence . Each creature of the void dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Void Breath (Recharge 5-6) . The void dragon exhales a 30-foot-cone of energy. Each creature within that area must make a DC 23 Dexterity saving throw, taking 31 (7d8) cold damage and 31 (7d8) necrotic damage on a failed save, or half as much on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The void dragon 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 dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The void dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The void dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The void dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' In the Void, there is a species of dragon that has spent a millennia exploring and surviving in this inhospitable land. \n'b' Even from a young age, these dragons are deadly creatures with a propensity for curiosity. While they will always call the Void home, this curious nature leads them to travel to other realms in search of new experiences. \n'b' More than Gold . Although the allure of gold is always enticing, void dragons also seek out other treasures. Knowledge and understanding are the main concepts that void dragons hoard in abundance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Void Dragon, Young \n'b' Family: Dragons \n'b' Large dragon , true neutral \n'b' Armor Class 18 (natural armor) Hit Points 178 (17d10 + 85) Speed 40 ft., climb 40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX: 11 (+0) CON: 21 (+5) INT: 14 (+2) WIS: 11 (+0) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +4, Int +6, Cha +8 Skills Perception +4, Stealth +4 Damage Immunities cold, necrotic Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 Languages Common, Draconic Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shadowmeld . When in dim light or darkness, the void dragon has advantage on Dexterity ( Stealth ) checks. \n'b' Void Influence (3/Day) . As a bonus action, the dragon can teleport itself to a demiplane in the Void. It remains in this demiplane until the start of its next turn, when it returns to its original location. If the space it returns to is occupied, an occupying creature must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning, falls prone and is grappled by the dragon (escape 12 DC). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The void dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) cold damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. \n'b' Void Breath (Recharge 5-6) . The void dragon exhales a 30-foot-cone of energy. Each creature within that area must make a DC 16 Dexterity saving throw, taking 17 (5d6) cold damage and 17 (5d6) necrotic damage on a failed save, or half as much on a successful one. \n'b'\n'b' ABOUT \n'b' In the Void, there is a species of dragon that has spent a millennia exploring and surviving in this inhospitable land. \n'b' Even from a young age, these dragons are deadly creatures with a propensity for curiosity. While they will always call the Void home, this curious nature leads them to travel to other realms in search of new experiences. \n'b' More than Gold . Although the allure of gold is always enticing, void dragons also seek out other treasures. Knowledge and understanding are the main concepts that void dragons hoard in abundance.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrmling Bliss Dragon \n'b' Family: Dragons \n'b' Medium dragon , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 19 (+4) INT: 13 (+1) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Con +6, Wis +2, Cha +6 Skills Perception +4, Stealth +4 Damage Immunities lightning Condition Immunities petrified , poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Pristine . A bliss dragon is immune to having its maximum hit points reduced. \n'b' Subduer . When the dragon reduces a creature to 0 hit points with an attack or its breath weapon, the dragon can knock the creature out. The dragon can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Lightning Breath (Recharge 5-6) . The dragon exhales lightning in a 30-foot line. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Healing Touch (1/Day) . A creature it touches magically regains up to 40 Hit Points .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrmling Dream Dragon \n'b' Family: Dragons \n'b' Medium dragon , neutral \n'b' Armor Class 17 (natural armor) Hit Points 52 (8d8+16) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2) INT: 13 (+1) WIS: 11 (+0) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Con +4, Wis +2, Cha +5 Skills Perception +4, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Master of Dreams . A dream dragon cannot be magically put to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Lightning Breath . The dragon exhales lightning in a 15-foot cone. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Sleeping Breath . The dragon exhales magical sleep gas in a 15-foot cone. Each creature in the cone must make a DC 12 Constitution saving throw. Creatures who fail their saving throw are unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 12 Constitution saving throw at the end of each of its turns; on a success, it is no longer unconscious . Undead and creatures immune to being charmed are immune to being put to sleep. \n'b'\n'b' ABOUT \n'b' Clouds trail from the edges of these graceful, nearly fanciful creatures in hypnotizing patterns. These self-styled masters of the Dimension of Dreams hunt that strange plane\xe2\x80\x99s shifting expanse.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Wyrmling Nightmare Dragon \n'b' Family: Dragons \n'b' Medium dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 37 (5d8+15) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Con +5, Wis +2, Cha +3 Skills Perception +4, Stealth +4 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Master of Dreams. A nightmare dragon cannot be magically put to sleep. \n'b' See in Darkness . A nightmare dragon can see in magical darkness . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Nightmare dragons have red frills and appear terribly contorted, trailing shadows behind them. These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. \n'b' Nightmare dragons often work with night hags in their grim collection of sleeping souls.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Young Dream Dragon \n'b' Family: Dragons \n'b' Large dragon , neutral \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 15 (+2) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Con +8, Wis +5, Cha +9 Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Senses blindsight 30 ft., darkvision 120 ft., passive Perception Languages Common, Draconic Challenge 9 (5000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dreamsight . With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Master of Dreams . A dream dragon cannot be magically put to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Breath Weapons (Recharge 5-6) . The dragon uses one of the following breath weapons:\n'b'\n'b'\n'b' Lightning Breath . The dragon exhales lightning in a 30-foot cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Sleeping Breath . The dragon exhales magical sleep gas in a 30-foot cone. Each creature in the cone must make a DC 16 Constitution saving throw. Creatures who fail their saving throw are unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A sleeper may make a DC 16 Constitution saving throw at the end of each of its turns; on a success, it is no longer unconscious . Undead and creatures immune to being charmed are immune to being put to sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Young Nightmare Dragon \n'b' Family: Dragons \n'b' Large dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 21 (+5) INT: 14 (+2) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +5, Con +8, Wis +4, Cha +8 Skills Perception +7, Stealth +5 Condition Immunities charmed Senses blindsight 30 ft., darkvision 120 ft., passive Perception Languages Common, Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dreamsight . With a brief glance, a dream dragon can see a hazy image of the current dreams of sleeping creatures. \n'b' Master of Dreams . A nightmare dragon cannot be magically put to sleep. \n'b' See in Darkness . A nightmare dragon can see in magical darkness . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Acid Breath (Recharge 5-6) . The dragon exhales acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Caprathorn \n'b' Huge fiend , chaotic evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 250 (20d12 + 120) \n'b' Speed 40 ft. fly 40 ft. (hover)\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 23 (+6) INT: 14 (+2) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +9, Wis +10, Cha +7 \n'b' Skills Perception +10 \n'b' Damage Resistances cold, fire, lightning \n'b' Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , exhaustion , frightened , poisoned \n'b' Senses truesight 120 ft., passive Perception 20 \n'b' Languages all, telepathy 120 ft. \n'b' Challenge 21 (33,000 XP) \n'b' Proficiency Bonus +7 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the caprathorn moves at least 20 feet straight toward a target, and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Implosion . The caprathorn implodes when it dies, leaving behind a sphere of annihilation . Each creature within 60 feet of the caprathorn when this implosion occurs must succeed on a DC 21 Strength saving throw or be pulled 10 feet toward the sphere. \n'b' Legendary Resistance (3/Day) . If the caprathorn fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The caprathorn has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The caprathorn\xe2\x80\x99s weapon attacks are magical. \n'b' Thornlamms . A caprathorn typically has three inanimate thornlamms (see that stat block) attached to its horns with vines. Attached thornlamms don\xe2\x80\x99t take damage separately, but whenever the caprathorn takes 50 or more damage in a single turn, one of the attached thornlamms dies. While it has at least one thornlamm attached to its vines, the caprathorn can use a bonus action to consume or detach a thornlamm. If the caprathorn consumes a thornlamm, the caprathorn regains 21 hit points . When the caprathorn detaches a thornlamm, that thornlamm lands in a space within 10 feet of the caprathorn and takes a turn immediately after the caprathorn. The thornlamm obeys the caprathorn\xe2\x80\x99s verbal or telepathic commands (no action for the caprathorn). If issued no commands, the thornlamm acts independently, often attacking a creature that isn\xe2\x80\x99t its ally. A thornlamm can survive indefinitely detached from a caprathorn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The caprathorn makes three attacks, one with its gore, one with its stomp, and one with its thorns. \n'b' Gore . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 25 (4d8 + 7) bludgeoning damage. \n'b' Thorns . Melee or Ranged Weapon Attack : +14 to hit, reach 10 ft. or range 30/120 ft., one target. Hit : 21 (4d6 + 7) piercing damage. Being within 5 feet of a hostile creature doesn\xe2\x80\x99t cause the caprathorn to have disadvantage on the ranged attack roll. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A caprathorn can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The caprathorn regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The caprathorn makes one attack with its gore, stomp, or thorns. \n'b' Detach Thornlamm . The caprathorn detaches a thornlamm as per the Thornlamms trait. \n'b' Grow Thornlamm . Provided it has taken no damage from a silvered weapon this round, the caprathorn grows one thornlamm as per the Thornlamms trait. A caprathorn can have up to six attached thornlamms at a time. \n'b' Consume Thornlamm (Costs 2 Actions) . The caprathorn consumes an attached thornlamm, regaining 21 hit points . \n'b' Entomb (Costs 2 Actions) . The caprathorn chooses a creature that has 0 hit points that the caprathorn can see within 30 feet of it. The target must make a DC 18 Wisdom saving throw. On a success, the target is immune to this effect for 24 hours. If the save fails, the target is entombed deep within the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. A caprathorn can entomb only one target at a time. This effect ends, returning the target to where it was before being entombed, if the target regains any hit points or the caprathorn dies. \n'b' Annihilation Field (Costs 3 Actions; Recharges if an Entombed Creature Dies or after a Long Rest) . A sphere of energy ripples out in a 30-foot-radius from the caprathorn. Each creature in that area must make a DC 18 Constitution saving throw, taking 38 (7d10) force damage on a failed save, or half a s much damage on a successful one. For objects that aren\xe2\x80\x99t worn or carried, this emanation destroys Small and smaller ones and damages larger ones. The circle destroys a wall of force or similar structures of force in the area instantly. A creature or object is disintegrated if it drops to 0 hit points due to this magic. A disintegrated creature or object turns to fine ash, and nonmagical objects a disintegrated creature wears or carries disintegrate with it. \n'b'\n'b' ABOUT \n'b' Malevolent Caprid . The caprathorn is a fiendish creature, born out of corruption by the Great Beast. Though gangly, a caprathorn is a legendary foe. \n'b' Runic Horns . The caprathorn\xe2\x80\x99s head is topped with four twisted horns. These horns are covered with arcane sigils and are the source of its legendary powers. Attached to these horns, growing from vines, are thornlamms, miniature versions of the caprathorn. These creatures serve the fiend as minions and food. \n'b'\n'b' DC 10 Intelligence ( Arcana ) : A caprathorn can detach a thornlamm to fight as its ally or consume one to heal . \n'b' DC 15 Intelligence ( Arcana ) : The caprathorn can entomb a fallen foe and unleash a field of disintegrating force. This annihilation field recharges if a creature the caprathorn has entombed dies. \n'b' DC 20 Intelligence ( Arcana ) : When a caprathorn dies, it implodes into a sphere of annihilation , which pulls nearby creatures toward it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chang Nam \n'b' Tiny monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft., swim 20 ft.\n'b' STATS STR: 6 (-2) DEX: 8 (-1) CON: 15 (+2) INT: 4 (-3) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +1, Survival +4 Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The chang nam can breathe air or water. \n'b' Shadow of Death . If a creature starts its turn within 30 feet of the chang nam and can see the creature\xe2\x80\x99s shadow (which requires dim light or bright light), the chang nam can force the creature to make a DC 12 Constitution saving throw if the chang nam isn\xe2\x80\x99t incapacitated . The creature takes 7 (2d6) necrotic damage, or half as much on a successful save. A creature that isn\xe2\x80\x99t surprised can avert its eyes at the start of its turn to avoid seeing the chang nam\xe2\x80\x99s shadow and having to make a saving throw. If it does so, it can\xe2\x80\x99t see the chang nam until the start of its next turn, when it can avert its eyes again. If it looks at the chang nam in the meantime, it must immediately make the save. The chang nam\xe2\x80\x99s shadow cannot be seen in darkness or when vision is heavily obscured, and creatures have advantage on their saving throws when vision is lightly obscured. \n'b'\n'b' ACTIONS \n'b'\n'b' Tusks . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 1 (1d6 \xe2\x80\x93 2) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Oblique Thrust . The chang nam can thrust its tusks into the reflection of a creature rather than attacking the creature directly. It can attack any square adjacent to a creature, gaining advantage on the attack roll as if attacking a prone target. A successful hit deals damage as though the chang nam had struck the creature directly. In addition, as an action the chang nam can attack the footprints of a creature that has traveled on the ground and can thrust its tusks into the creature\xe2\x80\x99s footprint in the same manner as attacking its reflection. The creature must have moved through that space within the past 1 minute. \n'b'\n'b' ABOUT \n'b' The chang nam or \xe2\x80\x9cwater elephant\xe2\x80\x9d (also called a ye thin) is native to jungle streams and deltas in tropical and subtropical lands. It appears nearly identical to a typical small-eared Asiatic elephant, save for being the size of a large rat. Its tusks are sharp, and these irascible beasts are aggressive when threatened. Most creatures give it a wide berth because its very shadow contains the power of death for those that gaze upon it, should they attract the chang nam\xe2\x80\x99s ire. Its tusks can bring doom as well, as the deadly energies that reside within the chang nam\xe2\x80\x99s shadow flow forth with each needle-like thrust. They are potent not only when piercing flesh but even when striking into the vestige of a creature\xe2\x80\x99s passage like their reflection on water or the footsteps they leave behind. \n'b' Guardian Gifts . Some cultists and temples have tried to train chang nams with some success to serve as guardians, especially when training is supplemented with magical control. They are clever beasts and enjoy shiny things, collecting them with their tiny but prehensile trunks. They can be plied with gifts to gain their favor, and some may be encountered dressed in regal finery resembling the accoutrements of royal elephants, but in miniature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cactus Drake \n'b' Family: Drake \n'b' Medium dragon , neutral good \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 16 (+3) INT: 9 (\xe2\x80\x931) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +1, Survival +3 Damage Resistances fire, lightning Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 Languages Common, Draconic Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the cactus drake remains motionless, it is indistinguishable from a tall, branched cactus. \n'b' Offering of Flesh . The cactus drake can spend 1 minute carefully cutting its own flesh, inflicting 10 slashing damage to itself, to remove a small piece of pulpy material. The pulp is edible and provides a Medium or smaller creature with one quart of water and nourishment equivalent to one meal. The pulp provides this nourishment only if the drake offered the flesh willingly. \n'b' Regeneration . The cactus drake regains 5 hp at the start of its turn. If the drake takes cold or poison damage, this trait doesn\xe2\x80\x99t function at the start of the drake\xe2\x80\x99s next turn. The drake dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Thorny Body . A creature that touches the cactus drake or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage from the drake\xe2\x80\x99s thorns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Thorn Spray (Recharge 5\xe2\x80\x936) . The cactus drake shakes its body, spraying thorns around it. Each creature within 20 feet of the cactus drake must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more has its speed reduced by 10 feet until it takes an action to remove the thorns. When the drake uses this action, it loses its Thorny Body trait until the start of its next turn. \n'b'\n'b' ABOUT \n'b' A gigantic cactus shifts its arms and trunk so it stands on four legs. Long spines jut from its skin. A small spiky draconic head gives it away as more than a simple plant. \n'b' Cactus drakes are friendly creatures found in all but the coldest deserts. The omnivorous dragons subsist on plants, notably cacti, and supplement their diets with small mammals and rodents\xe2\x80\x94and the occasional ill?mannered traveler. \n'b' Helpful Desert Dweller . Despite its frightful appearance, a cactus drake is usually benign. \n'b' It keeps a watch for travelers lost in the desert or suffering from dehydration. It aids such visitors by directing them to the nearest oasis, and it may even offer some of its own water-retaining flesh in emergencies. Though not greedy, the cactus drake accepts repayment for its deeds and does extort treasure from travelers it knows as troublemakers. The drake also has no qualms about killing creatures that attack it and may spitefully mislead foes to cause them to dehydrate. \n'b' Sanddrift Prey . The more mobile and physically powerful sanddrift drakes hunt cactus drakes in shared desert homes. To protect themselves, cactus drakes lair on bluffs and rocky outcroppings to thwart burrowing by their predators. They also gather for mutual safety. Scholars who study cactus drakes note the dragons have slowly evolved countermeasures to sanddrift drakes\xe2\x80\x99 most devastating attacks. \n'b' Part Plant . The peculiar cactus drakes are almost as much plants as they are dragons. Like the cacti they emulate, the drakes wither in extreme cold. Some cactus drakes can also produce flowers, allowing them to further camouflage themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Alehouse \n'b' Family: Drake \n'b' Tiny dragon , chaotic neutral \n'b' Armor Class 13 Hit Points 45 (10d4 + 20) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5 Skills Deception +5, Insight +3, Persuasion +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Discombobulating Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 13 Charisma saving throw or be discombobulated until the end of its next turn. A discombobulated creature is incapacitated , and when it moves, it moves in a random direction. \n'b' Mocking Chortle . Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 7 (1d8 + 3) psychic damage. \n'b' Breath Weapon (Recharge 5\xe2\x80\x936) . The drake uses one of the following breath weapons.