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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lizard, Spitting \n'b' Family: Lizards \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d6 + 4); Wound Threshold 5 Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The spitting lizard has advantage on Wisdom (Perception) checks that rely on sight. \n'b'\n'b' ABOUT \n'b' This fascinating creature can regurgitate its own gastric juices, spitting them out at great speed to slay its prey from a distance. Due to its natural curiosity, making a companion out of it isn\xe2\x80\x99t too complicated \xe2\x80\xa6 but teaching it to obey orders is far more difficult! As mischievous as the spitting lizard can be, Netherworld explorers nevertheless appreciate having one as a pet because of its intelligence, resourcefulness, and unique abilities.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Llorona \n'b' Medium undead , neutral evil \n'b' Armor Class 15 Hit Points 112 (16d8 + 48) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 25 (+7) CON: 17 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 24 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +11, Con +7 Skills Intimidation +11, Perception +5, Stealth +11 Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Channel Resistance . The llorona has advantage on saving throws against any effect that turns undead. \n'b' Flyby . The llorona doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Incorporeal Movement . The llorona can move through other creatures and objects as if they were difficult terrain . It takes 10 (3d6) force damage if it ends its turn inside an object. \n'b' Rejuvenation . A llorona reforms at the site of her death 1d6 days after being destroyed. A llorona can be put to rest only if the injustices leading to her demise are resolved or if the site of her death is affected via a hallow spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The llorona makes two incorporeal touch attacks and uses its wail if able. \n'b' Ghost Touch . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 25 (4d8 + 7) necrotic damage, and the llorona regains hit points equal to half the damage taken. The target must make a DC 19 Wisdom saving throw or become frightened for 1 minute. While the target is frightened , it is also restrained . A target that is frightened in this way can make another saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to being frightened by this llorona for 24 hours. \n'b' Wail (1/Day) . As a standard action, a llorona can unleash a somber wail. Each creature within 120 feet that can hear this wail must succeed at a DC 19 Wisdom saving throw or be charmed . A creature charmed in this way is compelled to enter the nearest body of water and attempt to drown itself. This effect automatically fails if there isn\xe2\x80\x99t a body of water large enough to drown in within 120 feet. At the end of any round an affected creature is completely submerged in water, it can make another saving throw to end the effect. \n'b'\n'b' ABOUT \n'b' Lloronas are vengeful spirits that roam riversides, shorelines, and swamps in search of victims. They form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and they want others to share in their pain and misery. Most encounters with a llorona begin as the victim hears mournful sobbing cries in the distance. Some victims she simply fills with sorrow, hoping that the experience will scar their minds or cause them to correct their ways, but others she marks for death. If a victim isn\xe2\x80\x99t compelled to drown himself upon hearing the llorona\xe2\x80\x99s wails, she snatches him up and drags him into the water so she can plunge him beneath the surface until death brings them both sweet silence .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lobe Lemur \n'b' Small monstrosity , neutral \n'b' Armor Class 14 \n'b' Hit Points 93 (17d6 + 34) \n'b' Speed 40 ft., swim 30 ft., climb 40 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 15 (+2) INT: 5 (\xe2\x80\x933) WIS: 12 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 \n'b' Skills Acrobatics +6, Perception +3, Stealth +8, Survival +3 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Danger From Above . If the lobe lemur jumps at least 10 feet straight toward a creature from a higher position than the target, such as leaping down from a tree, it has advantage on the next attack roll it makes against that creature. \n'b' Standing Leap . The lobe lemur\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. \n'b' Swamp Camouflage . The lobe lemur has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lobe lemur makes three Claw Swipe attacks, or it makes one Face Clamp attack and two Claw Swipe attacks. \n'b' Claw Swipe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Face Clamp . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) piercing damage, and the lobe lemur attaches to the target\xe2\x80\x99s head. If the lobe lemur is already attached to the target when it hits with this attack , the attack doesn\xe2\x80\x99t deal damage. Instead, the target is blinded until the end of its next turn. While attached to the target, the lobe lemur can attack no other creature except the target but has advantage on its attack rolls. The lemur\xe2\x80\x99s speed also becomes 0, it can\xe2\x80\x99t benefit from any bonus to its speed, and it moves with the target. A creature, including the target, can take its action to detach the lemur by succeeding on a DC 14 Strength check. On its turn, the lemur can detach itself from the target by using 5 feet of movement. \n'b'\n'b' ABOUT \n'b' A dark-furred creature made of leaves and wearing tiny animal skulls hunches on a branch, its rope-like tail twined around the branch. Each hand sports an elongated finger tipped in a sharp claw, and its legs tense, ready to leap. The lobe lemur makes it home in forested swampland, where it builds itself a small enclosed nest among the branches and decorates the nest with the skulls of its prey. The lobe lemur is a nocturnal hunter, stalking its prey from the treetops or silently swimming through murky waters. Reports of dead animals with missing heads or corpses missing eyes may indicate the presence of a lobe lemur. \n'b' Brain Eaters . Lobe lemurs are known for what they eat: the brains of other creatures. Due to their small size , they typically feast on birds and rodents, but they\xe2\x80\x99ll eat any brain matter they can get. They use their jagged front teeth to consume a victim\xe2\x80\x99s eyes before using their elongated claws to scoop out the now-accessible brain matter. If given the opportunity, the lobe lemur happily ambushes a larger creature, clinging to the creature\xe2\x80\x99s head to get at its brains. Some scholars speculate they grow more intelligent with each brain they eat, leading to some particularly smart elder lobe lemurs that command whole packs of the creatures. However, none who have seen such a colony have lived to tell the tale.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Locksmith \n'b' Medium construct , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 102 (12d8 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Sleight of Hand +8, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 90 ft., passive Perception 10 Languages Common Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Expert Lockpicker . The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves\xe2\x80\x99 tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps. \n'b' Innate Spellcasting . The locksmith\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : mending \n'b' 3/day each : arcane lock , knock \n'b' 1/day : forcecage \n'b'\n'b' Actions \n'b' Multiattack . The locksmith makes two key blade attacks. \n'b' Key Blade . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Acid Wash (Recharge 5-6) . The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves. \n'b' Call the Locksmith . These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind. \n'b' Professional Rivalry . Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge. \n'b' Key Features . Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys. \n'b' Construct Nature . The locksmith doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Log Shadow \n'b' Medium fey , chaotic neutral \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 5 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Incorporeal Movement . The log shadow can move through other creatures and objects as if they were difficult terrain . It takes 3 (1d6) force damage if it ends its turn inside an object. \n'b' Magic Resistance . The log shadow has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Strangle . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d8) bludgeoning damage. \n'b' Log Step . The log shadow attempts to make a deal with whoever enters its log. If the deal is acceptable, the log shadow can send a creature to an empty log within the forest, of the target\xe2\x80\x99s choosing. If the deal goes badly, the log shadow will either attack and strangle the target or send the target to an empty log of its choice. \n'b'\n'b' About \n'b' The log shadow lurks in hollow logs in the woods. It seeks to make deals with those who enter or look inside these empty spaces. If the deal is satisfactory, the shadow will help a willing creature move quickly through the forest. \n'b' Fey Deal . One can offer the log shadow treasure in the form of gold or precious gemstones. An alternative is to offer some kind of service to the monster. \n'b' Consequences . If the deal is accepted by the log shadow they will teleport the target to an empty log further into the woods. However, if the deal goes badly the target will be sent to a random empty log or they\xe2\x80\x99ll be attacked by the log shadow. \n'b' Old Roots . Log shadows are formed when evil spirits are trapped in the logs by the elder tree.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Loonfolk \n'b' Medium humanoid (loonfolk, ozian), neutral \n'b' Armor Class 5 \n'b' Hit Points 1 (3d8 \xe2\x80\x93 12) \n'b' Speed 0 ft., fly 10 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 1 (-5) CON: 3 (-4) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Intimidation +2, Perception +2, Persuasion +2 \n'b' Damage Immunities bludgeoning \n'b' Damage Vulnerabilities piercing, slashing \n'b' Damage Immunities prone \n'b' Senses passive Perception 12 \n'b' Languages Common \n'b' Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Burst . The loonfolk explodes when it drops to 0 hit points . Each creature within 20 feet of it must succeed on a DC 12 Strength saving throw or take 10 (1d6) bludgeoning damage and be forced prone . A loonfolk that rolls a natural 1 on a Charisma -based check bursts. \n'b' Immortal . Loonfolk cannot die permanently but remain at 0 hit points until inflated. \n'b' Standing Leap . The loonfolk\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Inflatable . Repairing 1 hit point of damage to the loonfolk takes 1 minute and requires a DC 10 check with weaver\xe2\x80\x99s tools, which can be bought for 1 do. \n'b'\n'b' ACTIONS \n'b'\n'b' Fist . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 bludgeoning damage, and the creature must succeed on a DC 12 Strength saving throw or be forced prone . \n'b' Thorn . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' This creature is round and ball-like; round in body, round in legs and arms, round in hands and feet and round of head. The only exception to the roundness is a slight hollow on the top of its head, making it saucer-shaped instead of dome-shaped. It wears no clothes on its puffy body, nor has any hair. Its skin is all of a light gray color, and its eyes are mere purple spots. \n'b' Loonfolk are aggressive by nature, fearful of any outsiders unlike them. And for good reason; loonfolk are easily punctured, a fate they assume will befall them eventually. They react to intruders by attempting to prick them, which only tends to make things worse. \n'b' Pop-Goes-the-Loonfolk! Loonfolk are led by a king, who is the wisest among them. They are wary of being inflated too much, as it equally inflates their egos, and if they get too full of themselves, they burst. Fortunately, loonfolk also know how to repair themselves with a simple needle and thread, which they have at the ready .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ares: God of War and Destruction \n'b' Medium celestial (divinity), chaotic evil \n'b' Armor Class 20 (studded leather, shield) Hit Points 287 (25d8 + 175) Speed 60 ft.\n'b' STATS STR: 26 (+8) DEX: 22 (+6) CON: 24 (+7) INT: 10 (+0) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Dex +13, Con +14 Skills Acrobatics +13, Athletics +15, Intimidation +9, Perception +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened Senses truesight 60 ft., passive Perception 20 Languages Celestial, Common Challenge 22 (41,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) . If Ares fails a saving throw, he can choose to succeed instead. \n'b' Impaling Rush . If Ares moves at least 20 feet straight toward a target and then hits it with a Spear attack on the same turn, the target takes an extra 22 (4d10) piercing damage. \n'b' God Weapons . Ares\xe2\x80\x99 weapon attacks are magical. \n'b' Weapon Recall . Ares forgoes one of his attacks and recalls his spear back to his hand. \n'b' Actions \n'b' Dogs of War (Recharge 5-6) . Ares summons 1d4 + 1 Dogs of War to within 30 feet of himself (use the Dire Wolf statblock). \n'b' Scavenger\xe2\x80\x99s\xc2\xa0Ballet (1/day) . Ares unleashes a primal battlecry that can be heard up to 10 miles away. Each creature within 120 feet of Ares must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the condition on a success. At the start of Ares\xe2\x80\x99 next turn, a gigantic flight of vultures swarms the battlefield, attacking every creature within 300 feet of Ares. Each creature in the affected area must succeed on a DC 17 Dexterity saving throw or take 31 (7d8) piercing damage and 31 (7d8) slashing damage (halved on a success). \n'b' Multiattack . Ares makes 3 Spear attacks and 1 Shield Bash attack. \n'b' Spear . Melee or Ranged Weapon Attack : +15 to hit, reach 10 ft. or range 60/180 ft., one target. Hit : 22 (4d6 + 8) piercing damage. \n'b' Shield Bash . Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 13 (2d4 + 8) bludgeoning damage. In addition, the target has to succeed on a DC 25 Strength saving throw or be knocked prone and pushed 20 feet back \n'b' Legendary Actions \n'b' Ares 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. Ares regains spent legendary actions at the start of his turn. \n'b' Jump . Ares jumps to a place within 60 feet of himself without provoking opportunity attacks. \n'b' Attack . Ares makes a Spear attack or a Shield Bash attack. \n'b' Weapon Recall . Ares\xe2\x80\x99 spear returns to his hand. \n'b' About \n'b' Ares represents the physical \xe2\x80\x93 or violent and untamed \xe2\x80\x93 aspect of war and is the personification of sheer brutality. He thrives in battle and is despised by most mortals and immortals alike. He is always followed by dogs and vultures, and represented by a soldier only wearing a helmet.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Loran Monk \n'b'\n'b' Medium humanoid (loran), lawful neutral \n'b' Armor Class 16 Hit Points 115 (21d8 + 21) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 13 (+1) INT: 11 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws The loran monk has advantage on saving throws against enchantment spells Skills Acrobatics +6, Insight +5, Perception +5 Damage Resistances cold Senses darkvision 60 ft.; passive Perception 15 Languages Aquan, Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The loran monk can breathe air and water. \n'b' Evasion . If the loran monk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the loran monk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The loran monk makes three unarmed strikes or three dart attacks. \n'b' Unarmed Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the loran monk\xe2\x80\x99s next turn. \n'b' Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 5 (1d4+3) piercing damage. \n'b'\n'b' About \n'b' Lorans claim both the ancient patrons deities of the sea and the genie race of marids as their progenitors. When these protean creators foresaw a need for disciplined, loyal aquatic allies, they enlisted genie and elemental-touched mortal volunteers to help shape a new race of agents to guard against the return of their dark and destructive powers of the sea. \n'b' Lorans appear as beautiful humanoids, though reserved in their demeanor. \n'b' Guardians of Ancient Knowledge . While not every loran chooses to pursue a monastic lifestyle, many have endured centuries guarding the memories and relics of the Patrons since the disappearance of the old races and often the cataclysmic devastation of their worlds thereafter. Their discipline as unyielding as the coral ruins they live in, their mission controlled their culture, including career, lifespan, mating, and reproduction. They meditated on the history and teachings of their immortal patrons, passing principles down from generation to generation. They also maintained constant readiness from outside threats, knowing one day an enemy would come to shatter their walls and lives in search of domination.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lord of Rust \xe2\x80\x93 Phase 1 (Skirmish Mode) \n'b' Large construct (robot, aggregate), chaotic evil \n'b' Armor Class 21 (skymetal chassis) Hit Points 90 (12d10) Speed 20 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 22 (+6) CON: 10 (+0) INT: 14 (+2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +6, Int +5 Skills Arcana +5, Acrobatics +9, Insight +6, Intimidate +7, Perception +9, Persuasion +7, Religion +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t skymetal (adamantine). Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19 Languages Common, Orc Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Knowledge . Each time the Lord of Rust completes a short rest, it can select a feat or proficiency. It can use this until the next time it completes a short rest, at which time it can retain the prior feat or proficiency or replace it with a new one. \n'b' Amazing Initiative . The Lord of Rush has advantage on initiative rolls and due to his dual nature (multi-processing power) also has two initiative counts and may act on both. He usually uses one initiative count to attack and another to cast a spell depending on the stage. \n'b' Epic Power (1/day) . The Lord of Rust can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. He can use this trait at any time during the battle to take an extra turn during a combat round. In addition, during the bonus turn he may add or subtract 1d6 to any d20 roll made changing the outcome of the roll. He may do this before or after the result is known. \n'b' Exceptional Senses . The Lord of Rust has advantage on Wisdom ( Perception ) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger. \n'b' Innate Spellcasting . The Lord of Rust\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15, +7 spell attack ). He can innately cast the following spells once per day, requiring no material components. He may also ignore the concentration tag of these spells:\n'b'\n'b'\n'b' bane , blindness/deafness , command , dispel magic , false life , poison spray (5th level), protection from good, ray of enfeeblement \n'b'\n'b' Reconfigure (Recharges after a Short or Long Rest) . If The Lord of Rust is reduced to 0 hit points , he doesn\xe2\x80\x99t die or fall unconscious . Instead, he reconfigures his body to become a tank with extra plates emerging to protect his shell. He transitions to phase 2 ending all ongoing effects and moves up to his speed without provoking opportunity attacks. \n'b' Sensitive Electronics . In skirmish mode, the Lord of Rust has disadvantage on saving throws against attacks that do lightning damage and on a natural 1 are stunned until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' M42 Multi-Laser . Ranged Weapon Attack : +9 to hit, range 50 ft.; up to half the number of creatures attacking him. Hit : 11 (1d10 + 6) radiant damage. \n'b' Psychometabolic Disruption . Melee Spell Attack : +9 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) necrotic or psychic damage. If the target takes necrotic damage, it must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion for 1 minute. If it takes psychic damage, it instead must succeed on a DC 15 Wisdom saving throw or be affected as feeblemind for 1 minute. A creature that succeeds on either saving throw has advantage on saving throws against Psychometabolic Disruption for 1 minute. \n'b' Plasma Barrage (Recharges 5-6) . The Lord of Rust spews deadly plasma into a 15-foot cube centred at a spot he can see within line of sight. Each creature in the cube must make a DC 17 Dexterity saving throw or take 21 (6d6) fire damage and 21 (6d6) lightning damage, or half as much damage on a successful one. \n'b' Mindrender (Recharges 5-6) . The Lord of Rust targets one creature within 60 feet with a barrage of strobing lights that drive it to madness. The target must succeed on a DC 15 Wisdom saving throw or be confused (as the spell) for 1 minute. While confused, the target is also driven into a wild rage, with advantage on Strength checks and saving throws and gaining a +2 bonus on damage with melee attacks . In this rage, the target casts aside shields or manufactured weapons. Its teeth and nails elongate and sharpen and it can make 2 claw attacks (dealing 1d6 slashing damage) and 1 bite attack (dealing 1d4 piercing damage) as part of an attack action. It gains proficiency with these weapons; if the target\xe2\x80\x99s bite or claws already deal more damage than this, it retains its normal damage dice but deals 1 additional point of damage. The target can attempt a new Wisdom saving throw each round at the end of its turn. If it succeeds on the save, it is incapacitated for 1 round, after which it returns to normal at the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Hellish Rebuke . When The Lord of Rust is hit in melee, he may deal 10 (2d10) fire damage to the attacker as a reaction . \n'b'\n'b' ABOUT \n'b' In ages past, a true divinity of mechanical races downloaded some of their code into an empty processor, mounted it into an arachnid robot, and tested this \xe2\x80\x9cson\xe2\x80\x9d by sending him out into the world. Once it encountered other creatures, however, it gained sentience and fled from its maker, setting up a hidden lair surrounded by ordinary humanoids and began plotting for self preservation as its awareness grew. In the years since, the new artificial intelligence developed an unstable, irrational persona and drew worshipers seeking his power. \n'b' Aggregate . The Lord of Rust is an AI (a machine spirit) inhabiting a robot body. It is possible, even likely if precautions have not been taken, that even if his body is destroyed, he can still escape so long as he has access to a terminal or the infosphere. If this happens, he may return in a new body sometime in the future. \n'b' Boss Mode . The Lord of Rust has maximum hit points for his HD and has two phases. The second phase triggers when phase 1 is reduced to 0 hit points . \n'b' Tactics . While in skirmish mode, The Lord of Rust will use his fly speed to harass the characters from range. For a plasma blast hit he likes to taunt: \xe2\x80\x9cI am 53% certain this isn\xe2\x80\x99t going to hurt.