\n'b'\n'b'\n'b' Dazing Breath . The alehouse drake exhales sweet-smelling gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Charisma saving throw or become incapacitated for 1 minute. While incapacitated, the creature is indifferent about creatures that it is hostile toward within 50 feet of the drake. If the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed, it is no longer indifferent but remains incapacitated. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Intoxicating Breath . The alehouse drake burps intoxicating gas in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws. \n'b' Scaled Barflies . Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons\xe2\x80\x99 emotions, driving crowds to ecstatic cheers or bloody bar fights. They make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab. \n'b' Relentless Gossips . Alehouse drakes gossip endlessly.\xc2\xa0Perched in hiding places throughout busy taverns, they overhear many stories, and trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but this usually occurs only to secure a comfortable spot in their chosen tavern. \n'b' Family Heirlooms . Alehouse drakes are one to two feet long and weigh about eighteen pounds with a plump belly. \n'b' Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years. Because of their longevity, some drakes are beloved by innkeeping families and treated a bit like family heirlooms.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Badger \n'b' Family: Animal \n'b' The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly. \n'b' Subpages \n'b' Tiny beast , unaligned \n'b' Armor Class 10 Hit Points 3 (1d4 + 1) Speed 20 ft., burrow 5 ft.\n'b' STATS STR: 4 (-3) DEX: 11 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell : The badger has advantage on Wisdom (Perception) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Bite : Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Armored \n'b' Family: Drake \n'b' Medium dragon , unaligned \n'b' Armor Class 16 (Natural Armor) Hit Points 68 (8d8 + 32) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +2 Senses darkvision 60 ft.; passive Perception 12 Languages Draconic understands but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' Special Traits \n'b' Pack Tactics . The drake has advantage on an attack roll against a creature if at least one of the drake\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Charge . If the drake moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone and the drake can make a bite attack as a bonus action. \n'b' Actions \n'b' Multiattack . The armored drake 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 : 8 (1d8 + 4) piercing damage. \n'b' Ram . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Ash \n'b' Family: Drake \n'b' Small dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 117 (18d6 + 54) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Stealth +4 Damage Immunities fire Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Firesight . The ash drake can see through areas obscured by fire, smoke, and fog without penalty. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6) fire damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Ash Cloud (Recharge 6) . The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn\xe2\x80\x99t an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration. \n'b' Ash Breath (Recharge 5\xe2\x80\x936) . The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) fire damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' A lean and dull-scaled drake perches on a chimney as if it just crawled out, its tail still hanging into the flue as smoke billows out. \n'b' Chimney Nesting . Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and workers alone. Anyone hunting ash drakes finds them difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the drakes and appreciate the added security they bring. \n'b' Hunt Strays and Pets . Ash drakes eat rats and stray animals, although few can resist snatching an unattended pet. \n'b' Contrary to popular opinion, this drake doesn\xe2\x80\x99t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature\xe2\x80\x99s intensely hot, sooty breath weapon. \n'b' Slender Dragons . While an ash drake is three feet long with a four-foot-long tail that seems to trail off into smoke, it weighs less than one might expect\xe2\x80\x94approximately ten pounds. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age. \n'b' Volcanic Haunts . Ash drakes outside a city live in or near volcanic plateaus and mutter about the lack of neighbors to bully.\xc2\xa0In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Bakery \n'b' Family: Drake \n'b' Small dragon , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 82 (11d6 + 44) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) 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' Saving Throws Cha +5 Skills Insight +4, Persuasion +5 Damage Resistances fire Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Weakness . If the bakery drake takes fire damage, it can\xe2\x80\x99t use Yeast Slurry on its next turn. In addition, if the drake fails a saving throw against a spell or magical effect that deals fire damage, it becomes poisoned until the end of its next turn. \n'b' Keen Smell . The bakery drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dough drake makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Breath Weapon (Recharge 5\xe2\x80\x936) . The bakery drake uses one of the following breath weapons. \n'b' Purifying Breath . The drake exhales the aroma of a warm, hearty meal in a 15-foot cone. All nonmagical food and drink in the area is purified and rendered free of poison and disease, and its flavor is enhanced in quality for 1 hour. \n'b' Yeast Slurry . The drake expels sticky yeast in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is restrained for 1 minute. On a success, a target takes half the damage and its speed is reduced by 10 feet until the end of its next turn. A creature, including the restrained target, can use its action to free a restrained target by succeeding on a DC 13 Strength check. \n'b'\n'b' ABOUT \n'b' Most bakery drakes live and work in the Dragon Empire, aiding in diplomatic endeavors with tasty meals when possible. Several have spread to larger cities. Many are expatriate drakes who desire only to help and learn from renowned bakers, while a few ply their trade to engage in spycraft. \n'b' This dragon\xe2\x80\x99s scales are a deep brown, except along its golden?brown underbelly. The smell of baked bread emanates from it, and bits of salt and splotches of white flour dot its scales, giving it the coloration of a baked roll. \n'b' Bakery drakes inhabit bakeries, restaurants, and inns, where they devise resplendent pastries and other savory baked treats. Though most bakery drakes receive adoration in settled areas, they face danger in the wilderness, where their aroma makes them targets for hungry creatures. \n'b' No Shortcuts, No Artificiality . Bakery drakes zealously guard their reputations as bakers. While they calmly accept the opinion of those who don\xe2\x80\x99t like the goods they produce, they take great offense when anyone suggests they cut corners or use magic to enhance their food. The drakes take care to point out when they use magic to enhance a food item to set expectations. \n'b' Consistent with their pride in their craft, they never poison food they prepare. \n'b' Sweet-Toothed Dragons . Bakery drakes enjoy fruit and have trouble controlling their appetites when preparing treats containing their favorite pieces. The drakes enjoy traveling to other lands to learn new recipes and sample new food. \n'b' Doughy Physiology . Bakery drakes have several properties in common with bread dough, notably the naturally occurring yeast within their bodies. The heat of a sunny day or a lit oven causes the yeast to break down, surrounding the drake with the aroma of baked bread. However, too much heat speeds up this process, disorienting the drake .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Bathhouse \n'b' Family: Drake \n'b' Medium dragon , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., fly 60 ft., swim 60 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Medicine +6, Persuasion +4 Perception +6 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., truesight 10 ft., passive Perception 16 Languages Common, Draconic, Primordial Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The bathhouse drake can breathe air and water. \n'b' Soapy . The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple. \n'b' Innate Spellcasting . The bathhouse drake\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : create or destroy water , misty step , prestidigitation \n'b' 3/day each : control water , fog cloud , gaseous form , lesser restoration \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bathhouse drake makes three melee attacks : one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 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' Scalding Jet . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 7 (2d6) fire damage. \n'b' Steam Burst (Recharge 5-6) . The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but 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'\n'b' About \n'b' A drake the size of a large mastiff stares at the gathered bathers with a firm gaze then lets out a breath of steam, moisturizing their skin. \n'b' Creatures of unknown origin, bathhouse drakes are a welcome sight to those who desire a relaxing sabbatical for the right price. \n'b' Unknown Origin . No one is certain how the bathhouse drakes came to be. Some theorize they were bred from other drakes to get a more tolerant and social temperament, while others speculate they might have migrated from some very distant jungle or rainforest. Another possible theory suggests they originated somewhere within the inner planes, where fire meets water. The drakes themselves, if they know, do not speak of it. \n'b' Lords of Luxury . Bathhouse drakes are curiosities of the world, serving as often as being served. Their lairs are not the dangerous caves of many true dragons, but instead the wondrous marble bathhouses of their namesake. They invest treasure from their hoards and hire artisans to create the most artistic and functional bathhouses, drawing in customers and appeasing their own egos. Some truly ambitious bathhouse drakes invest in constructing additions such as inns and taverns into their \xe2\x80\x9clairs,\xe2\x80\x9d and some even hire masseurs and chefs to serve guests and, of course, the drakes themselves. \n'b' Firm Yet Fair . While they possess the arrogance of their more ferocious draconic cousins, bathhouse drakes treat their subordinates (typically kobolds) with some respect, rarely abusing and sometimes rewarding them. Though the prices of their services are high, they personally insure that they give only the best, for they understand such quality customer care is a reflection of themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Cave \n'b' Family: Drake \n'b'\n'b' Large dragon , neutral \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 6 (-3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4, Survival +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 13 Languages Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Ambusher . In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised. \n'b' Keen Smell . The cave drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Spider Climb . The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Stone Camouflage . The cave drake has advantage on Dexterity ( Stealth ) checks made to hide in rocky terrain. \n'b' Actions \n'b' Multiattack . The cave drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Blinding Spit (Recharge 5-6) . Ranged Weapon Attack : +4 to hit, range 30 ft., one target. Hit : The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way. \n'b' About \n'b' Widely-spaced, large eyes sit on either side of the dragon\xe2\x80\x99s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below. \n'b' Highly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey. \n'b' Patient Predator . An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature\xe2\x80\x99s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake. \n'b' Solitary Hunter . The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. \n'b' A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out. \n'b' Hoards . Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi , glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Coin \n'b' Family: Drake \n'b' Small dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d6 + 44) Speed 30 ft., climb 20 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 19 (+4) INT: 12 (+1) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +5 Skills Perception +4, Stealth +6 Damage Resistances acid, cold, fire, lightning Condition Immunities charmed , frightened , paralyzed , unconscious Senses passive Perception 14 Languages Common, Draconic Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Coin Sense . The coin drake has advantage on Wisdom ( Perception ) checks that rely on vibrations when a creature comes into contact with coins within 20 feet of the drake. \n'b' False Appearance . While the coin drake remains motionless, it is indistinguishable from a pile of coins. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coin drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b' Hurled Coins . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Molten Gold (Recharge 5-6) . The coin drake expels gold heated within its body in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage or half as much damage on a successful one. A creature that fails its save is restrained by the rapidly cooling gold. As an action, the creature can make a DC 15 Strength check, breaking free of the gold on a success. \n'b'\n'b' ABOUT \n'b' Layers of coins of all description cover this draconic creature\xe2\x80\x99s head, body, and tail. Its teeth and claws appear to be coins filed down to a fine point. \n'b' Living Treasure . Coin drakes are their own hoard. When adult drakes produce an egg, they find a suitable pile of coins in which to place the egg. As coin drakes grow older and larger, they add more coins to their bodies and replace coins of lesser value with those of greater value. Coin drakes not associated with another dragon\xe2\x80\x99s hoard must constantly replenish coins they lose in combat. When they are killed, they collapse into a heap of coins. \n'b' Watchful Wardens . Coin drakes among a pile of coins become attuned to the coins and can sense movement of those coins. This makes them excellent guardians of coin-filled hoards belonging to more powerful dragons who don\xe2\x80\x99t mind the loss of a handful of coins to drakes who must rebuild themselves after a fight. \n'b' Coin Dependent . Coin drakes measure 3 feet long and weigh 50 pounds with most of that weight from coins. Plucking individual coins from the drakes is difficult, but it sheds them when it engages in vigorous activity. A \xe2\x80\x9cnaked\xe2\x80\x9d coin drake often dies within an hour of losing its last coin, prompting a desperate search for replacements.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Coral \n'b' Family: Drake \n'b' Medium dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 178 (21d8+84) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Dex +5, Str +7 Damage Resistances cold Skills Athletics +7, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common, Draconic Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The drake\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : blur \n'b'\n'b' Water Breathing . The drake can only breathe underwater. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Speed Surge (3/day) . A drake can draw on its draconic heritage for a boost of strength and speed that allows it to double its movement speeds that round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one bite attack , one sting attack , and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Sting . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Breath Weapon (Recharge 5-6) . Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacks to spew forth a 15-ft. cone of its spawn. Any creatures in this area must succeed a DC 16 Dexterity saving throw or take 27 (6d8) piercing damage from thousands of tiny bites, or half as much damage on a successful one. In addition, all creatures in the area must succeed a DC 16 Constitution saving throw or be stunned for 1 round. \n'b'\n'b' ABOUT \n'b' Like a piece of moving coral, this drake\xe2\x80\x99s coloration and scale patterns change to match nearby anemones, corals, seaweed, and urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake\xe2\x80\x99s body, waving in brilliant colors against a blue sea. The creature\xe2\x80\x99s long snout stretches out from its narrow face and an array of spikes and slender protrusions form a jagged crown. Inside the mouth, serrated teeth form multiple ringed ridges where its young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail. A coral drake measures 7 ft. from the tip of its snout to its barbed stinging tail. Thin and agile, the beast weighs less than 100 lbs. \n'b' Egg Warders . Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but even still, only a handful of these creatures ever reach maturity since their parents use the ravenous spawn for defense when faced with dangerous enemies. Coral drakes live in warm waters near great coral reefs. Many of these creatures hollow out small lairs in these reefs and protect their meager hoards with the aid of the area\xe2\x80\x99s natural inhabitants. \n'b' Taking advantage of its natural immunity to poison, coral drakes often choose lairs nestled in forests of poisonous urchins, stinging anemones, and toxic corals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Changeling \n'b' Medium fey (shapechanger), any alignment \n'b' Armor Class 13 Hit Points 16 (3d8 +3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Performance +3, Persuasion +3 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan, Common, and two others Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Ambusher . The changeling has advantage on attack rolls against any creature it has surprised. \n'b' Doppelganger Ancestry . The changeling has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep. \n'b' Shapechanger . As an action, the changeling can shapechange into a medium or smaller humanoid it has seen, or back into its true form. Any equipment it is wearing is transformed. If the changeling dies, it reverts to its true form. \n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' The changeling can look like any humanoid and lives amongst them. The offspring of doppelgangers and humans, its true form can come as a shock to some. Their pale bodies and large eyes are noticeable. They are extremely stealthy and are used as spies by both of the fey courts. \n'b' Diplomatic Doppelganger . Changelings are patient and calm and make very good diplomats. \n'b' Cautious Creature . These creatures are rather sensitive and take their time getting to know others and trying new activities. However, changelings often wander far from their homes as they are curious about other races. \n'b' Prolific Performers . A large number of changelings end up as entertainers. Their many gifts lend themselves to the performing arts.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Coral \n'b' Family: Drake \n'b' Medium dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 15 ft., swim 60 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Acrobatics +6, Perception +7, Stealth +6 Damage Resistances cold Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 17 Languages Draconic Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Camouflage . The coral drake has advantage on Dexterity (Stealth) checks made while underwater. \n'b' Water Breathing . The coral drake can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The coral drake makes one Bite attack and two Spined Fin attacks. It can replace its Bite attack with a Stinger attack. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Spined Fin . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned , the target takes 5 (2d4) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Biting Breath (Recharge 5\xe2\x80\x936) . The coral drake pressurizes the throat sacs that contain its growing young and spews tiny, ravenous hatchling drakes in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) piercing 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'\n'b' ABOUT \n'b' Swimming upright, this creature peels itself from the vibrant seascape and strikes with spined fins, shredding teeth, and a wickedly curved stinger. \n'b' Camouflaged Hunter . Like a piece of moving coral, this drake\xe2\x80\x99s coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young.\xc2\xa0Long serrated spines stretch from the coral drake\xe2\x80\x99s body, waving in brilliant colors against a blue sea. \n'b' All Spikes and Needles . An array of spikes and slender protrusions form a jagged crown above the creature\xe2\x80\x99s narrow face, while a long snout stretches out in front. Inside its mouth, serrated teeth form multiple ringed ridges where its young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail.\xc2\xa0A coral drake measures seven feet from the tip of its snout to its barbed tail. Thin and agile, the beast weighs less than 100 pounds.\xc2\xa0Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, as the parents use their ravenous spawn for defense. \n'b' Poisonous Lairs . Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area\xe2\x80\x99s natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. Aside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Crater \n'b' Family: Drake \n'b' Small dragon , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 187 (25d6 + 100) Speed 30 ft., fly 70 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8 Skills Perception +7, Survival +7 Damage Resistances acid, force Damage Immunities poison Condition Immunities paralyzed , poisoned , unconscious Senses darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Bizarre Internal Anatomy . Critical hits against the drake become normal hits. \n'b' Magical Emission . The crater drake emits warped magic. A creature that starts its turn within 5 feet of the drake must succeed on a DC 16 Constitution saving throw or take 5 (1d10) poison damage and be poisoned until the start of its next turn. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The drake makes one bite and two claw attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 17 (5d6) poison damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Warping Breath (Recharge 5-6) . The drake exhales body-warping magical energy in a 60?foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more develops tumors across its body. A creature with tumors has disadvantage on attack rolls and ability checks that use Strength or Dexterity . These tumors last until cured by a greater restoration spell or similar magic. \n'b'\n'b' About \n'b' Flecks of unnatural luminescence dot the hide of this small dragon. Plants slowly wilt in its shadow, and even insects give it a wide berth. \n'b' Crater drakes live in inhospitable badlands and thrive in areas where hostile magic lingers. \n'b' Decaying Presence . The presence of a crater drake has a profoundly negative impact on its environment.\xc2\xa0Stunted or dead vegetation and pools of toxic water surround a crater drake\xe2\x80\x99s lair. \n'b' Prone to Mutation . The twisted magic of their homelands infuses the crater drakes, promoting diversity in the species. Two drakes, even those hatched from the same clutch, rarely have identical biology. They continue to mutate as they age, and it isn\xe2\x80\x99t unusual for a crater drake to develop new abilities through these mutations. \n'b' Treasure Eaters . Crater drakes keep their treasure hoards in the safest place they know: their gullets. Opening the stomach of a dead crater drake reveals fused piles of metals studded with precious gems and the occasional magical trinket. \n'b' Survivor . The crater drake doesn\xe2\x80\x99t require food or water. \n'b' Crater Drake Mutations \n'b' Mutation is common among crater drakes. If you want to make a crater drake that is unique from typical crater drakes, roll a d6 or choose a mutation from the following: \n'b'\n'b' Tail Sweep . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Dexterity saving throw or be knocked prone . The drake can use this in place of one claw attack when using its Multiattack action. \n'b' Immunity to Acid . The drake has immunity, rather than resistance , to acid damage. \n'b' Steel Hide . The drake\xe2\x80\x99s hide is tougher than most drakes. Its Armor Class increases by 2. \n'b' Caustic Bite . Instead of poison damage, the drake\xe2\x80\x99s bite deals an extra 17 (5d6) acid damage. \n'b' Burrower . The drake\xe2\x80\x99s wings are stunted and useless. It doesn\xe2\x80\x99t have a flying speed, but it has a burrowing speed of 30 feet. \n'b' Survivor\xe2\x80\x99s Fortitude . If damage reduces the drake to 0 hp , it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the drake drops to 1 hp instead.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Crimson \n'b' Family: Drake \n'b' Tiny dragon , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 45 (10d4 + 20) Speed 15 ft., fly 80 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 9 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 Skills Acrobatics +4, Perception +1 Damage Immunities fire Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The drake has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crimson drake makes one Bite attack and one Stinger attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. \n'b' Stinger . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns while poisoned . A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Fire Breath (Recharge 6) . The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes. \n'b' Fiery Raiders . Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames\xe2\x80\x94traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may intentionally set fires to blaze a trail for hunters to find the dragon\xe2\x80\x99s lair. \n'b' Mistaken for Pseudodragons . A crimson drake\xe2\x80\x99s scales and features are quite similar to those of a pseudodragon , and they can imitate a pseudodragon\xe2\x80\x99s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. As with pseudodragons, they resemble a red dragon in all but size and the presence of the drake\xe2\x80\x99s scorpion-like stinger. On average, a crimson drake weighs 12 pounds, its body measures about 18 inches long, and its tail adds another 18 inches. \n'b' Familiars \n'b' A crimson drake occasionally chooses to serve an evil spellcaster as a familiar. They are too mischievous to be especially loyal or trustworthy, but they are ferocious in defense of their master, feeling as possessive toward the master as other dragons might a piece of a hoard. Such crimson drakes have the following trait. \n'b'\n'b' Familiar . The drake 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 drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake\xe2\x80\x99s Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Badger (Giant) \n'b' Family: Animal \n'b' Medium beast , unaligned \n'b' Armor Class 10 Hit Points 13 (2d8 + 4) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Keen Smell : The badger has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack : The badger makes two attacks: one with its bite and one with its claws. \n'b' Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. \n'b' About \n'b' A tremendous badger snarls and scrapes its wicked, shovel-like claws. Stocky muscles ripple beneath its streaked and shaggy fur.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Deep \n'b' Family: Drake \n'b' Large dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 150 (20d10 + 40) Speed 40 ft., climb 30 ft., fly 80 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 14 (+2) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +6 Skills Athletics +9, Insight +6, Perception +6 Damage Immunities necrotic Condition Immunities paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16 Languages Common, Darakhul, Draconic, Undercommon Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The drake has advantage on saving throws against spells and other magical effects. \n'b' Sunlight Sensitivity . While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack, two Claw attacks, and one Stinger attack. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft, one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Stinger . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 (2d6) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action. \n'b' Enervating Breath (Recharge 5\xe2\x80\x936) . The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) necrotic 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'\n'b' ABOUT \n'b' This large, unnerving drake\xe2\x80\x99s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail. \n'b' Friend to Ghouls . The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes\xe2\x80\x99 poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake. \n'b' Love Darkness . Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. They love life underground, and they feel a kinship with the aberrations and undead residing there. They avoid sunlight and are strictly nocturnal when on the surface. \n'b' Few in Number . A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10\xe2\x80\x9320 years, the drakes reproduce, resulting in three or four threefoot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A \xe2\x80\x9chousehold drake\xe2\x80\x9d is a great status symbol in some deep places, and surface necromancers who have heard of them are often eager to acquire one.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Diminution \n'b' Family: Drake \n'b' Medium dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 71 (13d8 + 13) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 6 (-2) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +4, Con +4 Skills Perception +4, Stealth +4, Survival +4 Damage Immunities poison Condition Immunities blinded , deafened, poisoned Senses blindsight 30 ft., passive Perception 17 Languages understands Common and Draconic but can\xe2\x80\x99t speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Change Scale . As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can\xe2\x80\x99t use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action. \n'b' Keen Smell . The diminution drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The drake makes two claw attacks and one stinger attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage. \n'b' In One Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one Tiny target. Hit : The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target\xe2\x80\x99s hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies. While it has a creature swallowed, the diminution drake can\xe2\x80\x99t reduce its size below Medium. If the diminution drake dies, a swallowed creature\xe2\x80\x99s hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake. \n'b' Stinger . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest . This attack can reduce a creature\xe2\x80\x99s size to no smaller than Tiny. \n'b' Shrinking Breath (Recharge 5-6) . The drake exhales poison in a 15-foot-line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and its size is reduced by one category until it completes a short or long rest . On a success, it takes half the damage and isn\xe2\x80\x99t reduced in size. This breath can reduce a creature\xe2\x80\x99s size to no smaller than Tiny. \n'b'\n'b' About \n'b' The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion. This draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell. \n'b' Shrinking Hunter . The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey. \n'b' Hunters of Sport . Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Elder Shadow \n'b' Family: Drake \n'b' Large dragon , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 18 (+4) INT: 8 (-1) WIS: 9 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Cha +4 Skills Perception +5, Stealth +7 Damage Vulnerabilities radiant Damage Immunities cold Senses darkvision 120 ft., passive Perception 15 Languages Common, Draconic, Umbral Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Sight . The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn\xe2\x80\x99t impede the drake\xe2\x80\x99s darkvision . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elder shadow drake makes one Bite attack and two Tail Slap attacks. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage. \n'b' Tail Slap . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. \n'b' Invisibility . The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action. \n'b' Stygian Breath (Recharge 5\xe2\x80\x936) . The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness . No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Step . The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness. \n'b'\n'b' ABOUT \n'b' A large dragon with black scales and shadowy wings emerges from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone. \n'b' Solitary Lairs . They haunt dark and lonely places, such as deep caves, dense forests, shadowy ruins, and many wild locations in the Plane of Shadow. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching. \n'b' Fade Into Shadows . An elder shadow drake naturally fades from view in areas of dim light or darkness, becoming invisible until it attacks or is bathed in sunlight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Fey \n'b' Family: Drake \n'b' The small dragon flicks its tongue, light glinting off its purple -black scales. The gleam in its eye hovers somewhere between mischief and malice. \n'b' Small dragon, chaotic neutral \n'b' Armor Class 17 (natural armor) Hit Points 82 (15d6 + 30) Speed 20 ft., fly 80 ft.\n'b' STATS STR: 6 (-2) DEX: 20 (+5) CON: 15 (+2) INT: 15 (+2) WIS: 16 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Constitution +5, Wisdom +6 Skills Arcana +5, Deception +7, Perception +6, Stealth +8 Senses darkvision 120 ft., passive Perception 16 Languages Common, Draconic, Sylvan, telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Magic Resistance . The fey drake has advantage on saving throws against spells and other magical effects. \n'b' Superior Invisibility . As a bonus action , the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. \n'b' Innate Spellcasting . The fey drake\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components At will: charm person , color spray , grease \n'b' 3/day each : hypnotic pattern , locate creature , suggestion \n'b' 1/day each : dominate person , polymorph \n'b'\n'b' Actions \n'b' Multiattack . The fey drake makes three bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour. \n'b' Bewildering Breath (Recharge 5-6) . The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed , the creature can\xe2\x80\x99t take bonus actions or reactions , and it makes all Intelligence , Wisdom , and Charisma skill checks and saving throws with disadvantage. \n'b' About \n'b' Fey drakes are surprisingly devoted in their worship of a minor draconic deity named Silvaniel, the trickster friend of Veles, god of all dragons. The role of Silvaniel is to remind grim and brooding Veles of the existence of joy, warmth, friendship, and mischief in the world, for Veles (and many other great dragons) spend much of their time brooding and counting coins. Gnomes, halflings, and some kobolds also venerate Silvaniel. \n'b' Divine Servant . The oldest and most capricious drakes catch the eye of the god of dragons who imbues them with its power. \n'b' That lucky drake then becomes a fey drake, a (mostly) faithful servant. The fey drake\xe2\x80\x99s main duties to its master generally involve finding people, spying on them, and, when appropriate, convincing them to perform tasks for the god of dragons. In the best cases, the task is something the person wants to do, and harmony prevails. In cases where the person is less agreeable, the fey drake uses its magic to force the person to comply. \n'b' But Still Capricious . Fey drakes, however, have a streak of unpredictability. Something that seems like a good idea at the time, or something that might be a bad idea but be fun, is exactly what a fey drake is likely to do without regard for the long-term consequences. The fey drake is more prone to mischief than even its most mischievous draconic cousins.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Fire \n'b' Family: Drake \n'b' Small dragon , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 27 (6d6 + 6) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 13 (+1) CON: 13 (+1) INT: 4 (-3) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Damage Immunities fire Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 1 (200 XP) \n'b' Special Traits \n'b' Pyrophoric Blood . A creature that hits the fire drake with a weapon attack from within 5 feet of the fire drake must make a DC 11 Dexterity saving throw or take 3 (1d6) fire damage. \n'b' Actions \n'b' Multiattack . The fire drake makes one Bite attack and one attack with its Claws. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 8 (2d6 + 1) slashing damage. \n'b' Fire Breath (recharge 6). The fire drake exhales fire in a 15-foot cone. Creatures in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half a much damage on a successful saving throw. \n'b' About \n'b' Fire drakes lair in caves and caverns deep within the hills and mountains. Fire drakes are carnivorous creatures and very territorial, fighting other drakes that move into their area. They are tolerant of other fire drakes, but view them with suspicion. On occasion, a mated pair is encountered, but only in the late summer months or early autumn. \n'b' Fire drakes are often mistaken for young or miniature red dragons. A typical fire drake is 4 feet long, though it can grow to a length of 6 feet. Fire drakes prefer to open combat with their breath weapon. Once expended, they rely on their bite. Their claws are too small to be effective in combat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Forest \n'b' Family: Drake \n'b' A wingless, scaled beast the size of a hound squats low to the ground on four stocky legs. It blows fire from its mouth, igniting a pile of dry leaves and casting white ash onto its emerald scales. It smiles as the flames begin to climb up a dead tree. \n'b' Small dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d6 + 32) Speed 30 ft., climb 50 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 19 (+4) INT: 12 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Nature +3 Damage Immunities fire Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Draconic, Druidic, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Mighty Leap . The drake\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet with or without a running start. Additionally, if it ends its jump within 5 feet of a creature, the first attack roll it makes against that creature before the end of its turn has advantage. \n'b' Actions \n'b' Multiattack . The forest drake makes one bite attack and one claw attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Fire Breath (Recharge 5-6) . The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Druidic Watchdogs . Druids and forest drakes share a common interest in ensuring the continued survival of the natural world. While forest drakes tend not to directly aid mortals, they make an exception for their druidic allies by guarding druidic enclaves, scouting for threats by swinging through the treetops with their prehensile tails, and making secret markings in the trees to ward druids from dangerous areas. \n'b' About \n'b' Forest drakes are short, wingless drakes. They trundle slowly across the ground but are capable of climbing trees at a rapid pace using their long, muscular tail and powerful, dagger-sharp claws. Forest drake eggs are laid in hollows buried beneath oldgrowth trees, and it is said that a drake will live as long as the tree where it hatched. \n'b' Altruistic Arsonists . Forest drakes love setting forest fires. \n'b' Yet despite their apparently ruthless contempt for their sylvan home, forest drakes set fires to protect their domains. Forest drakes are acutely aware that small, frequent forest fires cull dead and diseased trees and prevent the woods from becoming tinder-dry and prone to massive, uncontrollable infernos in the summer. Wood elves and seasoned human woodmen tend to make forest drakes their allies, as the helpful drakes keep their self-set wildfires from spreading. Lumberjacks, hunters, and farmers less skilled in the art of forestry often mistake forest drakes\xe2\x80\x99 altruism for malice and attack the creatures on sight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaos Beast \n'b' Medium aberration , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Resistances acid, necrotic, slashing Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses darkvision 60 ft., passive Perception 17 Languages None Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Amorphous . The chaos beast can move through a space as narrow as 1 inch wide without squeezing. \n'b' Destabilize . A creature that touches the chaos beast or hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way takes 21 (6d6) necrotic damage at the start of each of its turns. It 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 chaos beast\xe2\x80\x99s Destabilize for the next 24 hours. \n'b' Actions \n'b' Multiattack . The chaos beast makes two claw attacks. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage. The creature must make a DC 15 Constitution saving throw or be affected by the chaos beast\xe2\x80\x99s Destabilize effect. \n'b' About \n'b' This creature resembles a lion with dark, blackened fur, razor-sharp fangs, and oversized paws that wield sharpened claws. \n'b' A beast of chaos is a creature that has been warped when the demonic forces of the Abyss reach into the Material Plane. A beast of chaos vaguely resembles the animal it once was. Its skin and fur become leprous and patchy. Its color fades to a dull sheen. Its teeth become razor-sharp and more pronounced. Its eyes turn to a bright golden yellow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Hoard \n'b' Family: Drake \n'b' Large dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 7 (-2) CON: 20 (+5) INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +8 Skills Arcana +6, History +6, Nature +6, Perception +3 Damage Immunities fire Senses darkvision 120 ft., passive Perception 13 Languages Common, Draconic Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Miser\xe2\x80\x99s Fury . The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom ( Perception and Survival ) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard. \n'b' Treasure Sense . A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical. \n'b' Actions \n'b' Multiattack . The hoard drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. \n'b' Midas Breath (Recharge 6) . The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn\xe2\x80\x99t cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold. The gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold. \n'b' About \n'b' A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws. \n'b' Avarice Personified . Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely-if ever-venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs. \n'b' Robbers Beware . Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn\xe2\x80\x99t rest until the indignity it has suffered has been repaid in full.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Hoarfrost \n'b' Family: Drake \n'b' Medium dragon , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 9 (-1) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 Skills Perception +3, Stealth +4 Damage Vulnerabilities fire Damage Immunities cold Senses darkvision 90 ft., passive Perception 13 Languages Common, Draconic Challenge 2 (450 XP) \n'b' Special Traits \n'b' Ice Walk . The hoarfrost drake can move across and climb 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' Icy Scales . The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple. \n'b' Actions \n'b' Multiattack . The hoarfrost drake 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 plus 2 (1d4) cold damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Cloud of Riming Ice (Recharge 5-6) . The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it\xe2\x80\x99s holding. On a success, the target takes half the damage and doesn\xe2\x80\x99t drop what it\xe2\x80\x99s holding. The area becomes difficult terrain until the end of the hoarfrost drake\xe2\x80\x99s next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone . \n'b' Reactions \n'b' Retaliatory Slip . When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it. \n'b' About \n'b' This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. \n'b' When the dragon exhales, its breath covers everything in a patina of frost. \n'b' White Dragon Servants . Hoarfrost drakes share territory with white dragons, not as rivals, but as minions. As disagreeable as the more impressive dragons, hoarfrost drakes are apt proxies for their masters. Failure is rewarded with a swift and violent death, but the drakes are too self-assured to believe they can fail their draconic sovereigns. \n'b' Creator of Slippery Surfaces . A hoarfrost drake\xe2\x80\x99s cold breath creates a glaze of frost and ice. The cruel dragons enjoy using this aspect of their breath to slick the ground and render objects slippery. They taunt those who fall on the ice or lose their grip on weapons and shields. Their hides are also slippery, allowing them to escape the grasp of foes trying to hold them. They are particularly adept at twisting their bodies to make would-be captors regret the decision. \n'b' Haters of Fire . Hoarfrost drakes despise fire, especially magical fire. If they are targeted by spells or effects that deal fire damage, they focus their attacks on the source. Hoarfrost drakes that attack civilized areas usually extinguish fires with their breath before attacking residents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Kelp \n'b' Family: Drake \n'b' Medium dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Aggressive . As a bonus action, the drake can move up to its speed toward a hostile creature that it can see. \n'b' Limited Amphibiousness . The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation. \n'b' Actions \n'b' Multiattack . The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target. \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. \n'b' Deathroll . The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn\xe2\x80\x99t stunned. The kelp drake can use this action only if both itself and the target are immersed in water. \n'b' Binding Bile (Recharge 6) . The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t restrained . A creature, including the target, can take its action to remove the kept by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage). \n'b' About \n'b' The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws. \n'b' Avarice and Opportunity . Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects. \n'b' Drawn to Disaster . Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like sea dragons, carnivorous ships, and even the mighty timingila destroy seafaring vessels and coastal settlements, a kelp drake surge soon follows. Kelp drakes prowl among the debris, even climbing up on floating derelicts to steal scraps and ambush survivors.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Lava \n'b' Family: Drake \n'b' Large dragon , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 199 (21d10+84) Speed 30 ft., burrow 30 ft., fly 60 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX: 16 (+3) CON: 18 (+4) INT: 9 (-1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Dex +8, Str +11 Damage Immunities fire Damage Vulnerabilities cold Skills Athletics +11, Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Lava Burrow . The drake can only use its burrow speed within lava or magma. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Speed Surge (3/day) . A drake can draw on its draconic heritage for a boost of strength and speed that allows it to double its movement speeds that round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one bite attack , one tail attack , and two claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Claw . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 16 (2d8 + 7) slashing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, 10 ft. reach, one target. Hit : 10 (1d6 + 7) bludgeoning. \n'b' Magma Shake . Whenever the drake exits from being submerged in molten rock (either magma or lava), it can shake its body, flicking a fine spray of scalding molten rock in every direction. All creatures within a 30-foot radius of the lava drake take 30 (12d4) fire damage from the shower of scalding rock; a successful DC 16 Dexterity save halves the damage. \n'b' Breath Weapon (Recharge 5-6) . Coral drakes nurture their offspring in specialized throat sacks. They can pressurize these sacks to spew forth a 15-ft. cone of its spawn. Any creatures in this area must succeed a DC 16 Dexterity saving throw or take 25 (8d6) piercing damage from thousands of tiny bites, or half as much damage on a successful one. In addition, all creatures in the area must succeed a DC 16 Constitution saving throw or be stunned for 1 round. \n'b'\n'b' ABOUT \n'b' Lava drakes rise from smoldering volcanic crevasses to terrorize and devour those creatures weaker than themselves. While far less intelligent that their draconic kin, they are equally arrogant and seek out the adoration of humanoids. They can and often do submerge themselves in molten rock, burrowing through the lava to sneak up on prey, or to provide a dramatic display of power to those who worship them. Thick, black-crusted scales cover a lava drake\xe2\x80\x99s body. Stockier than other drakes, adults can grow up to 18 feet in length and weigh over 3,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boar \n'b' Family: Animal \n'b' Subpages This ill-tempered beast\xe2\x80\x99s tiny, bloodshot eyes glare angrily above a mouth filled with sharp tusks. \n'b' Medium beast , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 12 (+1) INT: 2 (-4) WIS: 9 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Charge : If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \n'b' Relentless (Recharges after a Short or Long Rest) : If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. \n'b' Actions \n'b' Tusk : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Light \n'b' Family: Drake \n'b'\n'b' Tiny dragon , neutral good \n'b' Armor Class 13 Hit Points 24 (7d4 + 7) Speed 20 ft., fly 60 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3 Damage Resistances radiant Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Reflective Scales . When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight. \n'b' Innate Spellcasting . The light drake\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights , light , locate animals or plants , sacred flame \n'b' 3/day each : color spray , faerie fire \n'b'\n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Breath Weapon (Recharge 6) . A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage but isn\xe2\x80\x99t blinded . A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' The light drake is a small, bulky dragon with two legs and two wings. It has glowing, yellow eyes, and light reflects easily off its golden scales. \n'b' Light Bringers . Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the dark denizens of the Underworld. They are regularly hunted by such denizens who offer large rewards for their golden hides. \n'b' Social Trinket Collectors . Light drakes are social creatures that live in small, glowing colonies in the caverns of the Underworld. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness of the Underworld, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering gold and jewels. \n'b' Undead Slayers . Light drakes despise undead and creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for will-o\xe2\x80\x99-wisps. When a will-o\xe2\x80\x99-wisp has been spotted in a light drake colony\xe2\x80\x99s territory, packs of the drakes tirelessly hunt for the creature until it is slain. \n'b' Familiar . Some light drakes are willing to serve good-aligned spellcasters as a familiar. Such light drakes have the following trait. The light drake 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 drake senses as long as they are within 1 mile of each other. While the light drake is within 10 feet of its companion, the companion gains the sacred flame * cantrip, using the companion\xe2\x80\x99s spell save DC or the light drake\xe2\x80\x99s, whichever is higher. At any time and for any reason, the light drake can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Liminal \n'b' Family: Drake \n'b' Large dragon , neutral evil \n'b' Armor Class 17 Hit Points 204 (24d10 + 72) Speed 0 ft., fly 80 ft. (hover)\n'b' STATS STR: 7 (-2) DEX: 24 (+7) CON: 16 (+3) INT: 15 (+2) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +9 Damage Resistances acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 120 ft., passive Perception 14 Languages Draconic Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The drake 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' Nauseating Luminance . When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save. \n'b' Void Dweller . When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time. \n'b' Actions \n'b' Multiattack . The liminal drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage. \n'b' Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage. \n'b' Stellar Breath (Recharge 5-6) . The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one. \n'b' Warp Space . The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can\xe2\x80\x99t use the effect to banish an unwilling creature to another plane. \n'b' About \n'b' A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. \n'b' A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void. \n'b' Void Dragon Offspring . When an ancient void dragon dies, some of the material composing the dragon cleaves from its body to produce liminal drakes. Though not true offspring, these drakes still possess many of the characteristics of their progenitors. \n'b' Planar Bodies . As a side effect of their origins, liminal drakes are linked to multiple planes and worlds. In an emergency, the drakes can turn themselves inside-out to pass through one of these links, escaping to safety. \n'b' Ominous Aurora . The combination of starlight and void composing a liminal drake\xe2\x80\x99s body is nauseating to many observers. Madness cults relish a drake\xe2\x80\x99s appearance in the night sky as a sure sign their dark patrons will soon arrive. \n'b' Void Traveler . The liminal drake doesn\xe2\x80\x99t require air, food, drink, or ambient pressure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Mist \n'b' Family: Drake \n'b' Large dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10+48) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Dex +5, Str +7 Skills Athletics +7, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fog Vision . The drake can see through fog or mist as if it were not there. \n'b' Innate Spellcasting . The drake\xe2\x80\x99s spell casting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : fog cloud \n'b'\n'b' Misty Camouflage . While in fog or mist, the drake\xe2\x80\x99s Stealth bonus is +8. Additionally, while in or adjacent to an area of fog or mist, the drake can use the Stealth skill even while being observed. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Speed Surge (3/day) . A drake can draw on its draconic heritage for a boost of strength and speed that allows it to double its movement speeds that round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 20 (3d10 + 4) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Fogburst (Recharge 5-6) . A drake can expel a ball of solid mist that explodes into a cloud of fog upon impact. This attack has a range of 60 feet and deals 17 (5d6) points of bludgeoning damage to all creatures in a 20-foot radius if they fail a DC 15 Dexterity saving throw, or half as much on a successful save. Flying creatures in this area that fail a DC 15 Strength saving throw or be pushed back to the edge of this radius, taking 3 (1d6) damage per 5 feet they travel if they end up striking a solid object. Creatures on land must succeed a DC 15 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Mist drakes are less openly aggressive than most drakes, as they are not as physically strong and imposing as most of their kin. Their bodies are narrow and serpentine, more suited for quick strikes and hit-and-run tactics than for close combat. However, they excel at stealth for creatures of their size , and can expel a burst of thick fog whenever they need to create a diversion or screen themselves from archers trying to target them. In the mist, they move swiftly and silently to disperse groups of foes with their explosive breath and then single out one of their enemies for a quick and deadly attack before their victim\xe2\x80\x99s allies can regroup and come to its rescue. Mist drakes mate only once few decades but are more caring parents than others of their ilk. After the clutch of two to six eggs hatch, the hatchlings stay with their mother for up to 20 years before seeking out their own hunting territory. Mist drakes live up to 200 years. A typical mist drake is 13 feet long from head to tail tip, but these lithe dragons rarely weigh more than 1,000 pounds. \n'b' Legendary Games'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Moon \n'b' Family: Drake \n'b' A pale drake drifts through the air like a leaf on the surface of a pond, barely moving its billowing, cloak-like wings. Its large, jet-black eyes stare skyward but reflect no light. \n'b' Medium dragon , neutral \n'b' Armor Class 15 Hit Points 76 (9d8 + 36) Speed 25 ft., fly 100 ft.\n'b' STATS STR: 10 (+0) DEX: 20 (+5) CON: 19 (+4) INT: 13 (+1) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +4, Insight +7 Damage Resistances varies (see Moonbound) Damage Vulnerabilities varies (see Moonbound) Condition Immunities paralyzed , unconscious Senses darkvision 120 ft., passive Perception 14 Languages Celestial, Common, Draconic Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Curative Saliva . The moon drake\xe2\x80\x99s saliva can be bottled, distilled, and used in 1-ounce doses. An afflicted lycanthrope that drinks this concoction is instantly cured of lycanthropy, requiring no saving throw. This draught can\xe2\x80\x99t cure a natural-born lycanthrope of the curse of lycanthropy. \n'b' Moonbound . A moon drake\xe2\x80\x99s power waxes and wanes with the moon. Under a full moon, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and its weapon attacks deal an additional 3 (1d6) radiant damage. Under a new moon, it has vulnerability to bludgeoning, piercing, and slashing damage. Under any other moon, it gains no extra traits. \n'b' Actions \n'b' Multiattack . The moon drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 5 (1d10) radiant damage. A shapechanger that takes radiant damage from this attack instantly reverts to its true form and can\xe2\x80\x99t assume a different form for 1d4 rounds. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Moonlight Nip . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature afflicted with lycanthropy. Hit : The target must succeed on a DC 15 Constitution saving throw or be cured of lycanthropy (it can willingly fail this save). This attack can\xe2\x80\x99t cure a natural born lycanthrope of the curse of lycanthropy. \n'b' Lunarbeam (Recharge 5-6) . The drake exhales searing moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its true form and can\xe2\x80\x99t assume a different form for 1d4 rounds. \n'b' Reactions \n'b' Form of Moonlight . When the moon drake takes damage or is restrained , it can transmute its physical form into an incorporeal form of pure moonlight until the end of its next turn. While in this form, it has resistance to cold, fire, and lightning damage and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, the drake can pass through openings at least 1 inch wide and through transparent objects. It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b' About \n'b' Impalpable as the night and ephemeral as the moon, the pale-winged moon drakes are mysterious creatures. Monster hunters have long struggled to capture a specimen and study the alien form, but the drakes are all but impossible to catch. \n'b' Whenever a hunter tries to snare one, the moon drake\xe2\x80\x99s ethereal body turns into a beam of pure moonlight and flies away at impossible speeds. \n'b' Power over Lycanthropes . The only thing that is known for certain about these drakes is that their connection with the moon gives them some power over lycanthropy. A moon drake\xe2\x80\x99s saliva is liquid moonlight, and it uses this against lycanthropes it encounters. \n'b' Timid but Loyal . Moon drakes are flighty creatures and are frightened of most humanoid creatures. Moon drakes are often only able to overcome their fear of others when innocent people are in danger, and the drakes are the only ones able to save them. \n'b' The people of countless countryside villages have stories of being nearly eviscerated by a rampaging werewolf, only to be saved by a strange creature with wings of moonlight hurtling from the heavens. These people say their rescuer cured the werebeast in a flash of pearlescent light then disappeared into the sky as quickly as it arrived. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter moon drakes without modifying its challenge rating. \n'b' Mooncurse Slash (Recharges after a Short or Long Rest) . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : The target must succeed on a DC 15 Constitution saving throw or become cursed with lycanthropy (the moon drake chooses the type of lycanthrope ). A creature that previously suffered from lycanthropy (even if it was cured) makes its saving throw with disadvantage. A lycanthrope has advantage on its saving throw. If a lycanthrope fails, it changes to the type chosen by the drake. This attack can\xe2\x80\x99t affect a natural-born lycanthrope . A GM who wishes to randomize the type of lycanthrope can do so as follows, on a roll of a d10: 1: werebear, 2: wereboar, 3: weretiger, 4-6: wererat, 7-10: werewolf. The moon drake replaces the Moonlight Nip action with Mooncurse Slash. \n'b' Shiftersense . The moon drake can sense the presence of shapeshifters within 30 feet. The moon drake\xe2\x80\x99s darkvision is reduced to 60 ft.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Pact \n'b' Family: Drake \n'b' The thief pushed a clinking bag across the desk, but the pact drake hissed and spit, making it clear that the law could not be bent, even for a handsome price. \n'b' Small dragon , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 45 (8d6 + 24) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 17 (+3) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Wisdom +6 Skills Insight +8, Investigation +5, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities psychic, radiant Condition Immunities charmed , frightened Senses darkvision 60 ft., truesight 60 ft., passive Perception 16 Languages all Challenge 1 (200 XP) \n'b' Special Traits \n'b' Binding Witness . Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake\xe2\x80\x99s magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake\xe2\x80\x99s scrying usually is enough to arouse its suspicion), and they become potential targets for the drake\xe2\x80\x99s Punish Transgressor action. \n'b' Sense Falsehood . The drake knows if it hears a lie. \n'b' Innate Spellcasting . A pact drake\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\n'b'\n'b' At will : detect magic \n'b' 3/day each : arcane eye , clairvoyance , scrying \n'b'\n'b' Actions \n'b' Multiattack . The pact drake makes two attacks: one with its bite and one with its claw. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Enforced Diplomacy (Recharge 5-6) . The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed , a creature also can\xe2\x80\x99t attack up to five creatures of the pact drake\xe2\x80\x99s choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Punish Transgressor . The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded , deafened , and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest . \n'b' About \n'b' The word of law in draconic form, pact drakes make their homes in large cities or other seats of authority. They often appear at major negotiations, as if drawn by an uncanny sense. Sometimes welcomed, sometimes not, the drakes nevertheless assure that all parties honor the contract. \n'b' Witnesses for a Price . Some nations or powerful individuals retain the services of a pact drake, usually by providing historical, legal, or religious documents. Some of these creatures also demand trivial payment in gems and jewels; though trivial to the drake could mean up to 10% of the kingdom\xe2\x80\x99s treasure. Delicate negotiations between rival humanoid powers sometimes fall to the pact drakes \xe2\x80\x9cemployed\xe2\x80\x9d by both sides. \n'b' Crowns, Seals, and Banners . As the embodiment of law, a pact drake must enforce all deals it brokers. While its 4-foot long body and 1-foot long tail make a pact drake seem insignificant, it carries an unmistakable presence in the halls of power. The creatures sometimes take on affectations to further their image, usually the trappings of authority recognized by the society around them, such as particular flags, rings, seals, or umbrellas carried by servants. \n'b' Alternate Traits and Actions \n'b' Source ExpCod (Open Design) \n'b' The following changes allow GMs to alter a pact drake without modifying its challenge rating. \n'b' Appoint Notary . As an action, the pact drake designates a willing creature to witness a pact or agreement on the drake\xe2\x80\x99s behalf. The designated creature gains the drake\xe2\x80\x99s Binding Witness trait and Punish Transgressor action for the pact or agreement it witnesses. It also gains the ability to cast scrying three times per day, using its Charisma as its spellcasting ability. The designated creature can only scry on parties involved in the agreement. The drake relinquishes its abilities with respect to the agreement. The drake can revoke this designation as a bonus action. When it does so, it regains the Binding Witness trait and the Punish Transgressor action with respect to the pact or agreement. The pact drake loses its Enforced Diplomacy action. \n'b' Teleport to Transgressor (Recharges after a Long Rest) . The pact drake is psychically linked to each pact and agreement it witnesses. If a creature breaks a drake-brokered contract, the drake can teleport unerringly to the transgressor\xe2\x80\x99s location up to an hour afterward. The teleportation fails if the target creature is no longer on the same plane as the drake. The pact drake loses the ability to cast arcane eye and clairvoyance . \n'b' Visceral Punisher . As a bonus action, the drake chooses a single creature within 60 feet that broke the terms of a pact witnessed by the drake. Until the target creature is dead or it has offered compensation for breaking the terms of the pact, the drake has advantage on attacks against the target and on saving throws against spells or other magical effects originating from the target. Additionally, the drake\xe2\x80\x99s melee attacks deal double damage to the target. The pact drake loses its Punish Transgressor action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaos Creeper \n'b' Medium plant , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 150 (20d8 + 60) Speed 15 ft., climb 10 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Persuasion +7 Damage Immunities poison Condition Immunities blinded , deafened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Sylvan, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Pandemonium Fruit . The chaos creeper produces pitcher-shaped magical fruit. When a creature picks a fruit, it is subjected to the chaos creeper\xe2\x80\x99s Wondrous Cornucopia trait. A fruit withers 24 hours after being picked, losing all magic. If a creature expends a spell slot of 3rd level or higher or volunteers some of its life force while picking the fruit, it can choose which Wondrous Cornucopia effect happens instead of determining the effect randomly. A creature volunteering its life force must spend two Hit Dice, rolling the dice and losing hp equal to the total. \n'b' Wondrous Cornucopia . A creature that picks one of the chaos creeper\xe2\x80\x99s fruits or that is struck by the creeper\xe2\x80\x99s Fruit Bomb triggers the chaotic magic within the fruit. Roll a d8 to determine which of the following effects happens:\n'b'\n'b'\n'b' Butterfly Cloud . The fruit explodes into a cloud of butterflies, swirling out in a 30-foot radius from the fruit for 1 minute, making the area heavily obscured. \n'b' Restoration . A creature eating the fruit ends one condition, disease, or any reduction to one of its ability scores, or it reduces its exhaustion level by one. \n'b' Poison Gas . The fruit bursts into a cloud of red gas in a 20-foot radius centered on the fruit. The area is heavily obscured and lasts for 1 minute or until dispersed by a strong wind. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. \n'b' Healing . A creature eating the fruit regains 22 (5d8) hp . \n'b' Swarming Insects . The fruit bursts, releasing 2d4 swarms of insects. \n'b' Protection . A creature eating the fruit gains resistance to acid, cold, fire, lightning, poison, or thunder damage (determined randomly) for 8 hours. \n'b' Squirrel Transformation . A creature eating the fruit must succeed on a DC 16 Constitution saving throw or transform into a squirrel for 10 minutes. \n'b' Cleansing . All curses and diseases afflicting a creature end when it eats the fruit. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chaos creeper makes three Vine Whip attacks or two Fruit Bomb attacks. \n'b' Vine Whip . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. \n'b' Fruit Bomb . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 31 (5d10 + 4) acid, cold, fire, lightning, poison, or thunder damage (the chaos creeper\xe2\x80\x99s choice). Instead of dealing damage, the chaos creeper can choose for the fruit to trigger its Wondrous Cornucopia trait. Treat the target as if it ate the fruit, where applicable. \n'b'\n'b' ABOUT \n'b' Fan-shaped, golden leaves spread out above the trunk of the plant. Pitcher-shaped fruit hangs from its branches. The chaos creeper is a lithophyte that grows on rocky outcroppings in highlands and foothills. Veteran explorers and adventurers keep a sharp eye out for them since the plant\xe2\x80\x99s healing properties can mean the difference between life and death. Unfortunately, the results of its magic are unpredictable. \n'b' Fey Creation . The arborists of the fey courts originally created the chaos creepers to bedevil mortals and entertain fey nobility. Imbued with fey sentience, chaos creepers do their best to cajole or dupe non-fey into taking their delicious, magical fruit. A creature that takes a fruit without giving something in exchange is likely to meet with a nasty surprise, but the chaos creeper rarely shares that information, especially with those it finds rude or uptight.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Paper \n'b' Family: Drake \n'b' Small dragon , neutral \n'b' Armor Class 13 Hit Points 78 (12d6 + 36) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 7 (-2) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Bibliophile . The paper drake understands any written language it can see, provided it is touching the surface on which the words are written. \n'b' False Appearance (Book Form Only) . While the drake remains motionless, it is indistinguishable from an ordinary book. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and one Claw attack, or it makes two Book Flap attacks. \n'b' Bite (Dragon Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. \n'b' Book Flap (Book Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage, and the drake can fly up to 15 feet without provoking opportunity attacks, as it flaps its pages. \n'b' Claw (Dragon Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Shredded Breath (Dragon Form Only; Recharge 5\xe2\x80\x936) . The drake exhales sharp shreds of paper in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (4d4) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Fold . The paper drake can fold and reshape its papery body to change its size between Tiny, Small, and Medium. It can also use this bonus action to fold itself into the shape of a book, which doesn\xe2\x80\x99t have wings, or back into its Small form. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. It reverts to its Small form if it dies. \n'b'\n'b' ABOUT \n'b' With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth. \n'b' Book and Map Erasers . These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history. Paper drakes are a bane to historians and spellcasters. They can erase ink and pigments, and they often do so for their own aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase ink selectively to make beautiful patterns in the remaining ink. \n'b' Correcting Errors . Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn\xe2\x80\x99t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text. \n'b' Tattoo Magicians . Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to \xe2\x80\x9cstamp\xe2\x80\x9d text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person\xe2\x80\x99s mind, much as they erase text from a page. In their regular form, paper drakes reach just over four feet in length and weight around 30 pounds. They are usually white or tan but develop a brown or yellow tone as they age.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Peluda \n'b' Family: Drake \n'b' The drake\xe2\x80\x99s wedge-shaped head sits atop a long, snake-like neck. Its wingless body is covered in enormous quills. \n'b' Large dragon , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., burrow 20 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +5 Skills Perception +4, Stealth +4 Senses darkvision 120 ft., passive Perception 14 Languages Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Quill Regrowth . The peluda has 24 large, spiny quills and dozens of smaller ones. It uses a large quill every time it makes a quill attack or a creature is successfully damaged by its Spiky Hide. Used quills regrow when it finishes a long rest . \n'b' Spiky Hide . A creature that touches the peluda or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage and 3 (1d6) poison damage. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Quill . Ranged Weapon Attack : +5 to hit, range 20/80 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. \n'b' Breath Weapons (Recharge 5-6) . The peluda uses one of the following breath weapons: \n'b' Steam Breath . The drake exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. \n'b' Acid Breath . The drake exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' War Beasts . Quill drakes are often tamed and trained by elves for use as beasts of war. While they do not take well to other races, they have a strange rapport with those of elven heritage. \n'b' Quills and Darts . Some tribes of jungle elves and cueyatl make use of peluda drake quills in blowguns or as speartips. The quills retain their poison for only a few days, so the tribes often keep one or more peluda as captives. \n'b' Root Lairs . Unlike most drakes, the peluda do not nest in trees or on cliffs. Instead, they dig underground dens reeking with acid and damp with steam, sometimes near hot springs or sulfurous fumaroles. Their line of acid is especially effective in close quarters, where dodging it is nearly impossible.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Radiant \n'b' Family: Drake \n'b' Large dragon , typically unaligned \n'b' Armor Class 17 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 4 (-3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances radiant Senses darkvision 60 ft., passive Perception 11 Languages Understands Draconic but cannot speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Illumination . The radiant drake sheds bright light in a 20-foot radius and dim light in an additional 20 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The radiant drake makes two ranged or two melee attacks . \n'b' Radiant Eye . Ranged Spell Attack : +8 to hit, range 120 feet, one target. Hit : 22 (4d10) radiant damage. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8+5) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Blinding Illumination (Recharge 5-6) . The radiant drake increases its illumination to a blinding level until the start of its next turn. It sheds bright light in a 60-foot radius and dim light in an additional 60 feet. Any creature that looks at it must make a DC 14 Constitution save or be blinded for one minute. A creature who fails this saving throw can make a new saving throw to end the blindness at the end of each of its turns. \n'b'\n'b' ABOUT \n'b' You approach the light ahead of you and realize that it is not your way out, but a glowing serpentine creature. It whips its head toward you and the light coming from its body intensifies, hurting your eyes. \n'b' Radiant drakes are large predatory dragon-like creatures. Though not as intelligent or powerful as true dragons, they possess animal cunning and impressive natural abilities. \n'b' Subterranean Hunters . Radiant drakes live and hunt underground, where they use their glow first to lure and then to blind and attack their prey. They prefer to attack from a distance using their radiant eye attack and their climb speed to keep away from attackers. \n'b' Dangerous Pets . Several intelligent underground societies have tried to capture and tame radiant drakes with mixed success. Those who rely on blindsight have had the most success, and even then, the drakes are likely to turn on their masters.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Rust \n'b' Family: Drake \n'b' Medium dragon , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 161 (19d8 + 76) Speed 30 ft., fly 80 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 12 (+1) WIS: 8 (-1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +5 Damage Vulnerabilities acid Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Rust Drake Lockjaw . A creature infected with this disease manifests symptoms 1d4 days after infection, which include painful muscle spasms, particularly in the jaw. At the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 hour and have its Dexterity score reduced by 1d4. This reduction lasts until the disease is cured. If the disease reduces the creature\xe2\x80\x99s Dexterity to 0, the creature dies. A creature that succeeds on two saving throws recovers from the disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Tail Swipe attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 15 Constitution save or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait). \n'b' Tail Swipe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Vomit Scrap (Recharge 5\xe2\x80\x936) . The rust drake vomits forth a 15-foot cone of rusted metal. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) slashing damage and 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. In addition, each creature that failed the saving throw must succeed on a DC 15 Constitution saving throw or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait). \n'b'\n'b' ABOUT \n'b' This rust-covered dragon could easily be mistaken for a pile of scrap metal. \n'b' Shedding Rust . Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes. \n'b' Warped Metallics . Many sages claim that rust dragons are a perversion of nature\xe2\x80\x99s order obtained either by the corruption of a metallic dragon\xe2\x80\x99s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins. \n'b' Filthy Scrap Metal Eaters . These foul creatures feed on rust and are known as disease carriers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Salt \n'b' Family: Drake \n'b' Large dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 85 (9d10 + 36) Speed 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 18 (+4) INT: 4 (-3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +4 Damage Immunities acid Senses darkvision 60 ft., passive Perception 14 Languages Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Nictitating Membranes . Salt drakes have advantage on saving throws against being blinded . \n'b' Actions \n'b' Multiattack . The salt drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 7 (3d4) acid damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Salt Spray (Recharge 5-6) . The salt drake releases a spray of razorsharp salt crystals in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed saving throw, the target takes 22 (5d8) acid damage plus 22 (5d8) slashing damage, or half as much damage on a successful saving throw. In addition, if a creature takes any damage from the salt spray, it is poisoned until it takes a short or long rest . \n'b' About \n'b' This powerful creature resembles a blue dragon with mottled black wings and crimson eyes. Its ears are frilled and swept back against its head. \n'b' Salt drakes are found in warm, arid climates such as deserts or salt flats. \n'b' Salt drakes are omnivorous creatures and very territorial, even fighting among themselves to protect their domains. Most encounters are with a solitary drake. Only in the midsummer months is it common to find a mated pair or family. A salt drake\xe2\x80\x99s scales range from dull blue to midnight blue, and it is often mistaken for a young blue dragon. Salt drakes range from 8 feet to 30 feet long. Though difficult to train, salt drakes are favored as mounts by goblins, gnolls, and hobgoblins. \n'b' A salt drake\xe2\x80\x99s primary diet consists of large quantities of salt. This diet enables the drake to spew salt at its opponents. A salt drake opens combat from the air using its salt spray breath weapon. If unable to utilize its breath weapon, it relies on its claws and bite to finish off any remaining opponents. \n'b' Training a Salt Drake \n'b' A salt drake requires training before it can bear a rider in combat. To be trained, a salt drake must have a friendly attitude toward the trainer. \n'b' Training a friendly salt drake requires ten weeks of work and a successful DC 30 Wisdom ( Animal Handling ) check. Riding a salt drake requires an exotic saddle. \n'b' Salt drake eggs are worth 6,000 gp apiece on the open market, while young are worth 12,000 gp each. Professional trainers charge 2,000 gp to rear or train a dragonnel. \n'b' Carrying Capacity A salt drake is considered unencumbered up to 516 pounds; encumbered between 517-1,038 pounds, and heavily encumbered between 1,039-1,560 pounds. It cannot carry more than 1,560 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ab\xc3\xbahuk\xc3\xbc \n'b' Medium fiend (demon), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 71 (13d8 + 13) Speed 20 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 12 (+1) INT: 5 (-3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +5 Skills Perception +5 Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15 Languages Abyssal; telepathy 120 ft. Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adhesive . The ab\xc3\xbahuk\xc3\xbc adheres to anything that touches it. A Huge or smaller creature adhered to the ab\xc3\xbahuk\xc3\xbc is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage. \n'b' Capsicum Weakness . Capsicum smoke is toxic to ab\xc3\xbahuk\xc3\xbc, and they can be easily driven away by burning peppers. If cornered it will fight, however, while within the range of the capsicum smoke it has disadvantage on all attack rolls. \n'b' Grappler . The ab\xc3\xbahuk\xc3\xbc has advantage on attack rolls against any creature grappled by it. \n'b' Magic Resistance . The ab\xc3\xbahuk\xc3\xbc has advantage on saving throws against spells and other magical effects. \n'b' Sloth Transformation . When an ab\xc3\xbahuk\xc3\xbc is killed it transforms into an ordinary sloth which wanders away (slowly) if left alone. \n'b' Spider Climb . The ab\xc3\xbahuk\xc3\xbc can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Stupidity . In addition to its low Intelligence score, the ab\xc3\xbahuk\xc3\xbc has disadvantage on Wisdom ( Insight ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Proboscis . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature\xe2\x80\x99s hit point maximum to 0, the creature dies. This reduction to a creature\xe2\x80\x99s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . \n'b'\n'b' ABOUT \n'b' These nocturnal fiends are deadly hunters who embody plagues, poisons, and all manner of physical taint and corruption that rots bodies from the inside out. They are said to arise from the spirits of poisoners and murderers in life, or even adulterers and carnal predators, reborn in filthy, hairy, stinking bodies that embody their every bestial craving and murderous impulse. They often pierce or carve a hole in the skull of their victims before sucking out the entire content of bodily fluids and organs. They may roll unconscious prey in palm leaves and beat or roast the body to tenderize it. In either case, they usually leave the empty skin of their victim hanging from a tree after they have completed their feast. The ab\xc3\xbahuk\xc3\xbc is 6 feet tall and weighs 150 to 200 pounds. \n'b' Predatory Parenting . Ab\xc3\xbahuk\xc3\xbcs may be male or female, and as demons they continue to prey on those they abused in life. Either gender of ab\xc3\xbahuk\xc3\xbc is liable to spare children after murdering their parents, raising them like changelings to become feral and cannibalistic. Ab\xc3\xbahuk\xc3\xbcs are quite stupid and can often be outwitted by clever tricks or even by children. \n'b' Toxic Tincture . The hairs of an ab\xc3\xbahuk\xc3\xbc\xe2\x80\x99s armpits are said to enhance poisons, whether freely given or harvested from a captive creature, cut with a corn husk, and reduced to ashes by a smoldering fire. When mixed into a poultice and then dried and powdered, this residue can be added to any poison to increase the save DC by 1.