\xe2\x80\x9d The Lord of Rust becomes infuriated if forced to transform into tank mode and begins to melee. He loses a lot of mobility in this form but gains a lot of toughness as well. He leaps from the wall and lands dead center of the characters executing a shredder attack. Heavy plating emerges from hidden crevices interlocking over his chassis increasing his durability and a shimmering shield appears. His plasma attack becomes a stinging attack. He will use his melee attacks to crush his enemies. \n'b' When reduced to 0 hit points he collapses in a heap and makes one last projection and tells the party \xe2\x80\x9cMy death only hastens your demise.\xe2\x80\x9d If he has a way of escape (for example via downloading to a different robot and fleeing) and so is not destroyed, he will say \xe2\x80\x9cWe will meet again meat puppets.\xe2\x80\x9d'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crabs, Jewel Crab \n'b'\n'b' Medium beast , unaligned \n'b' Armor Class 15 (natural) Hit Points 71 (11d8+22) Speed 30 ft., burrow 15 ft., swim 15 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +3, Stealth +2, Survival +5 Damage Resistances cold Damage Immunities poison Senses darkvision 60 ft., passive Perception 13 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The jewel crab has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Retraction . A jewel crab can pull its fleshy parts into its shell as a bonus action, allowing the jewel crab to use its shell as three-quarters cover . While retracted into its shell the jewel crab cannot move or attack . A jewel crab may reemerge from its shell by using its action. \n'b' Water Dependency . A jewel crab can survive out of the water for 1 hour per point of Constitution . After that, a jewel crab begins suffocating. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The jewel crab makes up to 2 claw attacks, 2 resin strand attacks, or any combination thereof. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Resin Strand . Ranged Weapon Attack : +5 to hit, range 30 ft., one target. Hit : A Large or smaller creature hit must succeed on a DC 13 Dexterity saving throw or become grappled by the jewel crab (escape DC 15), with the grapple ending automatically if the target is moved further than 30 ft. away from the jewel crab. The jewel crab may, instead of moving, drag a grappled target 15 ft. towards it. A jewel crab can maintain a maximum of 2 targets grappled by resin strands at a given time. Any acid damage inflicted on a target grappled by the jewel crab dissolves the resin and ends the grapple. \n'b'\n'b' About \n'b' Jewel crabs dwell within the coastal waters and spend much of their time wandering around the ocean floor in search for prey or things to decorate their shells, using strands of naturally produced adhesive resin. While jewel crabs are aquatic, they occasionally wander out of the water in search for decorations that wash up along the shores. They are usually not aggressive towards humanoids, but they will fight if they feel threatened or if they spot something interesting to decorate their shells in the possession of a humanoid. They are typically four or five feet tall and weigh about two hundred pounds, with their shells easily making up half of that weight. Jewel crabs typically live for about thirty years in the wild, with those being kept in captivity generally only living for about fifteen years. \n'b' Hermit Home . Jewel crabs have two large claws that are fairly precise despite their size and strength, eight segmented legs for movement, and a long spirally curved asymmetrical abdomen, which is soft and vulnerable to attack, unlike the shelled abdomens seen in other crustaceans. To protect their soft abdomen, they typically salvage an empty seashell from another creature, using it like armor and turning it into a comfortable place to hide by retreating inside of it, while using its claws as a door to block the entrance. A jewel crab\xe2\x80\x99s body is pinkish in their immature state, shifting to dark blue in color as it matures, with glowing neon-blue accents. As they grow in size, they quickly become cramped inside their shell. \n'b' Whenever a jewel crab outgrows their shell, they are forced to find another. A jewel crab outside of its shell only has a natural AC of only 11. \n'b' Decorated Shell . Despite their biological need to change shells as they grow in size, they seem to be fairly picky about what they use; favoring the shells of sea snails, but scarcity can occasionally force them to use the shells of bivalves and scaphopods (or even hollow pieces of wood and stone) in a pinch. In particularly lean times where there are not many other options available, some naturalist philosophers have observed bullying other jewel crabs for their shells and it is not too uncommon to see two of them fighting over any appropriately sized shells with surprising fury should they find it at the same time. They seem to be quite vain about their shells, constantly decorating them with new bits of collected foliage, stones, and crystals. \n'b' No two shells are identical, but all are heavily decorated with chunks of crystal that give them their name. \n'b' Ironically, their apparent love for decorating their shells can also lead to problems, as their shells can grow too heavy under the load of so many decorations, which often leads them to abandoning their current shell for a new one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lord of Rust \xe2\x80\x93 Phase 2 \xe2\x80\x93 Tank Mode \n'b' Large construct (robot, mythic, aggregate), chaotic evil \n'b' Armor Class 18 (hardened skymetal chassis) Hit Points 90 (12d10) plus 40 hp force field. Speed 20 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 10 (+0) INT: 14 (+2) WIS: 17 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Wis +6, Int +5 Skills Arcana +5, Athletics +9, Insight +6, Intimidate +7, Perception +9, Persuasion +7, Religion +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t skymetal (adamantine). Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 19 Languages Common, Orc Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Adaptive Knowledge . As in skirmish mode. \n'b' Amazing Initiative . As in skirmish mode. \n'b' Battle-hardened . In tank mode, the Lord of Rust has a damage threshold of 5, reducing damage from all attacks by 5. \n'b' Epic Power (1/day) . As in skirmish mode. \n'b' Exceptional Senses . As in skirmish mode. \n'b' Force Field . A shimmering shield of energy engulfs The Lord of Rust\xe2\x80\x99s chassis granting extra hit points . The shield regenerates to full so long as it has 1 hit point at the start of his turn. While the shield is up, he is immune to lightning, force and critical hits. Once it is exhausted these immunities disappear and the shield collapses ceasing to regenerate . In addition, on exhaustion , it discharges in a ball of thunder and lightning dealing 10 (4d4) lightning damage and 10 (4d4) thunder damage in a 20-foot-radius sphere centered on The Lord of Rust. A DC 11 Dexterity saving throw reduces this damage by half. \n'b' Innate Spellcasting . As in skirmish mode. Any spells it has already cast in skirmish mode are replenished when the Lord of Rust switches to tank mode. \n'b' Spider Climb . The Lord of Rust can climb difficult surfaces while in tank mode, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Lord of Rust releases one Spiderbot Swarm until he has no more, and then makes three attacks: two with his Pincer and one with Megabot Sting. \n'b' Pincer . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 6) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained ; The Lord of Rust automatically does 14 (2d8 + 6) damage until the grapple is broken. While crushing an opponent, he losses a claw attack . \n'b' Megabot Sting . Melee Weapon Attack : +9 to hit, each 5 ft.; one creature. Hit : 11 (1d10 + 6) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage from a pharmaceutical based neurotoxin on a failed save, or half as much damage on a successful one. \n'b' Shredder (Recharges after a Long Rest) . The Lord of Rust lands in the middle of a group he can see within his lair in a whirlwind of razor-sharp legs. Every creature in a 30-foot sphere centered on him must make a DC 11 Dexterity saving throw taking 20 (5d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Spiderbot Swarm (Recharge 5-6 once all swarms exhausted) . The Lord of Rust has a number of spiderbot swarms equal to the number of characters attacking him attached to his underbelly, which he can release into combat. The swarm appears in an unoccupied space within 5 feet of The Lord of Rust and acts as an ally. It remains for 10 minutes, until it or it\xe2\x80\x99s the Lord of Rust dies, or until he recalls the swarm as an action. \n'b' Mindrender (Recharges 5-6) . As in skirmish mode. \n'b'\n'b' REACTIONS \n'b'\n'b' Hellish Rebuke . When The Lord of Rust is hit in melee, he may deal 10 (2d10) fire damage to the attacker as a reaction . \n'b'\n'b' LAIR \n'b' The Lord of Rust lairs in a gargantuan spherical room made of metal. At the center of the room a massive wheel lined with sharp edges forms a floor of sorts at the centre of the sphere. The wheel spins slowly and does not extend all the way to the sphere. Below is darkness. A latticework of metal girders connects to the wheel. The whole of the device comprises a long mechanical arm ending in a metal wheel far larger than any mill\xe2\x80\x99s waterwheel. During both stages he has access to the following Lair Actions. \n'b' On initiative count 20 (losing initiative ties), The Lord of Rust takes a lair action to cause one of the following effects, He can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Automated Cannons pop out of cunningly hidden recesses in the roof and spray the area with gunfire. \n'b' They are superhumanly accurate and only hit enemy creatures. Each creature in the room must make a DC 15 Dexterity save or take 12 (4d6) piercing damage. \n'b' The room is flooded with tear gas. All creatures that breath must make a DC 15 Constitution saving throw or until the end of their next turn they are immobilized as they start heaving and retching violently. \n'b' The Lord of Rust may cast a spell . \n'b'\n'b' ABOUT \n'b' In ages past, a true divinity of mechanical races downloaded some of their code into an empty processor, mounted it into an arachnid robot, and tested this \xe2\x80\x9cson\xe2\x80\x9d by sending him out into the world. Once it encountered other creatures, however, it gained sentience and fled from its maker, setting up a hidden lair surrounded by ordinary humanoids and began plotting for self preservation as its awareness grew. In the years since, the new artificial intelligence developed an unstable, irrational persona and drew worshipers seeking his power. \n'b' Aggregate . The Lord of Rust is an AI (a machine spirit) inhabiting a robot body. It is possible, even likely if precautions have not been taken, that even if his body is destroyed, he can still escape so long as he has access to a terminal or the infosphere. If this happens, he may return in a new body sometime in the future. \n'b' Boss Mode . The Lord of Rust has maximum hit points for his HD and has two phases. The second phase triggers when phase 1 is reduced to 0 hit points. \n'b' Tactics . While in skirmish mode, The Lord of Rust will use his fly speed to harass the characters from range. For a plasma blast hit he likes to taunt: \xe2\x80\x9cI am 53% certain this isn\xe2\x80\x99t going to hurt.\xe2\x80\x9d The Lord of Rust becomes infuriated if forced to transform into tank mode and begins to melee. He loses a lot of mobility in this form but gains a lot of toughness as well. He leaps from the wall and lands dead center of the characters executing a shredder attack. Heavy plating emerges from hidden crevices interlocking over his chassis increasing his durability and a shimmering shield appears. His plasma attack becomes a stinging attack. He will use his melee attacks to crush his enemies. \n'b' When reduced to 0 hit points he collapses in a heap and makes one last projection and tells the party \xe2\x80\x9cMy death only hastens your demise.\xe2\x80\x9d If he has a way of escape (for example via downloading to a different robot and fleeing) and so is not destroyed, he will say \xe2\x80\x9cWe will meet again meat puppets.\xe2\x80\x9d'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lorelei \n'b' Medium fey , chaotic evil \n'b' Armor Class 15 Hit Points 93 (11d8 + 44) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 21 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Cha +8 Skills Deception +8, Performance +8, Persuasion +8 Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 5 (1,100 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Alluring Presence . When a Humanoid that can see the lorelei starts its turn within 30 feet of the lorelei, the lorelei can force it to make a DC 15 Wisdom saving throw if the lorelei isn\xe2\x80\x99t incapacitated and can see the Humanoid. On a failed save, the Humanoid is charmed until the start if its next turn. While charmed , the target is incapacitated and must move on its turn toward the lorelei by the most direct route, trying to get within 5 feet of the lorelei for a kiss from her. The Humanoid doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the Humanoid can repeat the saving throw. If the saving throw is successful, the effect ends for it, and it regains its senses for the remainder of its turn. Unless surprised, a Humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can\xe2\x80\x99t see the lorelei until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the lorelei in the meantime, it must immediately make the save. \n'b' Amphibious . The lorelei can breathe air and water. \n'b' Free Water Spirit . While in contact with water, the lorelei ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce her speed or cause her to be restrained . In addition, she can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lorelei can use her Stunning Glance. She then makes three Psychic Blast attacks. She can replace one attack with a use of Corrupted Kiss. \n'b' Corrupted Kiss . Melee Spell Attack : +8 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained . Hit : 14 (2d8 + 5) necrotic damage, and the lorelei regains hp equal to that amount. \n'b' Psychic Blast . Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one target. Hit : 12 (2d6 + 5) psychic damage. \n'b' Stunning Glance . The lorelei sends a seductive glance at a creature she can see within 30 feet of her. The target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a successful save, a creature is immune to this lorelei\xe2\x80\x99s Stunning Glance for the next 24 hours. \n'b'\n'b' ABOUT \n'b' Lounging on a large river rock, this breathtaking fey calls plaintively to travelers. \n'b' Death to Men . A people born from an ancient oath to the River King, the loreleis\xe2\x80\x99 cruelty stems from whatever happened to their people long ago that brought about their transformation into loreleis. Now, these callous river sirens compete with one another in manipulating and destroying male travelers, using their deadly kisses to great effect. \n'b' Beautiful Humanoids . Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, taking on the form of their most frequent prey. While most resemble sensual humans, a lorelei\xe2\x80\x99s form can include elf, dwarf, and, in some recorded cases, even orc or hobgoblin. \n'b' Ignore Women . Women travelers are vexing for the lorelei. While the siren\xe2\x80\x99s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei\xe2\x80\x99s territory safely, and they might even make peaceful contact.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lost Limb \n'b' Small monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 4 (-3) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450XP) \n'b' Special Traits \n'b'\n'b' Adhesive . The lost limb adheres to the limb of its victim. A Huge or smaller creature adhered to the limb is also grappled (escape DC 13). Ability checks made to escape the grapple have disadvantage. \n'b' Compact . The lost limb may stay in the same space as another creature or character. \n'b' Fuse . Once the limb has consumed the limb it is replacing, the creature that it is attached to slowly begins to heal, regaining 5 hit points at the start of each of its turns. After 1 minute, the creature finally can control the limb and gains a +2 bonus to Strength as the limb becomes a permanent part of its body. \n'b' Grappler . The lost limb has advantage on attack rolls against any creature grappled by it. \n'b'\n'b' Actions \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d8 +1) bludgeoning damage and the target is grappled (escape DC 13) and restrained . \n'b' Consume . A creature grappled by the lost limb must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (2d6 + 3) necrotic damage as the lost limb starts to consume the limb of the target. The target takes an additional 10 (2d6) + 3) necrotic damage at the start of each of its turns but can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the limb consumes more than onequarter of the target\xe2\x80\x99s hit points , the target\xe2\x80\x99s limb is permanently replaced by the lost limb as it attaches to the joint (shoulder or hip) of the target. \n'b'\n'b' About \n'b' This limb is well muscled and vibrant with life. Its goal is to find a host \xe2\x80\x98partner\xe2\x80\x99. The connecting end, the stump, is a toothy maw that will eat the limb it is replacing and fuse itself to the host. The lost limb is said to be the remnant of humans who lose a limb while fighting in glorious and victorious battles. The limb seeks further glory and a host suitable to meet those requirements. The toothy maw at the end of the limb\xe2\x80\x99s stump is a toothy maw that consumes the limb of the new host.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lost Savior \n'b' Medium undead , lawful evil \n'b' Armor Class 17 (half plate) Hit Points 195 (23d8 + 92) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +7 Skills Deception +9, History +6, Intimidation +9, Perception +7 Damage Immunities necrotic, poison Condition Immunities exhaustion , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 17 Languages the languages it knew in life Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Ancient Reminiscence . Appealing to a lost savior\xe2\x80\x99s heroic past can temporarily weaken its defenses as it realizes the horror of what it has become. A creature that the savior can hear and understand can spend an action to attempt a DC 17 Charisma ( Deception , Intimidation , or Persuasion ) check to remind a lost savior of its forgotten past. On a success, the savior is stunned until the end of its next turn and is then immune to Ancient Reminiscence for 24 hours. \n'b' Innate Spellcasting . The savior\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). The savior can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : disguise self \n'b' 3/day : charm person , seeming , suggestion \n'b'\n'b' Undead Nature . The lost savior doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The savior makes three greatsword attacks. \n'b' Greatsword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Heroic Rally (Recharges after a Short or Long Rest) . The savior utters a special command to creatures of the savior\xe2\x80\x99s choice within 60 feet of it that can hear and understand it. For 1 minute, whenever the savior or an affected creature makes an attack roll or damage roll, the creature can add a d4 to its roll. A creature can benefit from only one Heroic Rally die at a time. This effect ends if the savior is incapacitated . \n'b' Shocking Revelation . If the savior is under the effects of its disguise self or seeming spell, it ends the spell to reveal its horrible true form. Each creature within 100 feet that can see the savior must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Living proofs made of unusual materials such as vellum, stone tablets, or even chalkboards are not unknown. Such specimens typically have different resistances and weaknesses depending on the material they are made of. \n'b' In the last desperate days of a civilization, even heroes can fall. The ancient manipulators of humankind, known as aboleths, took advantage of this discord to create so-called \xe2\x80\x9clost saviors.\xe2\x80\x9d These undead are perversions of former heroes who foolishly attempted to negotiate a covenant with the dread aboleths-the outcome of a truly desperate bargain made in the hopes of salvation for the hero\xe2\x80\x99s people. Aboleths are nothing if not treacherous, and the deal resulted only in the defiling and dishonor of so many former champions. \n'b' Lost saviors wander storm-torn coastlines and remote hinterlands in a haze, unsure of their mission but compelled to sow sorrow all the same. They sometimes travel with other intelligent undead or, occasionally, weak aboleth agents. Under the guise of their former selves, lost saviors might look like heroic figures from folklore or simply glorious and righteous fighters. This makes it all the more painful and horrifying for onlookers when the lost savior reveals its true form. The revelation is invariably followed by a merciless onslaught. \n'b' When a lost savior infiltrates a society, it can rile the populace into a chaotic frenzy under the banner of its false guise. Using powerful illusions and enchantments, a lost savior insurrectionist can bend an entire settlement or even nation to its unknowable masters\xe2\x80\x99 will before revealing its true monstrous allegiance. By this point, it is too late for the community to do anything but quake in fear.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lost Soul \n'b' Medium undead , chaotic evil \n'b' Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft., fly 20 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances necrotic, poison Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Pack Tactics . The lost soul has advantage on an attack roll against a creature if at least one of the lost soul\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Sunlight Sensitivity . While in sunlight, the lost soul 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 lost soul makes one unarmed attack and one bite attack. \n'b' Unarmed Strike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. Instead of dealing damage the lost soul can grapple the target (escape DC 13). \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the lost soul, incapacitated , or restrained . Hit : 6 (1d8 + 2) piercing damage plus 3 (1d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the lost soul regains hit points equal to that amount. The 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 in this way and then buried in the ground rises the following night as a lost soul. \n'b'\n'b' About \n'b' A shadow flies in front of you. Several feet away a lantern is smashed and all of a sudden, darkness falls. More shadows land and you think you glimpse a group of young men. Lost souls are a gang of undead who were created by a vampire lord. They will use violence to get what they want. These monsters live in a ruined temple. Because they can fly, the lost souls are able to access the remaining upper floors of this lair. \n'b' Forever Young . Lost souls have retained their youth because of the vampirism running through their veins. They loathe older humanoids and will hunt them down. Young and restless, these troublemakers are often out at night seeking a good time.\xc2\xa0Lost souls are always attempting to add new victims to their gang. \n'b' Lost Mother . A night hag has become like a mother to these wrathful undead. She travels to other planes at times. The lost souls are loyal to her and bring her new victims to toy with. \n'b' Undead Nature . A lost soul doesn\xe2\x80\x99t require air.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lotus Tree \n'b' Gargantuan plant , neutral \n'b' Armor Class 17 Hit Points 328 (16d20 + 160) Speed 10 ft.\n'b' STATS STR: 30 (+10) DEX: 24 (+7) CON: 30 (+10) INT: 18 (+4) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Wis +10, Cha +9 Senses tremorsense 60 ft., passive Perception 14 Damage Resistances cold, lightning; bludgeoning, piercing Damage Immunities fire Languages Aklo, Common, Elven, Giant, Gnome, Sylvan; telepathy 300 ft. Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . (Psionic). The lotus tree\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 18). It can manifest the following spells-like powers, requiring no material components:\n'b'\n'b'\n'b' 1/day each : detect thoughts , modify memory , weird plus one additional enchantment spell for each creature currently hallucinating. \n'b'\n'b' False Appearance . While the lotus tree remains motionless, it is indistinguishable from a normal tree. \n'b' Hallucination Aura . A living creature that starts its turn within 60 feet of a lotus tree or eats its fruit it hallucinates pleasantly for 4d6 hours on a failed DC 18 Wisdom saving throw. The hallucinations include a humanoid figure of shifting colors that conveys the tree\xe2\x80\x99s telepathy across any range, allowing the hallucinating creature to act as the tree\xe2\x80\x99s proxy. For each hour of hallucinating, the target can make a DC 15 Wisdom ( Insight ) skill check to solve a problem that is plaguing them or gains other useful piece of insight. \n'b' Hope Theft . As a bonus action at unlimited range, a lotus tree can permanently charm a hallucinating creature (as per a 9th level charm monster spell) unless it succeeds at a DC 18 Wisdom saving throw. Affected victims forget all long-term goals, desiring only more hallucinations, and grant the tree temporary additional spells uses of 1 per day for each so charmed creature. Regardless of the save, the target automatically is affected as per the modify memory spell. \n'b' Legendary Resistance (3/Day) . If the lotus tree fails a saving throw, it can choose to succeed instead. \n'b' Siege Monster . The lotus tree deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lotus tree casts one spells and makes four slam attacks. \n'b' Slam . Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) psychic damage. \n'b' Rock . Ranged Weapon Attack : +13 to hit, range 60/180 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Animate Trees . The lotus tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant , except they have Intelligence and Charisma scores of 1, they can\xe2\x80\x99t speak, and they have only the Slam action option. An animated tree acts as an ally of the lotus tree. The tree remains animate for 1 day or until it dies; until the lotus tree dies or is more than 120 feet from the tree; or until the lotus tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \n'b'\n'b' ABOUT \n'b' Lotus trees grow in ancient forests and paradisiacal islands, feeding on the fantasies of sentient beings. Some lotus trees are curious and wise; others hoard secrets while claiming they provide refuge from reality. Intentionally or not, lotus trees attract those seeking wisdom or dreamy escape.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lou Carcolh \n'b' A slimy green serpent with a hardened shell-like growth upon its back, the lou carcolh epitomizes the horror of both snake and snail. Its venomous maw features two needle-sharp fangs. \n'b' Medium monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., climb 10 ft., swim 20 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Senses tremorsense 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Sticky Tongues . Given half an hour, the lou carcolh can extend its 6 sticky tongues up to 60 feet from itself. A creature who touches one of these tongues must succeed on a DC 13 Dexterity saving throw or be restrained as it adheres to the tongue. The tongues can be attacked (AC 12, 10 hp ), and any damage done to a tongue is also done to the lou carcolh. Killing a tongue ends the restrained condition, and the lou carcolh can\xe2\x80\x99t use that tongue for for the next 24. \n'b' Slime Trail (1/day) . For 1 minute, the lou carcolh leaves a slime trail behind it as it moves. The slime creates difficult terrain , and any creature walking through it must succeed on a DC 13 Dexterity ( Acrobatics ) check or fall prone . The slime remains effective for 1 hour. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8+ 2) piercing damage and 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. \n'b' Spit Venom . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 16 (3d10) poison damage. \n'b' Sticky Tongue . Melee Weapon Attack : +4 to hit, reach 60 ft., one target. Hit : The target is restrained and the lou carcolh can\xe2\x80\x99t use the same sticky tongue on another target. \n'b' Reel . The lou carcolh pulls in each creature of Large size or smaller who is restrained by one of its sticky tongues. The creature is knocked prone and dragged up to 30 feet towards the lou carcolh. If a creature is dragged within 5 feet of the lou carcolh, it can make one bite attack against the creature as a bonus action . \n'b' About \n'b' Trappers . The lou carcolh\xe2\x80\x99s preferred means of capturing prey is laying an ambush with its many mouth appendages stretched great distances, entrapping creatures who touch or step on them. The appendages regrow daily, so it is never without a fresh set. \n'b' Steeds to Dark Fey . Some dark fey creatures tame and ride lou carcolh as steeds. Their surprising speed, climbing ability, and comfort in the water make them ideal for traversing dread wetlands and fetid forests.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Love-scorned Soul \n'b' Medium undead , chaotic evil\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 65 (10d8 + 20) Speed 30 ft., fly 40 ft. (hover) Saving Throws Dexterity +6, Wisdom +5, Charisma +8 Skills Insight +8, Perception +8, Stealth +6 Senses darkvision 60 ft., passive Perception 18 Languages those it knew in life Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Incorporeal Movement . The love-scorned soul 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' Magic Resistance . The love-scorned soul has advantage on saving throws against spells and other magical effects. \n'b' Nimble Escape . The love-scorned soul can take the Disengage or Hide action as a bonus action on each of its turns. \n'b' Actions \n'b' Draining Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) psychic damage and the target must make a DC 16 Charisma saving throw or become stunned until the end of its next turn. \n'b' Hateful Gaze . The love-scorned soul targets one creature that it can see and that can see it. The creature must make a DC 16 saving throw or become charmed by the love-scorned soul for the next 24 hours. While the effect lasts, it believes that its loved ones are hated enemies and will attempt to harm them by whatever means it has at its disposal. After the effect ends, the creature realizes that it has been charmed by the love-scorned soul. A creature that succeeds at a DC 16 Charisma ( Persuasion ) check can force the charmed creature to make another saving throw at the end of its turn. Dispel magic or remove curse can also end the effect. \n'b' Tactics \n'b' A love-scorned soul often chooses a particular individual or a couple to be the object of its malicious attention. It then shadows its targets, waiting for the best moment to strike. When possible, it traps the lovers together, using its hateful gaze to drive them to destroy one another. Alternatively, the love-scorned soul might employ its gaze against an individual, even retreating afterwards to fool its victim into believing that the spirit has been defeated. The target then \xe2\x80\x98escapes\xe2\x80\x99 and returns to their loved ones, but only then \xe2\x80\x98realizes\xe2\x80\x99 that they are hated enemies instead. Once the victims have done as much damage to their beloved as possible, the love-scorned soul will use its draining touch to finish off the heartbroken victim. \n'b' Description \n'b' These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the Unhallowed monster known as the False Lover (see page 186) \xe2\x80\x93 any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred. Denied love as mortals, they now exist only to crush and hurt the living.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aridni \n'b' Small fey , neutral evil \n'b' Armor Class 15 Hit Points 82 (15d6 + 30) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 9 (-1) DEX: 21 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8 Skills Acrobatics +11, Perception +3, Stealth +11 Senses darkvision 60 ft., passive Perception 13 Languages Common, Gnoll, Sylvan, Void Speech Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Flyby . The aridni doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The aridni has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The aridni makes three Shortsword or Pixie Bow attacks. \n'b' Shortsword . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage. \n'b' Pixie Bow . Ranged Weapon Attack : +8 to hit, range 40/160 ft., one target. Hit : 10 (2d4 + 5) piercing damage. \n'b' Spellcasting . The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' At will : dancing lights , detect magic , invisibility \n'b' 3/day each : charm person , faerie fire \n'b' 1/day : spike growth \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Enchanted Arrows . The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:\n'b'\n'b'\n'b' Confusion . The target can\xe2\x80\x99t take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell. \n'b' Fear . The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route. \n'b' Laughter . The target falls prone and is incapacitated with laughter until the end of its next turn. \n'b' Sleep . The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ABOUT \n'b' The gray, moth-winged fey flies out from the trees in a hail of tiny arrows. \n'b' Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers. \n'b' Pale Archers . These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge or respond to accusations of cowardice. \n'b' Caravan Raiders . Aridni have developed different magical abilities that aid them well when they raid caravans for captives, such as charming foes or putting them to sleep. \n'b' Wealth for Status . They delight in taking plunder from humans and dwarves as a sign of their power over mortals and of their contempt for those who lack fey blood.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Loxoda \n'b' Huge monstrosity , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 147 (14d12 + 56) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 19 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Survival +5 Senses passive Perception 12 Languages Loxodan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Trampling Charge . If the loxoda moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be forced prone . If the target is prone , the loxoda can make one Stomp attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The loxoda makes one Slam attack and one Spear attack . \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 22 (4d8 + 4) bludgeoning damage. \n'b' Spear . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Stomp . Melee Weapon Attack : +7 to hit, reach 5 ft., one prone creature. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Tooth-Rattling Pound (Recharge 5\xe2\x80\x936) . The loxoda rears up and lands heavily, rattling the land and creatures around it. Each creature in contact with the ground within 20 feet of the loxoda must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and takes an extra 10 (3d6) thunder damage at the end of its next turn as the shockwaves from the Tooth-Rattling Pound continue up through its body. On a success, a creature takes half the damage and doesn\xe2\x80\x99t take extra thunder damage from shockwaves. \n'b'\n'b' ABOUT \n'b' This massive creature combines the torso of an ogre and the body of an elephant as it lumbers through the open plains. \n'b' Nomadic Families . Loxodas live in small herds of two to three extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious omnivores, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. \n'b' Often Underestimated . Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the loxoda are quite intelligent.\xc2\xa0Their simple equipment and straightforward living come not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body make it difficult for them to mine metal ore, and they violently reject communications and trade with other people.\xc2\xa0The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements. \n'b' Vestigial Tusks . All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings or inlays or are dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jeweled bracelets stolen from humanoids onto their tusks as trophies. A loxoda matriarch may have long, dangling chains of such ornaments, indicating her high status and long life.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cradle Snatcher \n'b' Small fey , chaotic evil \n'b' Armor Class 13 Hit Points 27 (6d6 + 6) Speed 40 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +2, Stealth +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Magic Resistance . The cradle snatcher has advantage on saving throws against spells and other magical effects. \n'b' Shadow Stealth . While in dim light or darkness, the cradle snatcher can take the Hide action as a bonus action. \n'b' Spider Climb . The cradle snatcher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' About \n'b' The darkest of faerie tales feature a horrid creature. Hiding late at night in the shadows are cradle snatchers. They kidnap children for a price, usually a high one. Cradle snatchers can move quickly and are exceptionally agile. \n'b' Hidden Horror . These fey are especially active after dark. They relish their nighttime missions, much more at home in the inky darkness than anywhere else. \n'b' Early Envy . Cradle snatchers grow up envious of happy families. They loathe the togetherness of these families and journey to the ordinary world to wreak havoc. \n'b' Evil Employers . Most cradle snatchers are hired by foul creatures like witches, hags, and fiends.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lu Nat \n'b' Medium fey , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 47 (10d6 + 10) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+1) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, lightning; bludgeoning, piercing, or slashing weapons that aren\xe2\x80\x99t magical or silvered Skills Intimidation +4, Stealth +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The lu nat\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). The nat can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , etherealness (self only), hold person , invisibility (self only) \n'b' 1/day each : blight , dream , stinking cloud \n'b'\n'b' Rotting Aura . The lu nat is immune to disease, but any living creature coming within or beginning its turn within 5 feet of the lu nat must make a DC 12 Constitution saving throw or become stricken with a random disease, as the contagion spell. In addition, this disease is magical in nature, and it does not end after 7 days unless the target has received a remove curse , greater restoration , or dispel good and evil. Each time a creature fails its saving throw against the lu nat\xe2\x80\x99s Rotting Aura, they take 3d6 necrotic damage and must make an additional Constitution save or decrease their maximum hit points by the same amount. If their maximum hit points are reduced to 0, they die. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lu nat makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Apparition of Horror . If the lu nat hits a creature twice in the same round with its claws, the target must make a DC 12 Charisma saving throw or be disfigured into a hideous figure of whatever monstrous visage the lu nat can devise. This illusory disfigurement, from blue skin to elephantine features, rotting tusks, cracked parrot beak, or other changes, causes all allies of the target within 20 feet that witness their transformation to make a DC 12 Wisdom saving throw or become frightened for 1 round. \n'b'\n'b' ABOUT \n'b' These spirit creatures are vaguely humanoid and live in a sort of spiritual symbiosis with humanoid creatures, dwelling within the \xe2\x80\x9cspirit-world\xe2\x80\x9d of the Ethereal Plane much of the time in wavering reflection of mortal society on the Material Plane. Some nats are helpful and kind while others are cruel and malevolent, but all feel an ineffable kinship that tethers them to the mortal world. They seek offerings from those whose villages and cities overlap with their own, and many folk set up shrines in their houses (often on the southern portion of the home) in order to set out gifts of food or colorful offerings. These gifts may represent thankfulness or propitiation to avert a baneful nat\xe2\x80\x99s wrath. \n'b' These malicious spirits represent nats who have abandoned their relationship with the living, sometimes out of spite and sometimes out of despair and horror at the loss of families and villages once under their protection. Where einsaung nats are short, squat, and colorful, lu nats are faded, pale, and gaunt, seeming almost stretched out at 6 feet tall with gangly limbs. Their hair is shorter and is matted and patchy, while their faces are curious mixes of gentle innocence and hidden menace. They mostly lurk in or near graveyards and can be appeased with regular offerings of food or tiny treasures, but the lu nat enjoys inflicting pain and spreading terror and pestilence, and it seeks any excuse to unleash death upon those in its path.