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Boar (Giant) \n'b' Family: Animal \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 7 (-2) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 8 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge : If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b' Relentless (Recharges after a Short or Long Rest) : If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. \n'b' Actions \n'b' Tusk : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' About \n'b' The back of this horse-sized boar rises in a steep slope. Its tiny red eyes are crusted with filth and its bristly flank crawls with flies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Salt (Mutant) \n'b' Family: Drake \n'b' Large dragon , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 118 (14d10+42) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Con +7, Wis +4, Cha +3 Skills Perception +3, Stealth +3 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes three attacks: once with its bite and twice with its claws. Then it makes an attack with its tail against a creature it has not attacked with its bite or claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6+4) piercing damage, Claw. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8+4) slashing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8+3) bludgeoning damage. \n'b' Salt Breath (Recharge 5-6) . The drake exhales shards of salt in an 30-foot cone. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) slashing damage and 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' These creatures survive by eating each other, salt mephits, and occasionally other creatures. They somewhat resemble blue dragons, but gaunt and wingless.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Sanddrift \n'b' Family: Drake \n'b' Large dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., burrow 40 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 19 (+4) CON: 17 (+3) INT: 7 (-2) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7, Survival +5 Damage Resistances poison Damage Immunities fire Condition Immunities blinded Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages Draconic Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Desert Camouflage . The drake has advantage on Dexterity ( Stealth ) checks made to hide in sandy terrain. \n'b' Sand Glide . The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Actions \n'b' Multiattack . The drake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target\xe2\x80\x99s speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. 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' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Heatwave Breath (Recharge 6) . The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion . \n'b' About \n'b' The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey. \n'b' Found in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands. \n'b' Burrowing Hunter . The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake\xe2\x80\x99s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey. \n'b' Paralytic Poison . The drake\xe2\x80\x99s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Sapphire \n'b' Family: Drake \n'b' Large dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d10 + 60) Speed 25 ft., climb 25 ft., fly 80 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 18 (+4) INT: 9 (-1) WIS: 14 (+2) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7 Skills Intimidation +5, Stealth +5 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake can use Bone-Shaking Hum. It then makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. \n'b' Bone-Shaking Hum . The drake strikes its own crystal hide, causing its body to emit a resonating hum. Each non-dragon creature within 20 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature\xe2\x80\x99s speed is halved until the end of its next turn. On a success, the creature is immune to this effect for 1 minute. \n'b' Embershard Breath (Recharge 5-6) . The drake exhales flaming blue crystals in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage plus 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for the next minute; when a creature starts its turn in the area or enters the area for the first time on a turn, it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) piercing damage and 3 (1d6) fire damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Harden Scales . When the drake fails a Constitution saving throw, it rerolls the saving throw. For the next minute, its speed is reduced by 10 feet and it can\xe2\x80\x99t use this ability again. \n'b'\n'b' ABOUT \n'b' Sapphire drakes stalk mineral-rich caverns and volcanic islands all over the world, appearing in roughly the same locales as their namesake gemstones. With beautiful crystalline scales, broad blue wings, and ferocious tempers, sapphire drakes strike a surprising balance between beauty and brutality. \n'b' Even more so than most drakes, sapphires are extremely covetous of treasures such as gold, jewels, and pieces of art. Unfortunately for many would-be treasure hunters, sapphire drakes are also extremely good at hiding their wealth. \n'b' These greedy dragons tend to quietly lair in remote places far from humanoid settlements, such as sea caves on distant islands, the lowest levels of gem-encrusted caverns, or the outer rims of scorching, sacrifice-laden volcanoes. \n'b' Sapphire drakes are also prone to enslaving smaller creatures, which they accomplish by playing on humanoids\xe2\x80\x99 predictable tendency toward greed. To acquire such servants, a sapphire drake will simply grant a humanoid supplicant a grandiose title, some chosen trinkets from its hoard, and command this new minion to dominate its fellows. While sapphire drakes are not particularly intelligent creatures, they understand their own weaknesses and value the knowledge and loyalty of their humanoid prizes. Sapphire drakes strongly detest falsehoods or illusions, and quickly eradicate any underlings they suspect of treachery. \n'b' According to popular legends, sapphire drakes were originally created by greedy pirate-wizards who attempted to crossbreed jungle drakes and flame drakes. Their hope was to create a subservient species of drake to protect the pirates\xe2\x80\x99 treasure hoards and gem-filled mine shafts. The resulting sapphire drakes proved more than up to the task, quickly eradicating their former masters and claiming the bounty for themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaos Knight \n'b' Medium fiend , chaotic evil \n'b' Armor Class 16 (chain mail) Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 15 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities Fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities cold, psychic Condition Immunities frightened , stunned Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Icy Incorporeality . By using an action, a chaos knight can make itself incorporeal until the start of its next turn. While incorporeal, it can pass through solid objects such as a wall or other creatures as if they were difficult terrain . It leaves behind an icy outline where it passes. \n'b' Innate Spellcasting . The chaos knight\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 13, spell attack bonus +5). The chaos knight can cast the following spells without material components:\n'b'\n'b'\n'b' At will : chill touch , ray of frost \n'b' 3/day each : dimension door , protection from good \n'b' 2/day : ice storm \n'b' 1/day each : telekinesis , wall of ice \n'b'\n'b' Magic Weapon . The chaos knight\xe2\x80\x99s attacks are magical. \n'b' Personal Door . Any being other than the chaos knight that passes through the portal suffers 10 cold damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chaos knight makes two Greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit :11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage. \n'b'\n'b' ABOUT \n'b' Ghostly forms encased in overly spiky armor, chaos knights are the foot soldiers and agents of evil powers. They are somewhat ephemeral in nature, but instead of a cool nothingness, they can become a cold nothingness that rides the border between the world and other realms. This coldness radiates from their open helms as a pale bluish glow.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Sea \n'b' Family: Drake \n'b'\n'b' Large dragon , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 152 (16d10+64) Speed 30 ft., fly 60 ft., swim 60 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Str +9 Damage Immunities lightning Skills Athletics +9, Intimidation +5 Senses darkvision 60 ft., passive Perception 10 Languages Draconic Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The sea drake can breathe air and water. \n'b' Siege Monster . The sea drake deals double damage to objects and structures. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The sea drake makes one bite attack and one tail attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Tail . Melee Weapon Attack : +6 to hit, 10 ft. reach, one target. Hit : 17 (3d8 + 6) bludgeoning damage. \n'b' Ball Lightning Breath (Recharges 5-6) . The sea drake can breathe a ball of chain lightning as per the chain lightning spell except that each creature struck must succeed a DC 15 Dexterity saving throw or take 3d6 lightning damage. If it wishes, it can exhale tiny drifting motes of crackling electricity that deal no damage but rather act as dancing lights . \n'b' Capsize . The sea drake is skilled at ramming its bulk into the side of watercraft up to 20 feet long and 10 feet wide, whether swooping from above or swimming up from below. As an action, it can make a Strength ( Athletics ) check against every creature on board the boat, seeking to force creatures prone or force\xc2\xa0them overboard. It makes a single check and compares the result to all creatures on board. At the GM\xe2\x80\x99s option, if it successfully Shoves all creatures on board, the entire boat capsizes. \n'b'\n'b' Actions \n'b'\n'b' Draconic Surge (3/Day) . The sea drake can take an additional Dash action on its turn. \n'b'\n'b' About \n'b' While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other lesser dragons like wyverns and the like. Though among the strongest of such \xe2\x80\x9cfalse dragons,\xe2\x80\x9d sea drakes lack the mental acuity of their true dragon forebears, though they do possess a certain brutal cunning. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters. Sea drakes are up to 14 feet long from their noses to the tips of their powerful tails. They weigh 2,000 pounds. \n'b' Rampage . The most solitary of all drakes, sea drakes prefer to hunt alone. Occasionally, however, they band together in packs to hunt larger prey. Such rampages can be a significant danger to coastal shipping.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Skull \n'b' Family: Drake \n'b' What at first appears to be a dead creature of some sort reveals itself to be a gray-skinned, winged serpent whose body is covered in a bony exoskeleton. Slender and snakelike, its leathery wings cling to its body tightly as it slithers out from hiding. \n'b' Medium dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 40 ft., burrow 10 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 16 (+3) INT: 8 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Wisdom +3 Skills Intimidation +2, Perception +3, Stealth +5 Damage Vulnerabilities radiant Damage Resistances poison Damage Immunities necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Smell . The skull drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sunlight Sensitivity . While in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Actions \n'b' Multiattack . The skull drake makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Necrotic Breath (Recharge 6) . The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic 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' About \n'b' Fierce in appearance and a formidable opponent, the skull drake is a scavenger and carrion eater. Though it enjoys chasing smaller scavengers away from a prize meal, it will flee at the first sign of a more powerful creature. \n'b' Wandering Scavenger . When left to its own devices, the skull drake travels many miles between places of death, regularly revisiting sites where it feasted previously. Poisoned pools, places of execution, cemeteries, and \xe2\x80\x93 with caution and speed \xe2\x80\x93 the lairs of creatures who drag their meals home with them. Circling vultures and crows draw a skull drake\xe2\x80\x99s attention, and a sizeable battlefield may become a temporary home for a skull drake until opportunity or threat drives it elsewhere. A skull drake prefers to sleep in piles of bones and corpses, using its bony protrusions to blend in. It spits a cloud of deadly gas at any creature coming too close or uses its long neck to strike like a snake. \n'b' Associate of Death . Skull drakes consider themselves natural companions to practitioners of the necromantic arts, viewing such partnerships as mutually beneficial. It provides both parties with a degree of protection, and it assures the drake regular feeding since it has no qualms about eating the rotten remains of failed projects.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Spider \n'b' Family: Drake \n'b' Hidden in the stalactites near the ceiling of a web-filled cave, a skulking half dragon, half arachnid waits to ensnare its prey. \n'b' Large dragon , lawful evil \n'b' Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft., climb 40 ft.\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 7 (-2) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +7, Wisdom +7, Charisma +6 Skills Perception +7, Stealth +5, Survival +7 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Sticky Secretions . When the spider drake is hit with a melee attack , the attacker\xe2\x80\x99s weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn\xe2\x80\x99t use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success. \n'b' Actions \n'b' Multiattack . The spider drake makes three attacks: one with its bite and two with its claws. It can use Web in place of its bite attack. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Poison Breath (Recharge 5-6) . The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned . On a success, a creature Drake , Spider takes half the damage and isn\xe2\x80\x99t poisoned . A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, range 60/120 ft., one Large or smaller creature. Hit : The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points , vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. \n'b' About \n'b' Savage Hunters . Spider drakes are more primal than their true dragon cousins, following an instinctual desire to hunt and trap prey. \n'b' Beautiful Treasures . Like its kin, the spider drake collects a hoard. Instead of displaying the hoard openly, the spider drake wraps its prizes in silk, encasing the valuables and the body of the hunted creature together. Opening the treasures of the lair often reveals the spider drake\xe2\x80\x99s most recent kills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Star \n'b' Family: Drake \n'b' Large dragon , neutral \n'b' Armor Class 19 (natural armor) Hit Points 189 (18d10 + 90) Speed 40 ft., fly 100 ft.\n'b' STATS STR: 20 (+5) DEX: 17 (+3) CON: 21 (+5) INT: 16 (+3) WIS: 24 (+7) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +10, Wis +12, Cha +10 Skills Arcana +8, History +8, Insight +12, Perception +12, Religion +8 Damage Immunities cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , frightened , paralyzed Senses truesight 120 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Infernal, Primordial Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The drake has advantage on saving throws against spells and other magical effects. \n'b' Nimbus of Swirling Stars . At the start of each of the drake\xe2\x80\x99s turns, each creature within 10 feet of it and that can see it must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. \n'b' Planar Weapons . The drake\xe2\x80\x99s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack ). \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Claw attacks, or it makes four Searing Star attacks. If two Searing Star attacks hit one creature, that creature must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 18 (4d8) force damage. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 18 (4d8) force damage. \n'b' Searing Star . Ranged Spell Attack : +12 to hit, range 120 ft., one target. Hit : 14 (2d6 + 7) radiant damage plus 9 (2d8) force damage. \n'b' Planar Traveler . The star drake can transport itself to a different plane of existence. This works like the plane shift spell, except the drake can affect only itself and can\xe2\x80\x99t use this action to banish an unwilling creature to another plane. \n'b' Plane-Altered Breath (Recharge 5\xe2\x80\x936) . The drake exhales raw magic in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Twinkling motes of light move around the mottled, metallic scales of this dragon\xe2\x80\x99s body. Light reflections twinkle like starlight across its metallic scales. \n'b' Returned Travelers . A drake\xe2\x80\x99s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake. \n'b' Mortal Protectors . Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. \n'b' Unlikely Allies . Inexplicably, planewatchers can recognize when a drake that is exploring the planes is in the process of becoming a star drake, and they typically leave these drakes to their exploring. After a drake\xe2\x80\x99s metamorphosis, planewatchers often aid the drake, seeing it as a sort of kindred spirit.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Vapor \n'b' Family: Drake \n'b' Large dragon , neutral \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 30 ft., fly 50 ft. (hover), swim 20 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 17 (+3) INT: 7 (\xe2\x80\x932) WIS: 15 (+2) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Damage Resistances cold Damage Immunities poison Condition Immunities poisoned Languages Draconic Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Diving Pounce . If the drake is flying and moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone , the drake can make one Bite attack against it as a bonus action. \n'b' Gaseous Ascension . The vapor drake must regularly inhale swamp gases to maintain its flight. If the drake can\xe2\x80\x99t breathe or if it isn\xe2\x80\x99t in swampy terrain, it loses its flying speed. In addition, when the drake uses Poisonous Breath, it loses its flying speed until Poisonous Breath recharges. \n'b' Speak with Beasts . The drake can communicate with Beasts native to swampland as if they shared a language. \n'b' Swamp Camouflage . The drake has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be 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' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Poisonous Breath (Recharge 5\xe2\x80\x936) . The drake exhales poisonous swamp gas in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 27 (5d8) poison damage on a failed save, or half as much damage on a successful one. If the drake is flying, its Gaseous Ascension immediately ends, it takes falling damage, as normal, and each creature that failed the saving throw is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' After huffing a gout of swampgas, this green wingless drake takes to the sky, diving at its prey with its razor-sharp claws and venomous bite. \n'b' Vapor drakes have long lived deep in the swamplands, and their scales are well suited to the boggy environment. These drakes react violently to any trespassers upon their hunting grounds, and they fight to the death if cornered. \n'b' Flightless Flier . By inhaling swamp vapors, the vapor drake can emulate its draconic cousins and fly for short periods of time. Many adventurers are surprised by this seemingly clumsy flyer, who rams into foes before tearing at their flesh with its ravenous maw. \n'b' Venomous Bite . After injecting the meat of its prey with its venom, the drake buries the meat in the mire, preserving it for future meals. Later consumption of preserved prey enhances the venomous quality of the drake\xe2\x80\x99s bite. \n'b' Friend to Swamp Creatures . The vapor drake can converse with the creatures that live within the fens, and most animals, particularly lizards, recognize the drake\xe2\x80\x99s authority within the bog\xe2\x80\x99s hierarchy. The vapor drake views these creatures as either prey or its wards, depending on the palatability of the creatures, and aggressively protects them from intruders.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drake, Vine \n'b' Family: Drake \n'b' Medium dragon , neutral \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 40 ft., climb 50 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6, Wis +4 Skills Athletics +7, Nature +3, Perception +4, Stealth +5 Damage Resistances bludgeoning and piercing from nonmagical attacks Senses darkvision 90 ft., passive Perception 14 Languages Common, Draconic Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Speak with Plants . The drake can communicate with plants as if they shared a language. \n'b' Thorn Body . A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. \n'b' Innate Spellcasting (2/Day) . The vine drake can innately cast entangle , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Multiattack . The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be 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' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Vine Lash . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained , and the vine drake can\xe2\x80\x99t vine lash another target. \n'b' Acid Breath (Recharge 5-6) . The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Grasping vines form this draconic creature\xe2\x80\x99s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant. \n'b' Living Vines . Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake\xe2\x80\x99s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. \n'b' In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing. \n'b' Avaricious Bullies . Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes\xe2\x80\x99 territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can\xe2\x80\x99t overcome. \n'b' Flightless Dragons . Unlike most dragons, vine drakes can\xe2\x80\x99t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ethereal Drake \n'b' Family: Drake \n'b' Large dragon , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 133 (14d10 + 56) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 19 (+4) INT: 8 (\xe2\x80\x931) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 Skills Perception +5, Stealth +5 Damage Resistances cold, necrotic Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Draconic Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Sight . The ethereal drake can see 60 feet into the Ethereal Plane when on the Material Plane and vice versa. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ethereal drake makes one Bite attack and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 9 (2d8) force damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the drake doesn\xe2\x80\x99t have another creature grappled . \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Phase Breath (Recharge 5\xe2\x80\x936) . The ethereal drake exhales a blue mist in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) force damage and is magically shifted to the Ethereal Plane for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t magically shifted. A creature shifted to the Ethereal Plane in this way can repeat the saving throw at the end of each of its turns, magically shifting back to the Material Plane on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Step . The ethereal drake magically shifts from the Material Plane to the Ethereal Plane, or vice versa. The drake can bring creatures grappled by it into the Ethereal Plane with it. A creature not native to the Ethereal Plane returns to the Material Plane in 1d4 rounds if brought to the plane while grappled by the drake . \n'b'\n'b' ABOUT \n'b' This blue-green dragon has a deathly, almost spectral appearance. Its sunken eyes and exposed ribs resemble the living dead. \n'b' Despite their unhealthy appearance, ethereal drakes are living creatures, inhabitants of the Ethereal Plane that can pass easily from their home to the Material Plane in pursuit of prey. \n'b' Ethereal Stalkers . Ethereal drakes are not picky eaters, taking their meals where they can. They put their ability to phase between planes to good use, lurking along the edges of the Ethereal, catching their prey unawares and carrying it back home to be devoured. \n'b' Ghost Hunters . Ethereal drakes have adapted for survival on the Ethereal Plane by devouring ghosts, specters, and other spirits, using the spirits\xe2\x80\x99 energies to sustain their bodies. \n'b' Hunters of the living dead have tried to tame ethereal drakes or raise them from hatchlings for use as tools of the trade, with a dismal amount of success. \n'b' Wily hunters often try to locate an ethereal drake before visiting a haunted locale, offering the drake its fill of spirits in return for its aid in clearing the haunting. \n'b' Desperate Origins . Ethereal drakes were formed from desperate and hungry drakes trapped in the Ethereal Plane. Those that survived did so by adapting to their new home, fully capable of surviving in such a barren realm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chameleon \n'b' Family: Animal \n'b' Tiny beast , unaligned \n'b' Armor Class 10 \n'b' Hit Points 2 (1d4) \n'b' Speed 20 ft., climb 20 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 30 Ft., passive Perception 9 \n'b' Challenge 0 (10 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : (1d1) piercing damage. \n'b' Meld . The chameleon changes the color of its skin. As long as the chameleon\xe2\x80\x99s skin color matches that of its environment, it has advantage on stealth check.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Forest Drake \n'b' Family: Drake \n'b' Large dragon , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 60 ft., swim 30 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 9 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +4, Con +7, Wis +3, Cha +4 Skills Deception +4, Perception +3, Stealth +7, Survival +3 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities acid Condition Immunities paralysis Senses greensight 60 ft., darkvision 60 ft., passive Perception 17 Languages Draconic Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The forest drake can breathe air and water. \n'b' Elusive Rapidity . On each of the forest drake\xe2\x80\x99s turns, it can use a bonus action to take the Dash action and then Hide if in forest terrain. It does not provoke attacks of opportunity and range attacks rolls have disadvantage against the forest drake until the end of its next turn. \n'b' Forestmaster . The forest drake is fully at home in forests (or jungles, at the DM\xe2\x80\x99s option) and gains advantage on initiative rolls and Wisdom ( Perception ), Dexterity ( Stealth ), and Wisdom ( Survival ) checks. \n'b' Greensight . The forest drake can see through plant matter of any kind that provides up to \xc2\xbe cover to a range of 60 feet. Creatures do not benefit from \xc2\xbe cover or less from the forest drake\xe2\x80\x99s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The forest drake makes three attacks: one with its bite and two with its tail. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 7 (2d6) acid damage. \n'b' Tail Slap . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 13 (2d6 + 7) bludgeoning damage. \n'b' Acidic Cloud (Recharge 5\xe2\x80\x936) . The forest drake spits a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 33 (10d6) acid damage in a 10-foot radius sphere on a failed DC 15 Constitution saving throw, or half as much damage on a successful one. The cloud remains for 1d4 rounds once created and spreads around corners, and its area is heavily obscured. A creature that ends its turn in the cloud takes 6 (2d6) acid damage. A moderate or greater speed wind disperses it in a single round. \n'b'\n'b' ABOUT \n'b' Forest drakes are the degenerate cousins of green dragons, possessed of cruel cunning but little actual wit. Like most drakes, forest drakes are bullies, prowling deep forests in search of their favorite prey\xe2\x80\x94elves and fey. Forest drakes eagerly attack communities of such forest creatures unless driven off with arrows or other shows of force. \n'b' While few survive so long, forest drakes can live up to 200 years. Forest drakes are typically about 10 feet long with equally long tails, and weigh around 1,000 pounds. \n'b' Winged Rampage . Like many other drake types, forest drakes organize themselves in packs called \xe2\x80\x9crampages,\xe2\x80\x9d and keep communal lairs in secluded forest locations. Such packs are usually made up of siblings who break from the pack only during mating season. A forest drake pack has a distinct pecking order, with younger and newer members receiving the least desirable portions of pack kills and the fewest mating options. Forest drakes mate once a year, but do little to raise their offspring. A female lays a clutch of four to eight eggs but abandons her young as soon as they hatch. \n'b' Forest drake hatchlings immediately band together in a pack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'House Drake, Shadowless \n'b' Family: Drake \n'b' Small dragon , neutral evil \n'b' Armor Class 13 Hit Points 33 (6d6 + 12) Speed 15 ft., fly 60 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 17 (+3) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +5, Perception +4, Stealth +5 Condition Immunities paralyzed , unconscious Senses darkvision 60 ft., passive Perception 14 Languages Common, Deep Speech, Draconic Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Cosmic Blight . A creature exposed to cosmic blight must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 7 days. After 7 days, the diseased creature gains a level of exhaustion . Thereafter, the creature repeats the saving throw whenever it finishes a long rest. On a failed save, the creature gains another level of exhaustion . The disease ends when the creature makes two successful saving throws against the disease. \n'b' Hoard Blight . A creature that spends more than an hour in the presence of a shadowless house drake\xe2\x80\x99s hoard, or any item taken from a shadowless house drake\xe2\x80\x99s hoard, is exposed to cosmic blight. If the shadowless house drake fails to visit its hoard for 7 days, the items are no longer blighted. \n'b' Innate Spellcasting . The drake\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The drake can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : charm person , darkness , fear \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage, and the target is exposed to cosmic blight. \n'b' Blight Breath (Recharge 5-6) . The drake exhales dark vapor in a 10-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and is exposed to cosmic blight. On a success, the target takes half as much damage and isn\xe2\x80\x99t exposed to cosmic blight. \n'b'\n'b' ABOUT \n'b' Terrestrial societies have made a number of ill-fated journeys to the stars. \n'b' Humanoids often take companions on such trips, and diminutive house drakes -the favored pets of the rich and powerful in certain metropolises-are no exception. Yet, as evidenced by the corrupt and malignant beings that often return from extraplanetary expeditions, perhaps it is better for some beings to simply stay home. While many who return from the void are changed, it seems that house drakes are especially prone to such changes-and rarely for the better. Twisted by great evil beings residing in the farthest corners of space, these drakes continue their former activities of collecting hoards, terrorizing imps, and consorting with students of arcane academies, but with little of the carefree joy they may have once exhibited. All their capricious fervor is replaced with conniving, ruthless malice. Furthermore, these warped individuals bear none of the friendly nature that house drakes are known for and tend to spend much of their time brooding over stolen treasures. \n'b' The transformed house drake\xe2\x80\x99s appearance is what gives these creatures their moniker; their formerly lustrous and healthy violet scales change to a matte, bruised purple-black that scatters no light. Even the drake itself seems to cast no shadow, or its shadow is otherwise hazy and indistinct even in the hardest light. \n'b' A shadowless house drake\xe2\x80\x99s tail also bears signs of the malformation, seemingly broken and rendered lifeless. \n'b' Shadowless house drakes are almost exclusively found in certain cosmopolitan cities. Unlike their mundane brethren, however, these shadowy dragons are not bound to just one planet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Chaos Raptor \n'b' Gargantuan monstrosity , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 248 (16d20 + 80) Speed 20 ft., burrow 80 ft., fly 120 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 20 (+5) INT: 5 (\xe2\x80\x933) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +10, Wis +5, Cha +5 Skills Perception +5 Senses tremorsense 60 ft., passive Perception 15 Languages understands Common and Terran, but can\xe2\x80\x99t speak Challenge 13 (10,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Chaos . When a creature with an Intelligence of 4 or higher starts its turn within 30 feet of the chaos raptor, the creature must make a DC 18 Charisma saving throw. On a failure, the creature can\xe2\x80\x99t take reactions until the start of its next turn and must roll a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a randomly determined creature within its reach, or it does nothing if no creature is within its reach. At the start of the chaos raptor\xe2\x80\x99s turn, it chooses whether this aura is active. \n'b' Earth Glide . The chaos raptor can burrow through nonmagical, unworked earth and stone. While doing so, the chaos raptor doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Keen Sight . The chaos raptor has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Regeneration . The chaos raptor regains 20 hp at the start of its turn if at least half of its body is submerged in earth or stone. If the chaos raptor takes thunder damage, this trait doesn\xe2\x80\x99t function at the start of the chaos raptor\xe2\x80\x99s next turn. The chaos raptor dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The chaos raptor makes one Beak attack and one Talons attack . \n'b' Beak . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Talons . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the chaos raptor can\xe2\x80\x99t use its talons on another target. \n'b'\n'b' ABOUT \n'b' A massive bird flies through the mountain and out the other side. \n'b' It dive-bombs the town, leaving chaos in its wake. \n'b' A distant relative of the roc, the chaos raptor is an enormous, avian creature that delights in causing havoc in humanoid settlements. It slumbers within mountains, awakening when hungry, at which time it flies to a nearby settlement, driving the residents mad. While the townsfolk scatter, incapable of controlling their random urges, the creature absconds with enough locals to sate its hunger. \n'b' Born of Stone . While not made of stone, chaos raptors have an affinity for it. They can easily travel through stone and hide inside it, rejuvenating their bodies. Some scholars believe they originate from the Elemental Plane of Earth and arrived on the Material Plane through a massive portal deep within the mountains. \n'b' Harbinger of Chaos . Chaos raptors cause chaos wherever they go, and indeed, they enjoy disorder. They do not delight in cruelty so much as reckless abandon and disruption. \n'b' Worshiped and Appeased . It is common for a chaos raptor to nest inside a mountain near a particular town. The locals often worship the chaos raptor as a deity, bringing sacrificial offerings of livestock or even people to appease its hunger. This meets with varying results, for the chaos raptor is temperamental and sometimes attacks even when it is not hungry.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Reef Drake \n'b' Family: Drake \n'b' Huge dragon , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 152 (16d12 + 48) Speed 30 ft., burrow 30 ft., swim 60 ft.\n'b' STATS STR: 25 (+7) DEX: 14 (+2) CON: 17 (+3) INT: 7 (\xe2\x80\x932) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +6, Cha +5 Skills Stealth +6 Damage Resistances thunder Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Siege Monster . The reef drake deals double damage to objects and structures. \n'b' Tunneler . The drake can burrow through coral and solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drake makes one Bite attack and two Slam attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) slashing damage. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (3d6 + 7) bludgeoning damage. \n'b' Concussive Snap (Recharge 5\xe2\x80\x936) . The reef drake snaps its jaws, emitting concussive force in a 90-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 15 feet away from the drake , and stops holding its breath, if was doing so. On a success, a creature takes half as much damage, isn\xe2\x80\x99t pushed, and doesn\xe2\x80\x99t lose its held breath. Constructs and objects and structures have disadvantage on the saving throw. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Reef Stealth . If the reef drake is within 10 feet of a coral reef, it can take the Hide action. \n'b' Siege Follow-Through . If a reef drake destroys an object or structure, it can make a bite attack against a creature it can see within 5 feet of that object or structure. \n'b'\n'b' ABOUT \n'b' An enormous, scaled wyrm bursts from the reef in a flurry of bubbles and jagged rock. Its snout sports an enormous pair of scissor-like mandibles. \n'b' Reef drakes live in coral reefs and submerged cave systems. \n'b' Long centuries under the sea have seen their forms flatten and their limbs shrivel, leaving a drake that resembles a centipede more than its terrestrial kin. This odd shape is uniquely suited to the drake\xe2\x80\x99s preferred terrain, allowing it to carve out and hide in narrow tunnels and choose its prey unseen. \n'b' Amiable and Ravenous . Reef drakes are, like many of their terrestrial cousins, intelligent creatures fully capable of conversing with others. Often, they will hold long conversations in Draconic with aquatic humanoids, coming off as jovial, amiable, and casual right up until the moment they bite their conversational partner in half. While pleasant creatures to talk to, reef drakes are far more interested in sating their hunger or testing their might than they are even the most pleasant conversation, and they socialize only briefly\xe2\x80\x94even with other reef drakes\xe2\x80\x94preferring their solitude and ambush-tunnels. \n'b' Jaws of Death . Reef drakes are ambush predators. They memorize shipping lanes and the migration patterns of large fish, nestle into a hiding spot along those routes, and wait for days, weeks, or even months. They strike when they spot their quarry, devouring their prey or shattering ship keels to get at the prey inside. When confronted with a quarry that fights back, a reef drake drags the fight into a coral reef, where it can hide among the rocks and ambush its foes again and again. On rare occasions, a reef drake takes great personal offense at a port in its territory or a ship that has escaped its attacks and attacks a settlement. The drake\xe2\x80\x99s concussive snap can collapse buildings and shatter ships in dock, but these chaotic attacks can be dangerous for the drake . While in a settlement, the drake has no places to hide and may find it difficult to retreat.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Riptide Drake \n'b' Family: Drake \n'b' Large dragon , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 231 (22d10 + 110) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (\xe2\x80\x931) CON: 20 (+5) INT: 11 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +3 Skills Athletics +10, Perception +7, Survival +7 Damage Resistances cold Damage Immunities poison Condition Immunities paralyzed , poisoned , unconscious Senses blindsight 120 ft., darkvision 60 ft., passive Perception 17 Languages Aquan, Draconic Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The riptide drake can breathe air and water. \n'b' Echolocation . The riptide drake can\xe2\x80\x99t use its blindsight while deafened or out of the water. \n'b' Underwater Camouflage . The riptide drake has advantage on Dexterity ( Stealth ) checks while underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The riptide drake makes three Sonic Pulse attacks or one Bite attack and two Slam attacks. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 24 (4d8 + 6) piercing damage. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. \n'b' Sonic Pulse . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 21 (4d8 + 3) thunder damage. The riptide drake can use this action only while underwater. \n'b' Buffeting Blast (Recharge 5\xe2\x80\x936) . The riptide drake exhales a powerful stream of water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 38 (7d10) bludgeoning damage and becomes disoriented for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t disoriented. When a disoriented creature moves, it moves in a random direction. It 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' BONUS ACTIONS \n'b'\n'b' Manipulate Currents . While underwater, the riptide drake can change the flow of water within 60 feet of it. It can choose one of the following effects, which lasts until the start of its next turn. A 20-foot cube of rushing water forms on a point the drake can see in the water. The cube\xe2\x80\x99s space is difficult terrain , and a creature that starts its turn swimming in the area must succeed on a DC 17 Strength saving throw or be pushed out of the cube directly away from the riptide drake . The current shoots in a 60-foot-long, 10-foot-wide line from the drake in a direction it chooses. Each creature in the area must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the drake in a direction following the line. \n'b' The drake takes the Dash action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The shepherd drake makes one Ram attack and two Claw attacks. \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Charm Animals . The drake charms any number of Beasts with an Intelligence of 3 or less that it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. Charmed targets obey the drake\xe2\x80\x99s verbal commands. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the drake\xe2\x80\x99s Charm Animals for the next 24 hours. \n'b' Breath Weapons (Recharge 5\xe2\x80\x936) . The drake uses one of the following breath weapons:\n'b'\n'b'\n'b' Calming Breath . The drake breathes a cloud of soothing gas around itself. Each creature within 30 feet of the drake must succeed on a DC 15 Charisma saving throw or become indifferent about creatures that it is hostile toward within 100 feet of the drake for 1 hour. This indifference ends if the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed. In addition, frightened creatures within 30 feet of the drake are no longer frightened . \n'b' Protective Roar . The drake releases a roar in a 30-foot cone. Each hostile creature in the area must make a DC 15 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. Each friendly Beast in the area gains 5 (1d10) temporary hp , or 11 (2d10) temporary hp if it is charmed by the drake . \n'b'\n'b' REACTIONS \n'b'\n'b' Shepherd\xe2\x80\x99s Safeguard . When a Beast within 30 feet of the drake would be hit by an attack , the drake can chirp, and the beast adds 3 to its AC against the attack . To do so, the drake must see the attacker and the Beast. \n'b'\n'b' ABOUT \n'b' This sinuous, eel-like dragon swims gracefully through the water, its current shifting and roiling at the dragon\xe2\x80\x99s command . \n'b' Riptide drakes are underwater predators who exert control over the flow of water and exploit this ability to aid in their hunts. \n'b' Cruel Seas . The drakes enjoy catching creatures unaccustomed to the underwater environment off guard. They delight in battering and disorienting their prey and watch as their victims drown or become lost in the deep. The carnivorous dragons feast on the bloated corpses of creatures that have succumbed to the dangers of the sea. \n'b' Desirous of Leadership . Riptide drakes seek worthy leaders and grow bored without direction. They follow powerful aquatic dragons, dragon turtles, or watery fiends. A riptide drake remains faithful to its superior, unless the leader betrays them, driving the creature to seek terrible vengeance and new leadership.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Shepherd Drake \n'b' Family: Drake \n'b' Medium dragon , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 110 (13d8 + 52) Speed 25 ft., fly 50 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 20 (+5) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +8, History +4, Medicine +8, Nature +4, Performance +6 Condition Immunities charmed , frightened Senses darkvision 60 ft., passive Perception 15 Languages Common, Draconic, Halfling Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the shepherd drake moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . \n'b' Speak with Beasts . The drake can communicate with Beasts as if they shared a language. \n'b'\n'b' ABOUT \n'b' A ram-headed dragon is covered with downy off-white scales, and its tufts of curly white fur give it a calming, almost gentle, demeanor. \n'b' Shepherd drakes are quite distinctive; they have a short, woolly layer of curly fur over downy scales. The head of the drake is blunt-nosed with two thick, backward-curving horns, resembling that of a ram. They are herbivores and have only large blunt teeth. \n'b' Amiable Shepherds . Shepherd drakes get their name from their tendency for raising and caring for other herbivores, such as goats or sheep. Shepherd drakes are solitary and make their lairs within caves or hollowed-out trees, where they can observe and be near their flocks. Being quite fond of halflings, shepherd drakes often live near halfling villages to trade goods and stories with them. \n'b' Knowledge as Currency . Shepherd drakes consider stories and anecdotes a more valuable currency than coins or gems. The shepherd drake\xe2\x80\x99s true hoard is one of words: a collection of stories, folk tales, and useful practical knowledge, such as remedies and recipes. A shepherd drake\xe2\x80\x99s physical possessions tend to be utilitarian.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Venom Drake \n'b' Family: Drake \n'b' Large dragon , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 142 (15d10 + 60) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (+0) WIS: 16 (+3) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Dex +6 Skills Perception +6, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Draconic Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Aching Venom . The venom drake produces a potent poison that causes its victims to feel pain from even the most benign contact, leaving them aching from the weight of their clothing or sore after a simple sword swing. When a creature that succumbs to this poison takes bludgeoning, piercing, or slashing damage, it must succeed on a DC 16 Constitution saving throw or be incapacitated until the end of its next turn as pain fills its body. This potent poison remains within the creature\xe2\x80\x99s body until removed by the greater restoration spell or similar magic or until the creature finishes a long rest. \n'b' Keen Smell . The venom drake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shifting Camouflage . The venom drake\xe2\x80\x99s scales adapt to its current surroundings. The drake has advantage on Dexterity ( Stealth ) checks made to hide in nonmagical, natural terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The venom drake makes one Bite attack and two Claw attacks or three Spit Venom attacks. If the drake hits one creature with two Spit Venom attacks, the target must succeed on a DC 16 Constitution saving throw or succumb to the drake\xe2\x80\x99s venom (see the Aching Venom trait). \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 16 Constitution saving throw or succumb to the drake\xe2\x80\x99s venom (see the Aching Venom trait). \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Spit Venom . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 16 (3d8 + 3) poison damage. \n'b' Venom Breath (Recharge 5\xe2\x80\x936) . The venom drake spits venom in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Constitution saving throw. On a failure, a creature takes 36 (8d8) poison damage and succumbs to the drake\xe2\x80\x99s venom (see the Aching Venom trait). On a success, a creature takes half the damage and doesn\xe2\x80\x99t succumb to the venom. The thin, serpentine body of a drake unfolds as its scales slowly shift in a menagerie of changing colors. Its head rears back as veiny frills extend, black bile dripping from its gaping maw. \n'b'\n'b' ABOUT \n'b' Venom drakes are venomous jungle-dwelling predators that use their natural camouflage to ambush and hunt prey. \n'b' Camouflaged Hunter . The drake can change the colors of its scales providing it with the camouflage and helping it hunt in a multitude of environments. It is most commonly found in tropical rainforests, but it can also make its home in more temperate forests. Venom drakes claiming hunting territory in mountainous forests is less common. \n'b' Crippling Venom . The venom drake\xe2\x80\x99s venom is unique, causing hyperactivity in a creature\xe2\x80\x99s nerve endings. Survivors have reported increased tactile senses, to the point of feeling pain from any touch.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Drakon \n'b' Large dragon , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 105 (14d10 + 28) Speed 30 ft., fly 60 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 15 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Resistances acid Condition Immunities paralyzed Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The drakon can breathe air and water. \n'b' Dissolving Gaze . When a creature that can see the drakon\xe2\x80\x99s eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature takes 3 (1d6) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is paralyzed until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the drakon until the start of its next turn, when it can avert its eyes again. If the creature looks at the drakon in the meantime, it must immediately make the save. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The drakon makes one Bite attack and one Tail attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage. \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Acid Breath (Recharge 5\xe2\x80\x936) . The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right. \n'b' Searing Acid and Dissolving Gaze . The gaze of these winged snakes can paralyze and dissolve their victims. Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon\xe2\x80\x99s stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid. \n'b' Coastal Beasts . Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draug \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 27 (5d8 + 5) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 13 (+1) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' When a ship and her crew die at sea in horrific fashion, they sometimes reanimate as draug. These undead sailors are completely obedient to their captain, and without these directions, often find themselves lacking motivation. In these cases, the draug might wander off in different directions or stay and lurk in their sunken hulks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draug Captain \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 45 (7d8 + 14) \n'b' Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +4 \n'b' Damage Resistances fire \n'b' Damage Immunities poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . A draug captain\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The draug can innately cast fog cloud three times per day, requiring only verbal components. \n'b' Sneak Attack (1/turn) . The draug captain deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within five feet of an ally of the draug captain that isn\xe2\x80\x99t incapacitated and the draug captain doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' When a ship and her crew die at sea in horrific fashion, they sometimes reanimate as draug. These undead sailors are completely obedient to their captain, and without these directions, often find themselves lacking motivation. In these cases, the draug might wander off in different directions or stay and lurk in their sunken hulks. \n'b' The draug are linked to their ship, and the captain is the ship\xe2\x80\x99s mind and soul. It is by this being\xe2\x80\x99s power that the ship is raised from the slimy sea floor and set upon the waves to take vengeance upon the living. Most often, the captain of a crew of draug was the captain of the ship in life, but if the ship went down as part of a mutiny, it could be anyone: the cook, the boatswain, a really clever cabin boy, whoever the spirits of the dead sailors looked to as their leader.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr \n'b' Medium undead , neutral evil \n'b' Armor Class 14 Hit Points 45 (6d8 + 18) Speed 30 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' Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' Actions \n'b'\n'b' Multiattack . The draugr makes two icy longsword attacks. It can use its Warmth Drain in place of one longsword attack . \n'b' Warmth Drain . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) cold damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a draugr, unless the humanoid is restored to life or its body is destroyed. \n'b' Longsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b'\n'b' About \n'b' Draugrs are the frozen dead, returned to walk the wastes in search of the warmth of living beings. These undead died in anger, raging at the injustice of their early death at the hands of the elements. In undeath, they seek out the living to kill in an endless act of spiteful revenge. \n'b' The evil magics that swirl in the dark places of the far north concentrate in them, providing them several strange magical abilities as well. \n'b' Draugr resemble frozen, desiccated corpses, animated and walking through the snow and ice. All of the liquid water and blood is gone from them, as is any hint of warmth. Often, they wield longswords made of solid ice. When they die, they and their equipment shatter into a thousand tiny ice crystals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Coyote \n'b' Family: Animal \n'b' Small beast , unaligned \n'b' Armor Class 13 Hit Points 7 (1d6+2) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +4 Skills Perception +3 Senses passive Perception 13 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The coyote has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Low-light Vision . A coyote can see twice as far in dim light as a human . \n'b' Pack Tactics . The coyote has advantage on an attack roll against a creature if at least one of the coyote\xe2\x80\x99s allies is within 5 feet of the creature and the ally is not incapacitated . \n'b' Opportune Bite . If the coyote has advantage on attack rolls against a creature, they deal 1 additional damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. \n'b'\n'b' ABOUT \n'b' This loping canine is surrounded by many of its kin. They circle, looking for an opportunity for food. \n'b' Gregarious creatures, coyotes are nearly always found with their family unit. They are hardy scavengers that can survive in most areas and climates. They rarely pose a threat to larger game but if hungry, a band of coyotes will work together to attack opportune prey. Their presence is readily noticeable by their telltale howl that alerts their family and nearby bands of their presence or the availability of food. \n'b' Companion \n'b' Armor Class 13 plus Caregiver\xe2\x80\x99 s Proficiency Bonus (PB) Hit Points As above or 4x caregiver\xe2\x80\x99 s level Saving Throws Dex +3 plus Proficiency Bonus (PB), Con +2 plus Proficiency Bonus (PB) Skills Perception +1 plus Proficiency Bonus (PB) Senses passive Perception 11 plus Proficiency Bonus (PB) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 plus Proficiency Bonus (PB) to hit, reach 5 ft., one target. Hit : 6 (1d6+3 plus Proficiency Bonus (PB)) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 12 (leather armor) Hit Points 19 (3d8+6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2, Stealth +2 Damage Immunities poison Damage Resistances fire Condition Immunities exhaustion , poisoned Senses darkvision 60 ft.; passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Actions \n'b'\n'b' Greataxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12 + 2) slashing damage, and once per round on the draugr\xe2\x80\x99s turn the target must make a DC 11 Constitution saving throw. On a failure, the target is incapacitated until the beginning off the draugr\xe2\x80\x99s next turn. Creatures that are immune to being poisoned are not incapacitated . \n'b'\n'b' About \n'b' Draugr smell of decay and the sea, and drip water wherever they go. These barnacle-encrusted walking corpses look like zombies, but with a fell light in their eyes and dripping with rank water that gives off a nauseating stench. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. \n'b' The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. \n'b' Grim Crew . In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships. \n'b' Lifeless . As animated corpses, draugr do not eat, sleep, or breathe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Alpluachra \n'b' Diminutive fey , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d4 + 9) Speed 10 ft., swim 10 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 11 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses low-light vision, passive Perception 10 Languages Deep Speech Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d2+2) piercing damage. \n'b' Numbing Slime . Any creature that touches an alpluachra must succeed on a DC 13 Constitution save or become numb. While numb, that creature has disadvantage on any checks that require tactile senses, such as sleight of hand or performance checks involving instruments. \n'b' Implant . As an action an alpluachra can crawl into the mouth of a helpless creature (no more than three size categories larger than itself) and implant itself into the creature\xe2\x80\x99s throat. Once implanted, anything that the creature ingests is instead consumed by the alpluachra, including such substances as elixirs and potions, or ingested alchemical items, diseases, drugs, or poisons. Once the alpluachra is implanted, the host creature begins suffering the effects of starvation and thirst. Due in part to its numbing slime, an implanted alpluachra is difficult to detect. Each time the host creature ingests anything, it gains an automatic DC 13 Wisdom ( Perception ) check, made with disadvantage. After the newt-like fey is detected, it can be removed either by consuming at least a teaspoon of salt or a pint of salt water, or by treating the host with a successful DC 15 Medicine check. While implanted, an alpluachra is considered incapacitated . \n'b' Salt Weakness . Alpluachras that come in contact with salt or saltwater take 1d3 points of damage per round that they remain in contact. An alpluachra that is implanted in a creature takes 1d3 points of damage for every teaspoon of salt, or pint of salt water that creature consumes. \n'b'\n'b' ABOUT \n'b' These strange and insatiable fey resemble slimy newts with three tails. They prowl bubbling brooks, sauntering streams, and slow-moving rivers in a constant pursuit of food, but the extremely lazy creatures often tire of hunting. Alpluachras find it much easier to slip down a sleeping creature\xe2\x80\x99s throat, fall asleep, and dream of fantastic feasts and warm bubbling pools while its host does the eating for it. Because of this, alpluachras always keep an eye on riverbanks, looking for creatures napping near waterways. Once they find potential hosts, alpluachras stealthily slither up and slide down their snoring gullets. \n'b' Parasitic . Once inside, an alpluachra rests along the walls of the esophagus and devours all the food that comes down the host\xe2\x80\x99s throat. The host often starves to death in the process, as the parasite becomes more ravenous over time. \n'b' Despite their propensity to slowly kill their hosts, alpluachras are slothful rather than cruel. They have no concept of the harm they are doing, lazily enjoying the benefits while the host is still alive.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr Captain \n'b' Family: Draugr \n'b'\n'b' Medium undead , chaotic evil \n'b' Armor Class 13 (leather armor) Hit Points 90 (12d8+36) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +2, Stealth +2 Damage Immunities poison Damage Resistances fire Condition Immunities exhaustion , poisoned Senses darkvision 60 ft.; passive Perception 10 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Actions \n'b'\n'b' Multiattack . The draugr captain makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 8 (1d12 + 2) slashing damage, and once per round on the draugr captain\xe2\x80\x99s turn, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by 5. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a draugr under the draugr captain\xe2\x80\x99s control, unless the humanoid is restored to life or its body is destroyed. The draugr captain can have no more than twelve draugr under its control at one time. \n'b' Mist (3/Day) . The daugr captain creates a 20-foot-radius sphere of fog centered on its space. The sphere spreads around corners, and its area is lightly obscured. Anything more than 5 feet away through the fog is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b'\n'b' About \n'b' Draugr smell of decay and the sea, and drip water wherever they go. These barnacle-encrusted walking corpses look like zombies, but with a fell light in their eyes and dripping with rank water that gives off a nauseating stench. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. \n'b' The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. \n'b' Grim Crew . In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships. \n'b' Lifeless . As animated corpses, draugr do not eat, sleep, or breathe.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Draugr Crew \n'b' Family: Draugr \n'b'\n'b' Huge swarm of Medium undead , chaotic evil \n'b' Armor Class 17 (half plate armor) Hit Points 247 (26d12+78) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 21 (+6) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Str +10 Damage Immunities poison Damage Resistances fire Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Skills Athletics +14, Stealth +8 Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 12 (8,400 XP) \n'b' Special Traits \n'b'\n'b' Innate Spellcasting . A draugr crew\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day : charm person , obscuring mist \n'b'\n'b' Part of the Ship, Part of the Crew . Any humanoid killed by the draugr crew rises as a draugr 1d4 rounds later, healing the draugr crew by a number of hit points equal to twice the humanoid\xe2\x80\x99s Hit Dice. \n'b' Swarm . The draugr crew can occupy another creature\xe2\x80\x99s space and vice versa, and the crew can move through any opening large enough for a Medium draugr. The draugr crew can\xe2\x80\x99t regain hit points except through its Part of the Ship, Part of the Crew trait. \n'b'\n'b' Actions \n'b'\n'b' Volley of Blows . Melee Weapon Attack : +8 to hit, 0 ft. reach, four creatures in the draugr crew\xe2\x80\x99s space. Hit : 19 (2d12 + 6) slashing damage, or 12 (1d12+6) damage if the draugr crew has less than half of its hit points . Any creatures damaged by the draugr crew must succeed a DC 17 Constitution saving throw. On a failure, the creature is incapacitated until the beginning off the draugr crew\xe2\x80\x99s next turn. Creatures that are immune to being poisoned are not incapacitated . \n'b' Press Gang (1/Day) . The draugr crew can cast dominate person on one creature that is already charmed by the crew, requiring a DC 15 Wisdom saving throw made with disadvantage to negate the effect. \n'b'\n'b' About \n'b' Draugr smell of decay and the sea, and drip water wherever they go. These barnacle-encrusted walking corpses look like zombies, but with a fell light in their eyes and dripping with rank water that gives off a nauseating stench. These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects. \n'b' The corpses of these drowned sailors cling fiercely to unlife, attacking any living creatures that intrude upon them. Their attacks smear rancid flesh, rotting seaweed, and swaths of vermin on whatever they hit. \n'b' Grim Crew . In the case of draugr who manifest when an entire ship sinks, these undead usually stay with the wreck of their ship. Some draugr may be found under the control of aquatic necromancers, while others may wander the seas as undead pirates aboard ghost ships. \n'b' Lifeless . As animated corpses, draugr do not eat, sleep, or breathe.'}