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luck Leech \n'b' Medium fey , neutral evil \n'b' Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 21 (+5) CON: 16 (+3) INT: 17 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +6 Skills Deception +8, Perception +6, Sleight of Hand +9, Stealth +9 Damage Immunities necrotic Condition Immunities frightened Senses darkvision 60 ft., passive Perception 16 Languages Common, Sylvan, Umbral Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Leech Luck . If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can\xe2\x80\x99t have more than 4 luck points at a time. \n'b' Reserve of Fortune . If the luck leech doesn\xe2\x80\x99t have 4 luck points at sunset, it gains 2 luck points. It can\xe2\x80\x99t have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn\xe2\x80\x99t expend luck points. \n'b' Turn Luck . As a bonus action, the luck leech can spend 1 luck point to:\n'b'\n'b'\n'b' Gain advantage on its next attack or saving throw \n'b' Cast misty step \n'b' Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n'b' Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The luck leech makes two biting arm attacks. \n'b' Biting Arms . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage. \n'b' Feast of Fortune (Recharge 6) . Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes (see sidebar). On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point. \n'b'\n'b' About \n'b' The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms. \n'b' When a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Plane, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets. \n'b' Amassing fortune . Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as \xe2\x80\x9cfortune.\xe2\x80\x9d They rarely notice and never care if their acquisition of fortune harms others. \n'b' Self-Serving . A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can\xe2\x80\x99t enjoy its fortune if it\xe2\x80\x99s dead. \n'b' Curse: Falling Fortunes \n'b' A creature cursed with falling fortunes is plagued with bad luck for 24 hours. While cursed, the creature can\xe2\x80\x99t add its proficiency bonus to any attack rolls or ability checks. If the cursed creature rolls a 20 on an attack roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a remove curse spell or similar magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luison \n'b' Medium fiend (shapechanger), lawful evil \n'b' Armor Class 15 (natural hide) Hit Points 126 (18d8 + 45) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 12 (+2) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +6, Wis +5 Damage Resistances cold Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that are not silvered Condition Immunities exhaustion , p-oisoned Senses darkvision 120 ft., passive Perception 13 Languages Common, Telepathy Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The luison\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' At will : chill touch , fear , hunter\xe2\x80\x99s mark, toll the dead* \n'b' 1/day : finger of death \n'b'\n'b' Luison\xe2\x80\x99s Malison . A living creature afflicted with this curse slowly transforms into a luison. After 24 hours their flesh begins to rot. The victim must make a DC 16 Constitution save or it begins emanating a foulness identical to the luison\xe2\x80\x99s Stench ability and its maximum hit points are reduced by 44 (10d8). Each day thereafter, the effect continues until the affliction kills the victim or is removed by a Remove Curse spell. A victim slain by the Luison\xe2\x80\x99s Malison rises upon the next night as a Luison. \n'b' Spread Curse . The luison can use the Dash action to run down a living creature and attempt to run through its legs. The luison moves through the target\xe2\x80\x99s occupied space into an empty space beyond it. If the luison cannot end its move in an empty space, it cannot use this action. Moving through the opponent\xe2\x80\x99s threatened space does not provoke attacks of opportunity. If the luison is able to dash between the target\xe2\x80\x99s legs, the target becomes exposed to the Luison\xe2\x80\x99s Malison. The targeted individual can avoid the charge with a DC 14 escape check ( Acrobatics or Athletics ). \n'b' Stench . Any creature that starts its turn within 5 ft. of the luison must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the luison\xe2\x80\x99s Stench for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The luison 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 : 11 (2d6 + 5) piercing damage. A successful bite attack heals the luison 5 hit points . \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 5) slashing damage.. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Four-Footed Run . When the luison drops down on all fours it can Dash as a bonus action. The luison cannot use its claw attacks when running on all four legs. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The luison 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 luison regains spent legendary actions at the start of its turn. \n'b'\n'b' Bite . The luison makes one bite attack . \n'b' Cast a Spell (Costs 2 Actions) . The luison casts a spell. \n'b' Move . The luison moves up to its speed without provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' The luison is a ghastly fiend resembling a rotting, mangy anthropomorphic wolf with disproportionately jointed arms and an extended lower jaw. They manifest in response to occult conditions to seek out and devour living creatures. Easily mistaken for lycanthropes, ghouls, or both; luisons can be encountered wandering graveyards digging up and devouring corpses or tormenting small villages by demanding mortal sacrifices. \n'b' Agents of Death . Luisons serve as divine agents of death. Their craving for mortal flesh is not born from hunger, but instead springs from their divine purpose-to transfer the living unto the realm of death. Luisons do not manifest at random, nor do they wander the world aimlessly. Instead, they are either called forth by agents of the gods of death or sent by the gods themselves as a punishment. Summoned luison are given a specific task, typically to slay and consume an individual or group of individuals marked by the gods of death or their servants. \n'b' Creatures of Legend . Throughout the land there exist many tales and legends about the luison, though their validity remains speculative. Before encountering a luison, characters likely hear one or more of the following tales. The GM may determine which, if any are valid. \n'b'\n'b' d6 \n'b' Luison Legends \n'b'\n'b' 1 \n'b' The luison is the bastard spawn of a death god sent to wreak vengeance on individuals that trespass on its sacred lands. Those trespassing on the sacred lands are marked for death. \n'b'\n'b' 2 \n'b' Every generation, one individual is born marked for sacrifice to the Gods of Death. During the manifestation of a specific natural phenomenon (such as an eclipse, flood, or earthquake), the luison appears to claim the sacrifice. If the sacrifice is denied, the luison claims ten individuals at random to take its place. \n'b'\n'b' 3 \n'b' When an individual dies, its corpse must be fed to the luison in order for its spirit to make the journey into the afterlife. \n'b'\n'b' 4 \n'b' The luison only appears on certain days of the week or during a specific moon, or tidal phase. \n'b'\n'b' 5 \n'b' A luison will reveal dark secrets to any individual who promises his flesh as sustenance after death. \n'b'\n'b' 6 \n'b' An individual able to catch a luison as it runs between her legs can gain control over the demon and command it to do her bidding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lunar Witness \n'b' Small aberration , chaotic evil \n'b' Armor Class 16 (psionic shield) \n'b' Hit Points 58 (13d6 + 13) \n'b' Speed 40 ft., fly 40 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 12 (+1) INT: 18 (+4) WIS: 13 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Insight +3 \n'b' Damage Resistances psychic \n'b' Condition Immunities charmed , frightened \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11 \n'b' Languages Celestial, telepathy 120 ft. \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Feast on Emotions . A creature charmed by the lunar witness has disadvantage on all saving throws against the lunar witness\xe2\x80\x99 spells and effects. \n'b' Psionic Shield . While the lunar witness is wearing no armor and wielding shield, its AC includes its Intelligence modifier. \n'b' Spider Climb . The lunar witness can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lunar witness makes two Pincer attacks. \n'b' Pincer . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Psionic Blast (Recharge 5-6) . The lunar witness targets a creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw, taking 14 (4d6) psychic damage and becoming stunned until the start of the lunar witness\xe2\x80\x99s next turn on a failed save. On a successful save, it takes half as much damage and isn\xe2\x80\x99t stunned . \n'b' Spellcasting (Psionics) . The lunar witness casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): \n'b'\n'b' At will : minor illusion , prestidigitation \n'b' 1/day each : disguise self , fear , hallucinatory terrain (as an action), invisibility (self only), major image , plane shift (self only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cataclysm (Recharge 5-6) . The lunar witness targets one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be charmed by the lunar witness until the lunar witness dies or is on another plane. For the duration, the charmed creature is under the effect of the suggestion spell, believing a natural disaster is occurring and seeks shelter. The charmed creature can repeat the saving throw when it takes damage, ending the effect on itself on a success. \n'b' Fight for Life . The lunar witness targets one creature charmed by it that it can see within 60 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or use its reaction to attack the closest creature within its movement range. and are also known for hunting on other Inner Planes, like the Fey Realm. \n'b'\n'b' TACTICS \n'b' Lunar witnesses do not plan. Rather, they pick a Humanoid settlement or traveling group at random. The Aberrations can appear anywhere on the Material Plane. \n'b' ABOUT \n'b' A lunar witness never hunts alone. They swarm areas surrounding their targets and often form close groups. \n'b' Known as a circle, the group boosts its members\xe2\x80\x99 psionic capabilities. Lunar witnesses that work together are more likely to have truly fruitful hunts. \n'b' Folk tales speak about peculiar creatures that live on the moon\xe2\x80\x99s surface. Half-crustacean and half- bat , they are believed to descend from the night sky, heralding natural disasters upon the land. Once people spot them, whole communities start gathering supplies and preparing for the worst to come. Called lunar witnesses, these Aberrations are the only true calamity that awaits these fearful people. \n'b' Thanks to their psionic powers, lunar witnesses can cause entire towns to believe a natural disaster is imminent. \n'b' People affected by the lunar witnesses\xe2\x80\x99 powers gather together and hide in cellars to avoid imaginary tornadoes, or they crowd in elevated keeps to stay safe from a nonexistent deluge. Then, Lunar witnesses begin to psionically harvest their trapped prey. With nowhere to run, people turn violent against each other, believing friends and family to be cultists of evil gods or elemental lords that caused the disaster. \n'b' The few survivors who emerge from the bloodshed walk out of their shelters, lured by lunar witnesses. They imagine arriving rescue parties only to be picked off by the monsters circling above them. With no resistance remaining, the creatures proceed to devour the remaining bodies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lunarchidna, Greater \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 58 (9d8 + 18) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +3 Skills Perception +3, Stealth +7 Damage Immunities poison Condition Immunities poisoned , restrained Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Deep Speech, Elvish Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Spider Climb . The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Web Walker . The lunarchidna ignores movement restrictions caused by webbing. \n'b' Spellcasting . The lunarchidna is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : minor illusion , mage hand , poison spray , ray of frost \n'b' 1st level (4 slots) : detect magic , magic missile , shield \n'b' 2nd level (3 slots) : alter self , suggestion \n'b'\n'b' Actions \n'b' Multiattack . The lunarchidna makes two attacks: one with its bite and one with its claws. If the lunarchidna hits a Medium or smaller target with both attacks on the same turn, the target is restrained by webbing and the lunarchidna uses Wrap Up. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp 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 hp maximum to 0. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, ranged 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Wrap Up . The lunarchidna wraps up a Medium or smaller creature restrained by webbing. The wrapped target is blinded , restrained , and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the lunarchidna\xe2\x80\x99s turns or take 5 (1d4 + 3) bludgeoning damage. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The lunarchidna can have only one creature wrapped at a time. \n'b' About \n'b' A four-armed, four-legged creature in the vague shape of a human-but seemingly made of fine spider silk-moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. \n'b' Made in Corrupt Forests . Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n'b' Hatred of Elves . Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n'b' Cyclical Power . The lunarchidna\xe2\x80\x99s power is tied to the moon. \n'b' When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna\xe2\x80\x99s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n'b' Lunarchidna Moon Phase \n'b' Moon Phase \n'b' Statistics \n'b' Daytime, new, or crescent moon \n'b' Lesser lunarchidna \n'b' Quarter or half moon \n'b' Greater lunarchidna \n'b' Gibbous or full moon \n'b' Transcendent lunarchidna'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lunarchidna, Lesser \n'b' Medium aberration , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 6 (-2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities poison Condition Immunities poisoned , restrained Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages Deep Speech, Elvish Challenge 2 (450 XP) \n'b' Special Traits \n'b' Light Sensitivity . While in bright light, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Shadow Stealth . While in dim light or darkness, the lunarchidna can take the Hide action as a bonus action. \n'b' Spider Climb . The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The lunarchidna makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp 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 hp maximum to 0. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' About \n'b' A four-armed, four-legged creature in the vague shape of a human-but seemingly made of fine spider silk-moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. \n'b' Made in Corrupt Forests . Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n'b' Hatred of Elves . Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n'b' Cyclical Power . The lunarchidna\xe2\x80\x99s power is tied to the moon. \n'b' When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna\xe2\x80\x99s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n'b' Lunarchidna Moon Phase \n'b' Moon Phase \n'b' Statistics \n'b' Daytime, new, or crescent moon \n'b' Lesser lunarchidna \n'b' Quarter or half moon \n'b' Greater lunarchidna \n'b' Gibbous or full moon \n'b' Transcendent lunarchidna'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lunarchidna, Transcendent \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5, Wis +4 Skills Perception +4, Stealth +9 Damage Immunities poison Condition Immunities poisoned , restrained Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 Languages Deep Speech, Elvish Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Light Invisibility . The lunarchidna is invisible while in bright or dim light. \n'b' Spider Climb . The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Web Walker . The lunarchidna ignores movement restrictions caused by webbing. \n'b' Spellcasting . The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\n'b'\n'b' Cantrips (at will) : minor illusion , mage hand , poison spray , ray of frost \n'b' 1st level (4 slots) : color spray , detect magic , magic missile , shield \n'b' 2nd level (3 slots) : alter self , suggestion , web \n'b' 3rd level (3 slots) : counterspell , fireball , major image \n'b' 4th level (2 slots) : black tentacles , confusion \n'b'\n'b' Actions \n'b' Multiattack . The lunarchidna 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 target. Hit : 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp 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 hp maximum to 0. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +6 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \n'b' Lunar Beam (Recharge 5-6) . The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' A four-armed, four-legged creature in the vague shape of a human-but seemingly made of fine spider silk-moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. \n'b' Made in Corrupt Forests . Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n'b' Hatred of Elves . Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n'b' Cyclical Power . The lunarchidna\xe2\x80\x99s power is tied to the moon. \n'b' When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna\xe2\x80\x99s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n'b' Lunarchidna Moon Phase \n'b' Moon Phase \n'b' Statistics \n'b' Daytime, new, or crescent moon \n'b' Lesser lunarchidna \n'b' Quarter or half moon \n'b' Greater lunarchidna \n'b' Gibbous or full moon \n'b' Transcendent lunarchidna'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lunarian \n'b' Medium fey , chaotic neutral \n'b' Armor Class 16 (breastplate) Hit Points 97 (15d8 + 30) Speed 30 ft., climb 15 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, History +4, Stealth +5, Survival +4 Damage Resistances necrotic, poison Condition Immunities charmed , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Celestial, Common, Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Descendant of The Moon . Magical light created by the lunarian can\xe2\x80\x99t be extinguished. \n'b' Major Surface Curse . A lunarian can never be in the presence of natural light. It takes 9 (2d8) radiant damage at the beginning of its turn if it is exposed to direct moonlight or sunlight. If this damage reduces the lunarian to 0 hp , it dies and turns to moondust. \n'b' Moon-Touched Weapons . The lunarian\xe2\x80\x99s weapon attacks are magical. When the lunarian hits with any weapon, the weapon deals an extra 4 (1d8) radiant damage (included in the attack ). A creature that takes radiant damage from a lunarian\xe2\x80\x99s weapon sheds dim light in a 10-foot radius for 1 hour. \n'b' Summon Shadowbeam (Recharge 6) . As a bonus action, the lunarian summons a beam of pale light, shot through with undulating waves of shadow, centered on a point it can see within 60 feet of it. The beam is a 10-foot-radius, 40-foot-high cylinder and lasts for 1 minute. As a bonus action on each of its turns, the lunarian can move the beam up to 20 feet in any direction. A creature that enters or starts its turn in the beam must make a DC 13 Constitution saving throw. On a failure, a creature takes 11 (2d10) necrotic damage and is cursed with the minor surface curse (see sidebar). On a success, a creature takes half the damage and isn\xe2\x80\x99t cursed. \n'b' Actions \n'b' Multiattack . The lunarian makes two halberd attacks. \n'b' Halberd . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) slashing damage plus 4 (1d8) radiant damage. \n'b' About \n'b' A gray humanoid wearing a dark tattered cloak and worn armor descends on glimmering, mothlike wings. In its hands it wields a halberd tipped with a cold light. Its black lidless eyes are filled with envy and sorrow. \n'b' Condemned to the Dark . Lunarians are a race of mothlike fey originally from the moon. However, after attempting to take the moon\xe2\x80\x99s power for themselves, they were cast out by a fey lord and damned to the depths of the world, never to see their lunar home again. \n'b' Angels of the Underworld . Stories tell of lunarians helping people far below the surface, striking down monsters at the last moment. However, they never do so for free, often demanding valuable trinkets from the surface as payment for their services. If those they rescue deny them a reward or give them a bad one, they are prone to attack. \n'b' Curse: Minor Surface Curse \n'b' A creature cursed with a minor surface curse feels pain when exposed to natural light. While cursed and in sunlight or moonlight, the creature has disadvantage on attack rolls and on Wisdom ( Perception ) checks. The curse ends if the affected creature completes a long rest in darkness. Alternatively, the curse can be lifted early by a remove curse spell or similar magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lupilisk \n'b' Large fiend , neutral evil \n'b' Armor Class 13 Hit Points 60 (8d10 + 16) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 14 (+2) INT: 5 (\xe2\x80\x933) WIS: 13 (+1) CHA: 7 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities poison Damage Resistances cold, fire Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages can learn languages but can\xe2\x80\x99t speak Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The lupilisk has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The lupilisk has advantage on an attack roll against a creature if at least one of the lupilisk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage and 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned and restrained while poisoned in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is petrified for 24 hours. At that time, it can repeat the saving throw, becoming permanently petrified on a failure or ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Petrifying Predators . The fiendish lupilisks can be found in woodland areas or amid an infernal army. Their impressive strength and agility, as well as their size, makes them perfect mounts for infernal cavalry. And their keen instincts mark them as an apex predator. \n'b' Lupilisks prefer to play with their food, chasing and tormenting it before turning it to stone. The lupilisk then eats the rocky remains. As with a basilisk , the lupilisk\xe2\x80\x99s gullet reverses the petrification, turning stone to flesh once it reaches the creature\xe2\x80\x99s stomach. \n'b' Family Pack . In the wild, lupilisks gather in packs. A dominant elder couple leads the pack, and other pack members are that couple\xe2\x80\x99s offspring. Juvenile males seek mates from other packs, while juvenile females decide whether to take visiting males as mates. A lupilisk pack is a family, its adult children leaving to form new packs. \n'b' Trained Mounts . A lupilisk is more beast than fiend. They\xe2\x80\x99re aggressive and cruel, but they can be controlled if trained with firm discipline.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Addanc, Young \n'b' Family: Addanc \n'b'\n'b' Small monstrosity , neutral evil \n'b' Armor Class 12 Hit Points 13 (3d6 + 3) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Hold Breath . The addanc can hold its breath for 13 minutes. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The young addanc makes two attacks: one with its bite and one with its tail. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft.; one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Tail . Melee Weapon Attack : +3 to hit, reach 5 ft.; one target. Hit : 3 (1d4 + 1) bashing damage. \n'b'\n'b' About \n'b' The depths of the swamp hide many dangerous secrets. The addanc is one secret that even the swamp would much rather forget about-even the very landscape trembles as it passes by. \n'b' The addanc is a solitary predator that builds dams to create small lakes. Once its territory is defined, anything that comes near the lake or adjoining river becomes the addanc\xe2\x80\x99s prey. \n'b' The beast hunts by floating just under the surface of the water and waiting for its next meal to approach, at which point it attacks with a bone-crunching bite. With the prey held tight in its jaws, the addanc attempts to drag its quarry under the water. Both industrious and conniving, this monster possesses enough intelligence to wait for its prey to be at its most vulnerable. Once it attacks, it goes immediately for the kill, giving its prey little chance to resist. It cares not for its prey; it cares only for its stomach. \n'b' Like the natural beaver\xe2\x80\x99s lodge, an addanc\xe2\x80\x99s lair can only be accessed from below the water\xe2\x80\x99s surface. The structure within is a truly gruesome scene. The creature uses the possessions and remains of its victims for decoration, and the stench of decay permeates the entire lair. The adjoining dam is composed of heavy tree branches; logs with long bones of larger prey are interspersed to shore the structure. A typical addanc lair is between thirty and fifty feet in diameter and rises about fifteen feet above the surface of the water. \n'b' A typical addanc is 7 feet long and weighs 250 pounds. \n'b' A death addanc is 15 feet long and weighs around 1,000 pounds. A young addanc is 4 feet long and weighs 70 pounds. \n'b' Young addancs hunt in packs, finding safety in numbers. As soon as they get large enough to take care of themselves, they find their own territory and almost never leave. Both adult addancs and death addancs hunt in much smaller numbers or by themselves; they are rarely found in larger numbers. \n'b' There is, however, one significant, annual exception to their solitary behavior. During mating season every spring, all the females swim together in a sizable lake or swamp. \n'b' Over the course of a month\xe2\x80\x99s time, the males will engage in a fierce competition to bring their prospective mates large quantities of food or shiny objects, obtained by slaughtering humanoids that live nearby. Once a female chooses a mate, the pair lay their eggs in the female\xe2\x80\x99s lair and the male only leaves to bring back food. Males that do not win a mate during this time are at their most aggressive, killing anything they encounter and leaving the bodies uneaten.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crane \n'b' Small beast , unaligned \n'b' Armor Class : 13 Hit Points 3 (1d6) Speed : 20 ft., fly 50 ft.\n'b' STATS STR: 6 (-2) DEX: 13 (+1) CON: 10 (0) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses : passive Perception 10 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b' Call : When distressed or in danger, cranes can issue a loud call that sounds somewhat like a trumpet and can be heard by all within a mile and all with a passive Perception of 10 or greater for 1d6 miles. The sound can be deafening to those in the immediate vicinity; all those within 10 yards of the bird when it issues its call must make a DC 10 Constitution save or be deafened for 1d4 rounds. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., 1 Target. Hit : 1 point crushing damage. \n'b' About \n'b' A large, wading waterfowl, the crane is a stately bird which perches upon long legs. They are known for their loud, trumpeting call -which can be heard for miles in any direction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arithmometer \n'b' Tiny construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 10 (4d4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Understands the languages you speak Proficiency Bonus equals your bonus Challenge \xe2\x80\x93 \n'b' SPECIAL TRAITS \n'b'\n'b' Clockwork Engine . When the arithmometer suffers a critical hit or dies, roll on the Clockwork Engine Malfunction table. \n'b' Constructed Nature . The servant doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Repairable . The arithmometer can be repaired using tinker\xe2\x80\x99s tools. See Chapter 3: Equipment (Repairing an Innovation). \n'b'\n'b' ACTIONS \n'b' (Require Your Bonus Action) \n'b'\n'b' Slam . Melee Weapon Attack : +5 hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This tiny clockwork device has arms and legs! Created by priests of clockwork deities and saints, these little servants are constructed from scraps and held together by the divine, granted a brief lifespan just long enough for them to complete their task.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lupilisk Elder \n'b' Large fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 97 (13d10 + 26) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 6 (\xe2\x80\x932) WIS: 14 (+2) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +6 Damage Immunities poison Damage Resistances cold, fire Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages can learn languages but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The lupilisk elder has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The lupilisk elder has advantage on an attack roll against a creature if at least one of the lupilisk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage and 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned and restrained while poisoned in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is permanently petrified . \n'b' Pack Attack (Recharge 5\xe2\x80\x936) . One lupilisk or lupilisk whelp the lupilisk elder can see within 30 feet of it can use a reaction to move up to half its speed and make a bite attack . The target must be able to hear or see the elder. The lupilisk elder then makes one bite attack . \n'b'\n'b' ABOUT \n'b' Lupilisks prefer to play with their food, chasing and tormenting it before turning it to stone. The lupilisk then eats the rocky remains. As with a basilisk , the lupilisk\xe2\x80\x99s gullet reverses the petrification, turning stone to flesh once it reaches the creature\xe2\x80\x99s stomach. \n'b' Family Pack . In the wild, lupilisks gather in packs. A dominant elder couple leads the pack, and other pack members are that couple\xe2\x80\x99s offspring. Juvenile males seek mates from other packs, while juvenile females decide whether to take visiting males as mates. A lupilisk pack is a family, its adult children leaving to form new packs. \n'b' Trained Mounts . A lupilisk is more beast than fiend. They\xe2\x80\x99re aggressive and cruel, but they can be controlled if trained with firm discipline.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lupilisk Whelp \n'b' Medium fiend , neutral evil \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 3 (\xe2\x80\x934) WIS: 11 (+0) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities poison Damage Resistances cold, fire Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages can learn languages but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The lupilisk whelp has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The lupilisk whelp has advantage on an attack roll against a creature if at least one of the lupilisk\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage and 5 (2d4) poison damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or become poisoned and restrained while poisoned in this way. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. If the save fails again, the creature is petrified for 24 hours. \n'b'\n'b' ABOUT \n'b' Lupilisks prefer to play with their food, chasing and tormenting it before turning it to stone. The lupilisk then eats the rocky remains. As with a basilisk , the lupilisk\xe2\x80\x99s gullet reverses the petrification, turning stone to flesh once it reaches the creature\xe2\x80\x99s stomach. \n'b' Family Pack . In the wild, lupilisks gather in packs. A dominant elder couple leads the pack, and other pack members are that couple\xe2\x80\x99s offspring. Juvenile males seek mates from other packs, while juvenile females decide whether to take visiting males as mates. A lupilisk pack is a family, its adult children leaving to form new packs. \n'b' Trained Mounts . A lupilisk is more beast than fiend. They\xe2\x80\x99re aggressive and cruel, but they can be controlled if trained with firm discipline.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurchin \n'b' Small fey , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 32 (6d6 + 12) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +2, Stealth +6, Survival +2 Condition Immunities frightened Senses darkvision 60 ft.; passive Perception 10 Languages telepathy 120 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b' Shadow Teleport (Recharge 5-6) . As a bonus action, the lurchin can teleport to an unoccupied space within 30 feet of it, provided that both the space it\xe2\x80\x99s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. \n'b' Actions \n'b' Multiattack . The lurchin makes a bite attack and an impale attack or two impale attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage and the target must succeed on a DC 13 Wisdom saving throw or become frightened . If they fail their saving throw by more than 5, the target also faints as from the sleep spell for 1 minute. Creatures that are immune to the frightened condition automatically succeed on their saving throw. When awake, the target can repeat the saving throw at the end of each of its turns, ending the effect early on a success. \n'b' Impale . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage and the target must make a DC 13 Dexterity save or become impaled on the appendage of the creature. While impaled, the target is considered restrained . The lurchin can only have 2 creatures impaled at one time and can release a creature as a free action.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurker \n'b' Medium humanoid (lurker), chaotic evil \n'b' Armor Class 15 (natural armor) Hit points 93 (11d8 + 44) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 8 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Skills Insight +6, Intimidation +5, Perception +5, Stealth +5, Vehicle (Land) +5 Senses darkvision 60 ft., passive Perception 15 Languages Understands Common but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of a combat, the lurker has advantage on attack rolls against any creature it surprised. Dive Attack . If the lurker is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack , the attack deals an extra 9 (2d8) damage to the target. False Appearance. While the lurker remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Flyby. The lurker doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Smell . The lurker has advantage on Wisdom ( Perception ) checks that rely on smell. Regeneration. If there is a corpse within 5 feet of it, the lurker regains 10 hit points at the start of its turn by affixing a body part to its stump. If the lurker takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the lurker\xe2\x80\x99s next turn. The lurker dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . Innate Spellcasting (Psionics). The lurker\xe2\x80\x99s innate spellcasting ability is Wisdom . It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : mage hand (the hand is invisible ) \n'b' 3/day each : jump , misty step , nondetection (self only) Spider Climb . The lurker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The lurker makes two greataxe attacks. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage. \n'b'\n'b' About \n'b' A bizarre humanoid being with membrane-thin wings and a patchwork body stands before you. Its eyes glitter with malevolence and its bald head is ringed with horns. \n'b' The bizarre race of lurkers was once worshipped as gods in ancient times. They have since been forgotten by mankind, primarily because of their need to hibernate. The hibernation cycles have shortened in the last century from a millennium to a mere year or so. As a result, lurkers have begun popping up all over, waking up ravenous and eating their fill before their next hibernation. \n'b' Lurkers prey on unwary travelers and the foolish that happen to stumble upon their lairs. They detect prey by scent and focus on acquiring a particular body part of their victims. Of course, if the lurker is wounded, it will become less choosy about what body parts it needs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurker Above \n'b' Huge aberration , neutral \n'b' Armor Class 13 Hit Points 68 (8d12 + 16) Speed 10 ft., climb 5 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 2 (-4) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Stealth +6 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Damage Transfer . While it is grappling a creature, the lurker above takes only half the damage dealt to it, and the creature grappled by the lurker above takes the other half. \n'b' Keen Scent . The lurker above has advantage on Wisdom ( Perception ) checks based on scent. \n'b' Sunlight Sensitivity . While in sunlight, the lurker above 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' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) bludgeoning damage and the target is grappled (escape DC 15) and the lurker above cannot grapple or use its Slam attack on another target. \n'b' Smother . The lurker above wraps itself around one grappled creature of Large size or smaller, completely enclosing it. The grappled target is restrained , blinded , no longer able to speak or use spells with verbal components, and at risk of suffocating. At the start of each of the target\xe2\x80\x99s turns, the target takes 17 (3d8 + 4) bludgeoning damage. \n'b'\n'b' About \n'b' A black manta ray-like creature three times the size of a normal human flies toward you. Its body is black changing to gray on its inside or underbelly. \n'b' The lurker above is a subterranean carnivore that preys on any living creatures that enter its territory. \n'b' These creatures are extremely territorial and are never encountered with others of their kind. Mating habits among lurkers are unknown to sages as no two of these creatures have ever been encountered together. A typical lurker above has a hunting territory of several square miles. \n'b' A lurker above waits for its prey, clinging to the ceiling, roof, or other such overhangs. When prey passes beneath it, the lurker above drops from its hiding place and wraps itself around its prey. \n'b' Lurker Below \n'b' The lurker below is an aquatic variety of lurker above that makes its lair in any body of water and in any climate (though it rarely lairs in extremely cold climates). \n'b' Lurkers below are pale blue or black in color and are often mistaken for giant manta rays. Lurkers below cannot fly but have a swim speed of 40 feet. They are otherwise identical to their land-based counterparts detailed above.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurker Below \n'b' Medium beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 19 (+4) CON: 12 (+1) INT: 2 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 22 (4d8 + 4) Speed 0 ft., 30 ft. swim Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Ambusher . In the first round of combat, the lurker below has advantage on attack rolls against any creature it has surprised. \n'b' Surface Attack . The lurker below can target a creature above the water\xe2\x80\x99s surface that is in range of its tentacle. It has disadvantage on the attack roll. \n'b'\n'b' Actions \n'b'\n'b' Tentacle . Melee Weapon Attack : +6 to hit, reach 30 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage and the target is grappled (Escape DC 10). A grappled target must make a DC 13 Constitution saving throw or become Poisoned. The target can repeat the saving throw at the end of its turn, ending the effect on a success. Grappled targets are moved 30 ft. closer to the lurker below at the end of its turn. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' Tactics \n'b' The lurker below rarely eats small fish, preferring instead to bury itself in the soft mud at the bottom of its pond or river, waiting for a more substantial meal. It then lashes out with its long whiskerlike tentacles. If successful, it drags its foe below the water and begins to attack it. \n'b' Description \n'b' Dangerous Guardians . Lurkers are popular as guardians; wizards, warlords, merchants and others who desire security and privacy often place them in moats, pools and water-based traps. Live lurkers fetch up to 500 gp each, but capturing them is a dangerous proposition, and would-be lurker hunters often end up as a meal for their intended prey. Unlike most normal fishes, lurkers seem to easily adapt to either saltwater or freshwater conditions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurker in Darkness \n'b' Huge aberration , neutral evil \n'b' Armor Class 21 (natural armor) Hit Points 142 (15d10+60) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 28 (+9) DEX: 16 (+3) CON: 19 (+4) INT: 16 (+3) WIS: 19 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +8, Cha +8 Skills Intimidation +8, Perception +8, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, electricity, necrotic Condition Immunities blinded , charmed , deafened , demoralized, exhaustion , frightened Senses blindsight 120 ft.; passive Perception 18 Languages Deep Speech, telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Dark Despair . The lurker in darkness projects an aura that darkens the area around it. Within 30 feet all bright light is lowered to dim light and dim light is lowered to darkness. This darkening effect is thwarted by any light-creating spell of 3rd level or higher. If the darkness is unthwarted, any creature within or entering the supernatural darkness has disadvantage on any spell or effect that imposes the demoralized condition. If an affected creature leaves the aura, the disadvantage remains for 1d4 rounds. \n'b' Innate Spellcasting . The lurker in darkness\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). The lurker in darkness can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At Will : darkness , crushing despair, unholy blight \n'b' 3/day : cowardice, dispel magic , invisibility \n'b' 1/day : cone of cold , haste , hold monster , plane shift \n'b'\n'b' Magic Resistance . The lurker in darkness has advantage on saving throws against spells and other magical effects. \n'b' Sense Magic . The lurker in darkness senses magic within 120 feet at will. The trait otherwise works like the detect magic spell but isn\xe2\x80\x99t itself magical. \n'b' Shadowy Form . In any illumination other than bright light, a lurker in darkness blends into the shadows, imposing disadvantage on any attack or spell that requires an attack roll. This disadvantage applies even if the creature has darkvision . \n'b' Supernatural Tendrils . For the purposes of resistances and immunities, the lurker in darkness\xe2\x80\x99s tendrils are considered magical weapons. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lurker in darkness makes two tendril attacks. \n'b' Tendril . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 27 (4d8+9) bludgeoning damage. The target is grappled (escape DC 21). Until this grapple ends, the lurker in darkness cannot use the used tendril on another target. \n'b'\n'b' REACTIONS \n'b'\n'b' Feed on Hopes . Anytime the lurker in darkness touches a target, via an attack or if grappling, they may feed off of hopes and revel in inflicting feelings of hopelessness in their prey. The lurker in darkness imposes the demoralized condition unless the target makes a Wisdom saving throw (DC 16). If the target is already affected by the demoralized condition, they instead take 2d8+4 necrotic damage and the lurker in darkness is healed by the same amount as the damage deal. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The lurker in darkness 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 lurker in darkness regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The lurker in darkness makes a Wisdom ( Perception ) check. \n'b' Feed on Hopes . The lurker in darkness may use their feed on hopes reaction on any grappled creature. \n'b' Tendril . The lurker in darkness makes one tendril attack . \n'b' Crush Morale (Costs 2 Actions) . The lurker in darkness may cast the crushing despair spell. \n'b'\n'b' ABOUT \n'b' This shadowy mass has undulating appendages that reach out from the dark shadows sapping any hopes you may have. \n'b' A lurker and darkness is a dark and evil creature that resides in the darkest corners of the worlds. They find those who dare traverse the darkness and drain from them their hopes and dreams, trapping them in the dark for food. \n'b' Terrifying Form . A lurker in darkness is nigh impossible to make out. Only the reaching tendrils ever reach out of the darkness. If exposed to bright light, a lurker in the dark is an undulating faceless and eyeless mass with two long tendrilous appendages. \n'b' Hope Eater . A lurker in darkness is borne of an emptiness, a dearth of hope. It is an endless void that seeks out hope and happiness to fill itself. A lurker in darkness may be called by very evil or insane spellcasters and may be induced into helping said spellcaster if given an ample sacrifice to fill its void of hope. \n'b' Feeds on Hope . A lurker in darkness does not need to sleep. Nor does it eat or drink in the traditional sense but enjoys consuming the hopes and aspirations of living creatures. It does so by trapping its prey in its tendrils and sapping the hopes out of them until all that remains is a desiccated husk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lurker in Light \n'b' Small fey , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 103 (16d6 + 48) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Condition Immunities blinded Senses passive Perception 16 Languages Common, Sylvan Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blend with Light . When the lurker is in an area of bright light, it can turn invisible as a bonus action. Any equipment the lurker wears or carries is invisible with it. \n'b' Innate Spellcasting : The lurker\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dancing lights , light , mage hand , minor illusion \n'b' 3/day each : blindness/deafness , daylight \n'b'\n'b' Sneak Attack (1/Turn) . The lurker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that isn\xe2\x80\x99t incapacitated and the lurker doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lurker makes two attacks with its claws. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) slashing damage. \n'b' Daylight Door (1/Day) . The lurker magically teleports itself from an area of bright light, along with any equipment it is wearing or carrying, to a location up to 120 feet away to an unoccupied space it can see that is also in bright light. \n'b' Poisoned Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. \n'b'\n'b' ABOUT \n'b' These small humanoids lurk at the edge of illumination, their fine features bleeding away at the edges, making them appear blurred and out of focus. Moving into the light, the lurker vanishes, but its invisible presence is tangible as a feeling of being watched. Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. A lurker in light is 3 feet tall, but weighs only 20 pounds. \n'b' Darkness in Light . Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies\xe2\x80\x94a prospect terrifying to those civilized races that equate light with safety. A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate creatures that wield darkness powers, as well as dwarves, gnomes, and creatures from the Plane of Shadow. Given time and opportunity, they enjoy torturing such creatures to death if they can capture them alive. \n'b' Radiant Dust . If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages undead shadows as if it were holy water, with a pound of dust equal to one flask of holy water.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cranial Dissectibot \n'b' This mechanical horror bristles with wires, compartments, and blinking lights up and down its thick stalk-like metallic body, balanced atop six spidery legs and bristling with branching armatures, some with cables and clamps and others tipped with gleaming trocars and pneumatic needlers. \n'b' Large construct , unaligned \n'b' Armor Class 15 (natural) Hit Points 97 (13d10+26) Speed 15 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 13 (+1) WIS: 15 (+2) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Medicine +8, Perception +5, Sleight of Hand +6 Tools alchemist\xe2\x80\x99s supplies, thieves\xe2\x80\x99 tools Damage Vulnerabilities lightning Damage Resistances acid, cold Damage Immunities fire, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 15 Languages can understand Common and Vilespeech but cannot speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Medical Installation . Despite its lack of hands, a cranial dissectibot can use the following equipment: alchemist\xe2\x80\x99s supplies, healer\xe2\x80\x99s kit, and thieves\xe2\x80\x99 tools. It can store up to 50 pounds of such gear in racks and compartments within its body, replacing them when they are exhausted. \n'b' Pain Threshold . Any attacks or spells that deal 10 points of damage or less do not deal any damage to the cranial dissectibot. \n'b' Restraints . The dissectinator has two sets of restraints which it can use to bind a patient. Once it has grappled a creature, it can make grapple checks (whether to maintain the grapple, pin the creature, or perform other special grapple actions ) against that creature as a bonus action . \n'b' Surgical Assistant . A cranial dissectibot can use the aid another action to assist Medicine checks as well as ability and tool kit checks as part of a chirurgical procedure. \n'b' Actions \n'b' Multiattack . The cranial dissectibot makes two melee attacks or three ranged attacks . \n'b' Clamp . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. Instead of dealing damage, the cranial dissectibot can grapple the target (escape DC 14). \n'b' Trocar . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 16 (2d12+3) piercing or slashing damage. Instead of dealing full damage, the cranial dissectibot can use a syringe dart instead. \n'b' Syringe Dart (10) . Ranged Weapon Attack : +6 to hit, range 40/100, one target. Hit: 10 (3d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, falling asleep (as the sleep spell) on a failed save, or taking 4 (1d8) poison damage on a successful one. \n'b' Cortical Puncture . A cranial dissectibot can use its trocars to drill into the skull of a restrained or unconscious creature and selectively extract portions of the target\xe2\x80\x99s brain. It must pierce the target\xe2\x80\x99s skull with both trocars (a normal attack ) but thereafter can maintain the puncture without needing to attack again as long as the target remains restrained or unconscious. A cortical puncture does not deliver poison but instead reduces the target\xe2\x80\x99s Intelligence , Wisdom , and Charisma by 1 (DC 14 Constitution saving throw negates) at the end of the cranial dissectibot\xe2\x80\x99s turn each round. The cranial dissectibot cannot use its darts while performing a cortical puncture. \n'b' A cranial dissectibot is an example of the light and dark sides of chirurgical practice. In principle, it is a semisentient mechanical assistant, programmed and equipped to assist a surgeon in medical matters both simple and complex, whether it be treating poisons or injuries or dealing with disease or dissection. of course, in the hands of a demented chirurgeon, the cranial cranial dissectibot becomes a terrifying instrument of torment, capable of reducing the bravest of souls to drooling impotence with soulless and heartless clinical precision. \n'b' A cranial dissectibot is 7 feet tall in total, its core body 3 feet tall, atop a set of legs 2 feet long and with the upper 2 feet a branching set of limbs and sensors. A cranial dissectibot weighs 500 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lusca \n'b' Gargantuan monstrosity , chaotic evil \n'b' Armor Class 19 (natural hide) Hit Points 487 (25d20+225) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 27 (+8) DEX: 11 (+0) CON: 29 (+9) INT: 13 (+1) WIS: 23 (+6) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +16, Str +15 Skills Athletics +22 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities lightning Senses darkvision 60 ft., passive Perception 16 Languages Aquan, Common Challenge 22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bolstered By Carnage . If the lusca kills a creature, it gains advantage on its attack rolls and saving throws for a number of rounds equal to that creature\xe2\x80\x99s Hit Dice. \n'b' Innate Spellcasting . The lusca\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : control water , lightning bolt \n'b' 1/day each : chain lightning , tsunami \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lusca makes seven attacks: three with its bites and four with its tentacles. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 29 (4d10+7) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 12 (1d10+7) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Compartmentalized Minds . Any time the lusca would be charmed or frightened , it can instead cause one of its heads to fall asleep, negating the effect for as long as it would last and having one less bite attack for the duration. It still makes saving throws as normal for the effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A lusca can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. A reefhammer regains spent legendary actions at the start of its turn. \n'b'\n'b' Grapple . The lusca makes a tentacle attack . Instead of dealing damage, the lusca grapples the target (escape DC 20). \n'b' Grind Bones . The lusca can damage one creature it has grappled as if it successfully hit with a tentacle attack . \n'b' Move . The lusca moves up to its speed. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), a lusca takes a lair action to cause one of the following effects; the lusca can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' A small whirlpool forms within a creature\xe2\x80\x99s square that the lusca can see. That creature must attempt a DC 20 Strength saving throw or take 7 (2d6) bludgeoning damage and be unable to move on its next turn. \n'b' The currents within the lusca\xe2\x80\x99s lair change and shift according to the lusca\xe2\x80\x99s whims. Each creature within 60 feet of the lusca must attempt a DC 20 Strength saving throw or be moved 60 feet in any direction of the lusca\xe2\x80\x99s choosing. \n'b' The lusca conjures one reef shark in a space within 30 feet of it. The reef shark is loyal to the lusca\xe2\x80\x99s every whim and command. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a lusca\xe2\x80\x99s lair is warped by the creature\xe2\x80\x99s immense power, which creates one or more of the following effects: \n'b'\n'b' Sharks and octopuses within 1 mile of the lusca\xe2\x80\x99s lair become unnaturally aggressive, attacking any living thing they encounter. \n'b' Massive whirlpools begin to form within 5 miles of the lusca\xe2\x80\x99s lair. \n'b' Currents within 1 mile shift and become supernaturally strong, pulling creatures caught within them towards the lusca\xe2\x80\x99s lair. \n'b'\n'b' ABOUT \n'b' This beast has three sharklike heads on short, scaly necks, while its lower body appears to be that of an octopus. \n'b' Territorial . Ravenous and unpredictable, a lusca claims wide swaths of territory in order to maximize the number of ships it can sink and crews it can feast upon; luscas brook no other large predators in their claimed territory, and battle even mighty krakens for control. They are equally territorial with their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off. While luscas prefer to make quick meals of the sailors onboard a ship, they will eat just about any aquatic creature, and even giant octopuses and whales know to steer clear of a hungry lusca\xe2\x80\x99s vicinity. Is the Lusca a Latin American monster? Latin America by definition represents those countries whose primary official languages are Romance languages derived from Latin, such as Spanish, Portuguese, and French (in addition to vibrant indigenous tongues like Quechua, Guarani, and various Mayan languages). Nations like the Bahamas and Belize (English) or Aruba and Suriname (Dutch) are not technically considered Latin American even though they share the same geographic area. That said, the lusca is celebrated with an international film festival in nearby Spanish-speaking Puerto Rico and it\xe2\x80\x99s just a fun monster, so we\xe2\x80\x99ve chosen to include it here.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Armadillo \n'b' Family: Armadillo \n'b' Tiny beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 4 (1d4 + 1) Speed 30 ft., burrow 5 ft.\n'b' STATS STR: 3 (-4) DEX: 9 (-1) CON: 12 (+1) INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Buoyant . An armadillo can hold its breath underwater or can float without requiring a Strength ( Athletics ) check for up to 5 minutes. \n'b' Carrier . The armadillo is a carrier of disease but is rarely afflicted by them. It has advantage on saving throws to resist catching a disease or to recover from it. Creatures that have handled an armadillo for at least 1 minute or who have eaten its flesh have disadvantage on saving throws to avoid catching a disease or recovering from it until they complete a long rest. \n'b' Poor Eyesight . The armadillo has disadvantage on Wisdom ( Perception ) checks that rely on vision. \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Ball . If attacked, the armadillo can roll up into a ball, increasing its AC to 16; however, its speed is reduced to 0 ft. for the remainder of its turn. It can unroll itself as a bonus action on its next turn, but this reduces it speed on its next turn by 10 feet. \n'b'\n'b' ABOUT \n'b' These squat-bodied mammals are easily recognizable thanks to their distinctive leathery shells, which provide them with natural protection against numerous dangers and predators in their native environs. Armadillos have very poor eyesight, perceiving the world largely through scent and touch. They are exceptional diggers, and they burrow both to find food and to make their dens. When an armadillo goes underwater, it swallows air to increase its buoyancy, inflating its stomach up to twice its normal size so it won\xe2\x80\x99t immediately sink. An armadillo is 2-1/2 feet long and weighs roughly 10 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn (Adult) \n'b' Huge beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 155 (15d12+45) Speed swim 60 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +6, Survival +7 Damage Resistances cold Senses darkvision 120 ft., blindsight 60 ft.; passive Perception 17 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b' Capsize . The luvandgaurn automatically capsizes any ship that it bites, if the ship is half its length or less \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 25 (5d8+5) piercing damage, and victim is grappled and restrained (Escape DC 17). Grappled creatures may repeat the save at the end of each of its turns, ending the effect on itself with a success. The luvundgaurn can hold up to 4 creatures in its jaws like this without releasing a victim. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (4d10+5) bludgeoning damage. \n'b'\n'b' Legendary Actions \n'b' The Luvandgaurn can take 2 legendary actions on its turn, 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 luvandgaurn regains spent legendary actions at the start of its turn. \n'b'\n'b' Thrash . The luvandgaurn deals an automatic 25 (5d8+5) slashing damage to any creature that it has currently grappled and restrained . \n'b' Tail Slap . The luvandgaurn makes a melee attack with its tail. \n'b'\n'b' About \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are airbreathers that can survive in salt or freshwater bodies, though they can only spawn in freshwater, normally in and near swamps. \n'b' When young, they are truly vicious, but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn (Juvenile) \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d8+14) Speed swim 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5, Survival +4 Damage Resistances cold Senses passive Perception 14, darkvision 60 ft., blindsight 60 ft. Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (3d6+2) piercing damage, and victim is grappled (Escape DC 13). Grappled victims take an additional 3 (1d6) slashing damage each round. Grappled creatures may repeat the save at the end of each of its turns, ending the effect on itself with a success. The luvandgaurn cannot bite if it currently has a creature grappled. \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d6+2) bludgeoning damage. \n'b'\n'b' About \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are airbreathers that can survive in salt or freshwater bodies, though they can only spawn in freshwater, normally in and near swamps. \n'b' When young, they are truly vicious, but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn (Young Adult) \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 67 (7d10+21) Speed swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +5, Survival +6 Damage Resistances cold Senses passive Perception 16, darkvision 60 ft., blindsight 60 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (5d6+4) piercing damage, and victim is grappled (Escape DC 15). Grappled creatures may repeat the save at the end of each of its turns, ending the effect on itself with a success. The luvandgaurn cannot bite if it currently has a creature grappled . \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (4d6+4) bludgeoning damage. \n'b'\n'b' Legendary Actions \n'b' The Luvandgaurn can take 2 legendary actions on its turn, 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 luvandgaurn regains spent legendary actions at the start of its turn. \n'b'\n'b' Thrash . The luvandgaurn deals an automatic 19 (5d6+4) slashing damage to any creature that it has currently grappled and restrained . \n'b' Tail Slap . The luvandgaurn makes a melee attack with its tail. \n'b'\n'b' About \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are airbreathers that can survive in salt or freshwater bodies, though they can only spawn in freshwater, normally in and near swamps. \n'b' When young, they are truly vicious, but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn, Adult \n'b' Huge beast , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 155 (15d12+45) Speed 60 ft. (swim)\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 17, Darkvision 120 ft., Blindsight 60ft Skills Perception +7, Stealth +6, Survival +7 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b' Capsize . The luvandgaurn automatically capsizes any ship that it bites, if the ship is half its length or less. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 25 (5d8+5) piercing damage, and the victim is grappled and restrained (Escape DC 17). Grappled creatures may repeat the save at the end of each of their turns, ending the effect on itself with a success. The luvandgaurn can hold up to 4 creatures in its jaws like this without releasing a victim. \n'b' Tail . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (4d10+5) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The luvandgaurn can take 2 legendary actions per round, 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 luvandgaurn regains spent legendary actions at the start of its turn. \n'b'\n'b' Thrash . The luvandgaurn deals an automatic 25 (5d8+5) slashing damage to any creature that it has currently grappled and restrained . \n'b' Tail Slap . The luvandgaurn makes a melee attack with its tail. \n'b'\n'b' ABOUT \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers, and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are air-breathers that can survive in salt or fresh water bodies, though they can only spawn in freshwater, normally in and near swamps. When young, they are truly vicious but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn, Juvenile \n'b' Medium beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 52 (7d8+14) Speed 30 ft. (swim)\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 4 (-3) WIS: 15 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 14, Darkvision 60 ft., Blindsight 60ft Skills Perception +4, Stealth +5, Survival +4 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (3d6+2) piercing damage, and the victim is grappled (Escape DC 13). Grappled victims take an additional 3 (1d6) slashing damage each round. Grappled creatures may repeat the save at the end of each of their turns, ending the effect on itself with a success. The luvandgaurn cannot bite if it currently has a creature grappled . \n'b' Tail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d6+2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers, and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are air-breathers that can survive in salt or fresh water bodies, though they can only spawn in freshwater, normally in and near swamps. When young, they are truly vicious but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Luvandgaurn, Young Adult \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 67 (7d10+21) Speed 40 ft. (swim)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 4 (-3) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses passive Perception 16, Darkvision 60 ft., Blindsight 60ft Skills Perception +6, Stealth +5, Survival +6 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Underwater Stealth . The luvandgaurn gains advantage on stealth checks while submerged. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 19 (5d6+4) piercing damage, and the victim is grappled (Escape DC 15). Grappled creatures may repeat the save at the end of each of their turns, ending the effect on itself with a success. The luvandgaurn cannot bite if it currently has a creature grappled . \n'b' Tail . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 16 (4d6+4) bludgeoning damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The luvandgaurn can take 2 legendary actions each round, 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 luvandgaurn regains spent legendary actions at the start of its turn. \n'b'\n'b' Thrash . The luvandgaurn deals an automatic 19 (5d6+4) slashing damage to any creature that it has currently grappled and restrained . \n'b' Tail Slap . The luvandgaurn makes a melee attack with its tail. \n'b'\n'b' ABOUT \n'b' The luvandgaurn is a huge aquatic beast, often ranging up to 50 feet in length. With a long, thick body, four flippers, and a long flat tail, the creature achieves amazing speeds. It has a short neck and a massive head with a long, broad snout. Its massive jaws bear a veritable hedge of massive fangs from 6-8 inches in length. The beast\xe2\x80\x99s large eyes are ideally suited for hunting in the deep seas and murky waters. \n'b' Luvandgaurn range throughout the known world; they are air-breathers that can survive in salt or fresh water bodies, though they can only spawn in freshwater, normally in and near swamps. When young, they are truly vicious but are also preyed upon by many other predators. As they grow, they become the dominant predators in their area. \n'b' Voracious Hunters . They are voracious hunters, in constant need of feeding to support their massive bulk. The luvandgaurn are universally feared as they will consume anything from wood to flesh, iron to bone. \n'b' Silent Predators . The luvandgaurn glide through the water until their keen eyes spot a possible meal. They attack immediately by rolling to the side and clamping down with their massive jaws. After biting, they will roll with their victim.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werecrocodile \n'b' Medium humanoid ( human , shapechanger), neutral evil \n'b' Armor Class 11 in humanoid form, 12 (natural armor) in crocodile or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (20 ft., swim 30 ft. in crocodile or hybrid form)\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Intimidation +4, Perception +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 12 Languages Nurian, Trade Tongue (can\xe2\x80\x99t speak in crocodile form) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath (Crocodile or Hybrid Form Only) . The werecrocodile can hold its breath for 15 minutes. \n'b' Shapechanger . The werecrocodile can use its action to polymorph into a crocodile-humanoid hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its AC and size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werecrocodile makes two attacks, only one of which can be a bite. \n'b' Bite (Crocodile or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the werecrocodile can\xe2\x80\x99t bite another target. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy. \n'b' Tail Swipe (Crocodile or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be forced prone . \n'b' Khopesh (Humanoid Form Only) . 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' Werecrocodiles inhabit many cities and villages on the banks of the River Nuria and can also be found in numbers in Lake Gossai in the Fallen Kingdom of Aksaba, where they serve a sinister cult known as the Seven Wicked Blades (see page 164). \n'b' Werecrocodiles in humanoid form are well muscled and have a disconcerting smile that is just a bit too wide. They like to wield khopeshes (Nurian sickle-swords) and other brutal slashing weapons in battle. \n'b' Werecrocodiles are often confused for subek , which can sometimes lead to nasty surprises for those seeking knowledge or goods. The indifference that subek feel toward werecrocodiles doesn\xe2\x80\x99t help the situation, leaving customers always on edge, never knowing if they\xe2\x80\x99re dealing with a subek merchant or a duplicitous werecrocodile.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Baboonwere \n'b' Family: Lycanthropes \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 36 (+3) CON: 32 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 22 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +5, Con +3 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Athletics +5, Deception +4, Perception +4, Stealth +5 Senses Darkvision 60 ft., passive Perception 14 Languages Khemitian Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Displacement . Amikhat projects an illusion that makes him appear to be standing near his actual location, causing attack rolls against him to have disadvantage. If he is hit by an attack , this trait is disrupted until the end of his next turn. This trait is also disrupted if Amikhat is incapacitated or reduced to a speed of 0. \n'b' Improved Critical . Amikhat\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Keen Scent . Amikhat has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b' Shapechanger . Amikhat can change from his baboon form or human form to his hybrid form as a bonus action. Changing from baboon form directly to human form or vice versa takes an action. In baboon form, he is indistinguishable from a normal baboon. \n'b' Voice Mimicry . Amikhat can mimic the voice of a creature he hears. Listeners can determine that this is an imitation with a successful DC 11 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Amikhat makes two attacks. \n'b' Bite (hybrid and baboon Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longsword (human and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carrion Vein \n'b' Medium plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 27 (6d8); Wound Threshold N/A Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities nonmagical bludgeoning, piercing, and slashing damage Condition Immunities blinded , deafened , exhaustion , frightened , possessed Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the carrion vein isn\xe2\x80\x99t manifested, it is indistinguishable from its host corpse. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carrion vein makes two pseudopod attacks. \n'b' Parasitic Feeding . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 13 (2d12) necrotic damage. The carrion vein regains hit points equal to half the necrotic damage inflicted. \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. \n'b'\n'b' ABOUT \n'b' Carrion veins are a type of mushroom mostly known in the Netherworld. It\xe2\x80\x99s also able to grow on the surface, and while these may be isolated cases, epidemics can break out if the threat isn\xe2\x80\x99t spotted and eradicated in time, giving way to truly wretched and striking spectacles.\xc2\xa0Carrion veins take root in corpses, and have the morbid peculiarity of acting as a parasite and reactivating dead muscles to animate the carcass it inhabits. When it takes hold of a body, the deceased\xe2\x80\x99s skin gradually becomes dotted with blisters reminiscent of puffballs, that end up bursting one after another, spreading spores.\xc2\xa0The corpse reanimated by the mother-vein moves to cover as much ground as possible.\xc2\xa0Over time, the host\xe2\x80\x99s ravaged body loses mobility, eventually becoming no more than a pile of withered, twitchy flesh. The vein absorbs the last remaining nutrients from the body and eventually dies. \n'b' The carrion vein will fight to defend itself, but may also become aggressive when searching for a nourishing substrate, or when reaching the end of its life cycle, trying to release its last spores in suitable hosts. In other words, if there aren\xe2\x80\x99t any corpses around for it to reproduce, it won\xe2\x80\x99t hesitate to create one\xe2\x80\xa6 \n'b' Invasion \n'b' For surface-dwellers, ignorance of the carrion vein is the most dangerous factor. Since many peoples traditionally bury their dead, an unkempt graveyard or communal grave is truly a breeding ground for carrion veins. An entire region may find itself invaded, as an army of animated dead sweeps over the countryside, growing as they march onward. At first, local populations might think they\xe2\x80\x99re dealing with a type of zombie , and adopt ineffective measures in response to the scourge, until they realize their mistake and learn the true nature of the \xe2\x80\x9cundead\xe2\x80\x9d far too late. \n'b' Carrion vein spores can remain suspended in the air for several days, and be inhaled by unsuspecting creatures. They must then succeed on a DC 11 Constitution saving throw or become a spore carrier. Depending on the health of the infected, the spores might take weeks or months to manifest themselves. \n'b' A person inflicted with a dormant contamination can be cured by the effects of the lesser restoration spell or with certain potions. These are quite easily prepared by herbalists from the Netherworld. \n'b' Triggering the Infestation \n'b' When a contaminated creature would die, it automatically regains 1 hp . This apparent boon is in reality the beginning of a sinister countdown. To save a patient at this stage, a greater restoration spell is required, or specific rare and difficult to brew botanical or alchemical potions. Without these, the only outcome is fatal and terrifying. \n'b' The infected\xe2\x80\x99s Constitution , Intelligence , Wisdom , and Charisma decrease by 1 per day. When their Intelligence reaches 5, they lose their ability to speak. If they reach 0 in any ability score other than Constitution , they fall into a coma. If they reach 0 in Constitution or a negative Constitution drops their hp to 0, they die instantly. If they die beforehand in some other way, their body appears to survive, still breathing in a comatose state. \n'b' Once the body is dead, the carrion vein takes complete control over it. The body doesn\xe2\x80\x99t rot and instead now gains 3 Constitution per day. Uninformed spectators might erroneously believe the deceased is making a miraculous recovery. Once it reaches a Constitution score of 11, the body stands up and begins its new existence.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ammut \n'b' Lumbering across the sand, these massive monsters have the head of a crocodile, the body of a lion, and the hind quarters of a hippopotamus. \n'b' Large celestial , neutral \n'b' Armor Class 17 (natural armor) Hit Points 172 (15d10 + 90) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 23 (+6) INT: 6 (-2) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +9, Constitution +10 Skills Perception +11 Damage Resistances cold, radiant Damage Immunities necrotic Condition Immunities frightened Senses darkvision 120 ft., passive Perception 21 Languages none Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Judging Aura . An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ammut\xe2\x80\x99s Judging Aura for the next 24 hours. \n'b' Magic Resistance . The ammut has advantage on saving throws against spells and other magical effects. \n'b' Prison Belly . The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn\xe2\x80\x99t need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can\xe2\x80\x99t bite another target. \n'b' Swallow . The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time. If the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone . \n'b' Ghost Breath (1/day) . The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated 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. \n'b' Absorb Spirit (1/day) . The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can\xe2\x80\x99t be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature\xe2\x80\x99s hp maximum. \n'b' About \n'b' Touched by Radiance . Known as \xe2\x80\x9cdevourers of the dead,\xe2\x80\x9d ammut are said to have descended from a deity whose domain included the judgment of souls. The monsters have maintained a small portion of this heritage, and their blood is valued by alchemists for use in potent healing draughts. \n'b' Bane of the Undead . Ammut are known to devour the walking dead, often swallowing them whole. The undead persist in the belly of the creature and are eventually absorbed by the ammut, setting the souls of the dead to permanent rest. It is said that powerful priests from distant sand-bound empires ride ammut into battle against undead armies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Baboonwere \n'b' Family: Lycanthropes \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 32 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Acrobatics +5, Deception +3, Perception +4 Senses Darkvision 60 ft., passive Perception 14 Languages Khemitian Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Displacement . The baboonwere projects an illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If the baboonwere is hit by an attack , this trait is disrupted until the end of its next turn. This trait is also disrupted if the baboonwere is incapacitated or reduced to a speed of 0. \n'b' Keen Scent . The baboonwere has advantage on Wisdom ( Perception ) checks that rely on scent. \n'b' Shapechanger . The baboonwere can change from its baboon form or human form to its hybrid form as a bonus action. Changing from baboon form directly to human form or vice versa takes an action. In baboon form, it is indistinguishable from a normal baboon. \n'b' Voice Mimicry . The baboonwere can mimic the voice of a creature it hears. Listeners can determine that this is an imitation with a successful DC 11 Wisdom ( Insight ) check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The baboonwere makes two attacks, only one of which can be a Bite attack. \n'b' Bite (hybrid and baboon Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Longsword (human and hybrid Form Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' Baboonweres are evil baboons born with the ability to assume human or a hybrid human form. Baboonweres are most often found among normal baboons, though some prefer to maintain their human form and live among ordinary people in small towns and villages. When the livestock and cattle begin turning up missing or slain is when the baboonwere usually moves on \xe2\x80\x93 before the finger of suspicion is pointed its way. In its hybrid form, a baboonwere stands just over five feet tall and weighs roughly 130 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dire Werewolf, Moonbound \n'b' Family: Lycanthropes \n'b' Medium (or Large) humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form, 14 in dire wolf or hybrid form Hit Points 65 (9d8+ 45) in humanoid form, or 74 (9d10 + 45) in dire wolf or hybrid form (currently injured) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +4 Skills Athletics +8, Perception +6, Religion +4, Stealth +5, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 16 Languages Celestial, Common (can\xe2\x80\x99t speak in dire wolf form) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The dire werewolf can use his action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into his true form, which is human . His statistics, other than his size , AC, and hit points , remain the same for each form. The dire werewolf has no equipment, but normally any equipment he is wearing or carrying is not transformed. The dire werewolf reverts to his human form if he dies. \n'b' Bare and Wounded . The dire werewolf\xe2\x80\x99s wounds, including a severed arm that deprives him of one of his claw attacks, and his lack of equipment, have decreased his CR by 1. \n'b' Keen Hearing and Smell . The dire werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Lycanthropic Empathy . The dire werewolf can communicate with wolves and dire wolves and can make Charisma ( Persuasion ) checks with advantage to alter such animals\xe2\x80\x99 attitudes. When he deals with humanoids or other civilized creatures, however, he suffers disadvantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks, as well as Wisdom ( Insight ) checks due to his more animalistic nature. \n'b' Moonbound . When the moon is full, the dire werewolf\xe2\x80\x99s Strength and Constitution each increase by +4. These increases are already added into his statistics. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Hybrid Form Only) . The dire werewolf makes two attacks: one with his bite and one with his remaining claw (hybrid form). The dire werewolf has no attacks in humanoid form. \n'b' Bite. (Dire Wolf or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or become cursed with dire werewolf lycanthropy. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Armadillo, Giant \n'b' Family: Armadillo \n'b' Small beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 10 (3d6) Speed 25 ft., burrow 15 ft.\n'b' STATS STR: 12 (+1) DEX: 8 (-1) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) slashing damage. \n'b' Tuck In . The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can\xe2\x80\x99t take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action. \n'b'\n'b' ABOUT \n'b' Giant armadillos look like a hybrid of aardvark, rhinoceros , and turtle with vicious-looking claws used primarily for burrowing. \n'b' These creatures are generally placid and seek to avoid conflict whenever possible.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dire Werewolf, Moonbound \n'b' Family: Lycanthropes \n'b' Medium (or Large) humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 14 in humanoid form, 16 in dire wolf or hybrid form Hit Points 152 (16d8+ 80) in humanoid form, or 168 (16d10 + 80) in dire wolf or hybrid form Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9 Skills Athletics +9, Perception +6, Stealth +8, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Resistances cold Senses passive Perception 16 Languages Common, Erskin (can\xe2\x80\x99t speak in dire wolf form) Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The dire werewolf can use her action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into her true form, which is human . Her statistics, other than her size , AC, and hit points , remain the same for each form. Any equipment she is wearing or carrying is not transformed. The dire werewolf reverts to her human form if she dies. \n'b' Blood Frenzy . As a bonus action, the dire werewolf enters a battle rage. She gains advantage on Strength checks and Strength saving throws. During this rage, the dire werewolf does +2 bonus weapon damage with her melee weapon attacks. \n'b' Reckless Attack . When the dire werewolf makes her first attack on her turn, she can attack recklessly. This gives her advantage on melee weapon attack rolls using Strength during her turn, but attack rolls against her have advantage until the start of her next turn. \n'b' Keen Hearing and Smell . The dire werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Lycanthropic Empathy . The dire werewolf\xc2\xa0can communicate with wolves and dire wolves and can make Charisma ( Persuasion ) checks with advantage to alter such animals\xe2\x80\x99 attitudes. When she deals with humanoids or other civilized creatures, however, she suffers disadvantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks, as well as Wisdom ( Insight ) checks due to her animalistic nature. \n'b' Moonbound . When the moon is full, the dire werewolf\xe2\x80\x99s Strength and Constitution each increase by +4. These increases are already figured into her statistics. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The dire werewolf makes three attacks: three with her spear (humanoid form) or one with her bite and two with her claws (hybrid form). \n'b' Bite. (Dire Wolf or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or become cursed with dire werewolf lycanthropy. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 5) slashing damage. \n'b' Spear (Humanoid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 8 (1d6+ 5) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalwere \n'b' Family: Lycanthropes \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 37 (+3) CON: 34 (+2) INT: 24 (+2) WIS: 24 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Dex +5, Con +4 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Athletics +5, Deception +3, Perception +4, Stealth +5 Senses Darkvision 60 ft., passive Perception 14 Languages Khemitian Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Baneful Gaze . As a bonus action, Sebtef can target one living creature within 30 feet that he can see, which must make a DC 12 Charisma saving throw. On an unsuccessful save, for 2d4 rounds the target must subtract 1d4 from each attack roll and saving throw it makes. A creature that saves successfully is immune to Sebtef\xe2\x80\x99s Baneful Gaze effect for 24 hours. Therianthropes are immune to Sebtef\xe2\x80\x99s Baneful Gaze. \n'b' Improved Critical . Sebtef\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Keen Hearing and Smell . Sebtef has advantage on Wisdom ( Perception ) checks that rely on hearing of smell. \n'b' Pack Tactics . Sebtef has advantage on an attack roll against a creature if at least one of Sebtef\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shapechanger . Sebtef can change from his jackal form or human form to his hybrid form as a bonus action. Changing from jackal form directly to human form or vice versa takes an action. In jackal form, he is indistinguishable from a normal jackal. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Sebtef makes two melee attacks . \n'b' Bite (jackal or hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b' Longsword (human and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jackalwere \n'b' Family: Lycanthropes \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 13 Hit Points 16 (3d8 + 3) Speed 50 ft. in jackal form, 30 ft. in hybrid or human form\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 32 (+1) INT: 14 (+2) WIS: 24 (+2) CHA: 22 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Deception +3, Perception +4 Senses Darkvision 60 ft., passive Perception 14 Languages Khemitian Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Baneful Gaze . As a bonus action, a jackalwere can target one living creature within 30 feet that it can see, which must make a DC 12 Charisma saving throw. On an unsuccessful save, for 2d4 rounds the target must subtract 1d4 from each attack roll and saving throw it makes until the spell ends. A creature that saves successfully is immune to this jackalwere\xe2\x80\x99s Baneful Gaze effect for 24 hours. Therianthropes are immune to a jackalwere\xe2\x80\x99s Baneful Gaze. \n'b' Keen Hearing and Smell . The jackalwere has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The jackalwere has advantage on attack rolls against a creature if at least one of the jackalwere\xe2\x80\x99s allies is within five feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Shapechanger . The jackalwere can change from its jackal form or human form to its hybrid form as a bonus action. Changing from jackal form directly to human form or vice versa takes an action. In jackal form, it is indistinguishable from a normal jackal. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Hybrid Form Only) . A jackalwere makes two melee attacks . \n'b' Bite (jackal Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b' Longsword (human and hybrid Form Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) slashing damage. \n'b'\n'b' ABOUT \n'b' In hybrid form, a jackalwere appears as a jackal-headed humanoid, usually with golden-brown fur and brown eyes. Jackalweres tend to be solitary or live in pairs, though sometimes they congregate into larger packs. In Khemit, jackalweres are feared and associated with death and dying. They often haunt graveyards and necropolises, seeking to hasten the journey of the living to the Duat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lionwere \n'b' Family: Lycanthropes \n'b' Large monstrosity (shapechanger), chaotic evil \n'b' Armor Class 13 (natural armor, 16 with mage armor ) Hit Points 45 (6d10 + 12) Speed 40 ft. in lion form, 30 ft. in human or hybrid form\n'b' STATS STR: 16 (+3) DEX: 37 (+3) CON: 34 (+2) INT: 27 (+4) WIS: 42 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Deception +4, Stealth +5 Senses Darkvision 60 ft., passive Perception 11 Languages Khemitian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . Isis can change from her lion form or human form to her hybrid form as a bonus action. Changing from lion form directly to human form or vice versa takes an action. Isis is Large in lion form but Medium in human or hybrid form. In lion form, she is indistinguishable from a normal lion. \n'b' Spellcasting . Isis is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , chill touch , poison spray, ray of frost \n'b' 1st level (4 slots) : grease , mage armor , magic missile , thunderwave \n'b' 2nd level (3 slots) : blindness/deafness , cloud of daggers, web \n'b' 3rd level (3 slots) : counterspell, fireball , lightning bolt \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In hybrid form, Isis attacks twice with Claws. In lion form, she makes two melee attacks and uses her Lethargy ability. \n'b' Bite (lion Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claws (lion and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) slashing damage. \n'b' Greatsword (human and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) slashing damage. \n'b' Lethargy . By speaking, singing, or roaring, Isis causes all creatures that can hear her and that are within 60 feet of her to make a successful DC 12 Constitution saving throw or suffer the effect of a slow spell lasting 1d6 rounds. A creature that saves successfully is immune to the Lethargy effect until after Isis\xe2\x80\x99 next long rest. Therianthropes are immune to lethargy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werebat \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), lawful evil \n'b' Armor Class 13 in humanoid form, 14 (natural armor) in bat or hybrid form Hit Points 66 (12d8 + 12) Speed 30 ft. (40 ft., fly 50 ft. in bat or hybrid form)\n'b' STATS STR: 12 (+2) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses blindsight 60 ft., passive Perception 13 Languages Common (can\xe2\x80\x99t speak in bat form) Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Echolocation . The werebat can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The werebat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Shapechanger . The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Sunlight Sensitivity . While in sunlight, the werebat 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 (Humanoid or Hybrid Form Only) . In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace. \n'b' Bite (Bat or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) slashing damage. \n'b' Mace (Humanoid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b'\n'b' About \n'b' A lean, muscled humanoid covered in short, velvet-like fur crouches on the rooftop, its long, membranous wings drooping to the ground like the sleeves of a long robe. Its face bears little trace of anything humanoid with large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and dark fur. \n'b' Night Hunters . Werebats hunt by night, swooping down from the darkness on unsuspecting prey and leaving mutilated corpses behind, often partially exsanguinated. When hunting, a werebat often takes on the form of a hideous, human-sized bat with a wingspan the length of a horse. \n'b' Idolatry or Isolation . In cultures that worship bat deities, werebats are often seen as holy creatures. They may occupy clerical roles in such societies, though their tendency toward malevolence drives them to use such positions to seek greater power. Werebats living in less convenient circumstances seek out isolated lairs overlooking remote settlements, moving frequently when their gory presence draws too much attention. \n'b' Regardless of their circumstances, werebats usually have a swarm of bats at their command. \n'b' Telltale Features . Werebats in their humanoid form often display bat-like features; a flattened or upturned nose, tufts of dark hair topping pointed ears, or sharp teeth are common.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werebear \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral good \n'b' Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form Hit Points 135 (18d8 + 54) Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 17 Languages Common (can\xe2\x80\x99t speak in bear form) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger : The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid . Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Smell : The werebear has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Actions \n'b' Multiattack : In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid . \n'b' Bite (Bear or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a humanoid , it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. \n'b' Claw (Bear or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Greataxe (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage. \n'b' About \n'b' This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Craniform \n'b' Medium humanoid (craniform), lawful good \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Craniform, Aquan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The craniform can breathe air and water but begins to suffocate if not submerged at least once every four hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The craniform makes two Pincer attacks or one Pincer attack and one Spear attack . \n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the craniform doesn\xe2\x80\x99t have another creature grappled already. The target is restrained until the grapple ends. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d8 +3) piercing damage. \n'b'\n'b' ABOUT \n'b' Craniforms are bipedal humanoids with a chitinous carapace, eyestalks, antennae, and a pair of mandibles set to either side of a complementary set of horizontally-aligned maxillae that constitute the creatures\xe2\x80\x99 mouths. Extending outward from the neck of each creature is a set of short but large chitinous arms, each of which terminate in a seemingly oversized claw. Below these larger claws is another set of arms. These extend from either side of the upper torso, not unlike how arms extend from shoulders in more familiar humanoids. This second set of smaller chitinous arms each end with a smaller pincer. The creatures\xe2\x80\x99 torsos and legs are covered by the same chitinous exoskeleton and extend to cover their clawed feet. Females and males are hard to tell apart, but males are slightly smaller than females. \n'b' Craniform inhabit tropical coastal waters where they usually create permanent colonies. These timid and reclusive creatures are very rare and stay well away from other humanoid settlements. Craniform typically live in coastal caves, but some communities excavate more expansive subterranean underwater burrows beneath the waterline and back up and under the shoreline. Craniform society is as complex as most terrestrial societies. \n'b' Craniform are led temporally and spiritually by a group of priestesses who oversee most of their important functions, rituals, and endeavors. Craniform are deeply reverential of their deity, the Sea Mother, goddess of all sea creatures, and see themselves as the Sea Mother\xe2\x80\x99s chosen stewards of the sea. While little is known of the magics of the reclusive craniform and their priestesses, it is believed that they can confer the ability to breathe underwater to surface dwellers through a ritual venerating the Sea Mother called the Sea Mother\xe2\x80\x99s Blessing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereboar \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral evil \n'b' Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form Hit Points 78 (12d8 + 24) Speed 30 ft. (40 ft. in boar form)\n'b' STATS STR: 17 (+3) DEX: 10 (+0) CON: 15 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 12 Languages Common (can\xe2\x80\x99t speak in boar form) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Shapechanger : The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid . Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Charge (Boar or Hybrid Form Only) : If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks 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 wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) : The wereboar makes two attacks, only one of which can be with its tusks. \n'b' Maul (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Tusks (Boar or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a humanoid , it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. \n'b' About \n'b' This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werecaiman \n'b' Family: Lycanthropes \n'b' Medium humanoid (shapechanger), neutral evil \n'b' Armor Class 11, 15 (natural armor) in blood caiman or hybrid form \n'b' Hit Points 58 (9d8 + 18) Speed 30 ft., 20 ft. in blood caiman form; swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5, Con +4 Skills Athletics +5, Perception +3, Stealth +3, Survival +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 13 Languages Common (can\xe2\x80\x99t speak in blood caiman form) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werecaiman can use its action to polymorph into a caiman-humanoid hybrid, into a blood caiman, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Hold Breath . The werecaiman can hold its breath for 30 minutes. \n'b' Keen Senses . The werecaiman has advantage on Wisdom ( Perception ) checks that rely on hearing and sight. \n'b' Sprint . Once per minute, a werecaiman can increase its land speed to 60 feet for 1 round. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werecaiman makes two attacks: two with its battleaxe (humanoid or hybrid form), or one with its spear and one with its bite (hybrid form), or one with its bite and one with its tail slap (hybrid or blood caiman form). \n'b' Bite (Blood Caiman or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecaiman lycanthropy. \n'b' Tail Slap (Blood Caiman or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Spear (Humanoid Form Only) . Melee or Ranged Weapon Attack : +5 to hit, one creature. Hit : 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack . \n'b' Death Roll (Blood Caiman Form Only) . When grappling a foe of its size or smaller while in Blood Caiman form, a werecaiman can perform a death roll on its subsequent turn as its action. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks the creature prone . The creature is still grappled by the blood caiman. \n'b'\n'b' ABOUT \n'b' Werecaimans are known to be calculating and lecherous; they are notorious for an obsession with violence and with terrorizing anyone who dares enter their territory. They decorate their territories with skulls and other warnings that they enjoy showing to human interlopers to inspire dread. Indeed, many werecaimans assume human form to lure unsuspecting humans into following them far beyond any hope of help before terrorizing them and slowly hunting them down and tearing them to pieces. In general, werecaimans regard werecaiman-kin as pale shadows of a werecaiman\xe2\x80\x99s true might. As such, werecaimans think little of imposing their will on scalehearts unless the latter have demonstrated exceptional strength and brutality. \n'b' Rogue Wanderer . Werecaimans usually prefer to stick to their own territory, but those who manage to keep in touch with human curiosity sometimes take easily to a life of adventure, at least temporarily. These psychopathic but patient travelers often range many miles from their territory in pursuit of new and more challenging prey to make their reputation more intimidating.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werefox \n'b' Family: Lycanthropes \n'b' Medium lycanthrope (human, shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 40 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 10 (+0) INT: 16 (+3) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +5, Perception +2, Persuasion +5, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The werefox has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Shapechanger . The werefox can use its action to polymorph into a medium fox-humanoid hybrid or into a giant fox, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Bite (Fox or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d8) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werefox lycanthropy. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Charm . One humanoid the werefox can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 minute. The charmed target obeys the werefox\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a command that will put them in danger, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the werefox\xe2\x80\x99s charm for the next 24 hours. The werefox can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \n'b' About \n'b' Werefoxes are sly and charming lycanthropes . They are the most curious of their kind and will usually blend into small communities. Unlike other lycanthropes, they keep their true form secret. They feel most at home in the deepest part of the woods. \n'b' Charming Creatures . These lycanthropes will use their charms to get what they need. Werefoxes have dubious reputations in the land of the fey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Armadillo, Giant \n'b' Family: Armadillo \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 51 (6d10 + 18) Speed 20 ft., burrow 5 ft.\n'b' STATS STR: 19 (+4) DEX: 9 (-1) CON: 16 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Poor Eyesight . The giant armadillo has disadvantage on Wisdom ( Perception ) checks that rely on vision. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant armadillo makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Rollover (Recharge 3-6) . When the giant armadillo has used its protective ball ability, on its next turn it can roll itself up to 20 feet in any direction. It can move through squares containing Medium or smaller creatures and its movement does not provoke opportunity attacks from those in its path. It can make a single attack roll against each such creature in its path; each successful hit deals 9 (1d10 + 4) bludgeoning damage, or half as much on a successful DC 13 Dexterity saving throw. Creatures failing their saving throw are likewise knocked prone . \n'b'\n'b' REACTIONS \n'b'\n'b' Protective Ball . If attacked, the giant armadillo can roll up into a ball, increasing its AC to 18; however, its speed is reduced to 0 ft. for the remainder of its turn. It can unroll itself as a bonus action on its next turn, but this reduces it speed on its next turn by 10 feet. \n'b'\n'b' ABOUT \n'b' These squat-bodied mammals are easily recognizable thanks to their distinctive leathery shells, which provide them with natural protection against numerous dangers and predators in their native environs. Armadillos have very poor eyesight, perceiving the world largely through scent and touch. They are exceptional diggers, and they burrow both to find food and to make their dens. When an armadillo goes underwater, it swallows air to increase its buoyancy, inflating its stomach up to twice its normal size so it won\xe2\x80\x99t immediately sink. An armadillo is 2-1/2 feet long and weighs roughly 10 pounds. \n'b' The giant armadillo is often hunted for the value of its outer armor, made up of bony plates in turn composed of many smaller, knobby \xe2\x80\x9cscales.\xe2\x80\x9d The creature is quite capable of defending itself with swipes from its deadly claws, as its ill-tempered nature often urges it to do.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werehyena \n'b' Family: Lycanthropes \n'b' The hyena\xe2\x80\x99s form shifts into that of a gnoll and then to something in between. In all three forms, blood drips from its filthy muzzle. \n'b' Medium humanoid (gnoll, shapechanger), chaotic evil \n'b' Armor Class 13 in gnoll form, 14 (natural armor) in hyena or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (50 ft. in hyena form)\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses passive Perception 12 Languages Gnoll (can\xe2\x80\x99t speak in hyena form) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The werehyena has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Shapechanger . The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Actions \n'b' Multiattack (Gnoll or Hybrid Form Only) . The werehyena makes two attacks: one with its bite and one with its claws or scimitar. \n'b' Bite (Hyena or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. \n'b' Scimitar (Gnoll or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' About \n'b' A Blessed Curse . Across worlds and in all their cultures, the gnolls have always revered the hyena. Those who suffer the curse of lycanthropy also exhibit it in the same way: the form of a werehyena. This is considered a rare and wonderful gift, as most gnolls who suffer this curse die the first time they change. Those who survive, however, are honored in their culture. \n'b' A Demonic Affliction . In truth, the lycanthropy that werehyenas suffer is a demonic possession. \n'b' The souls of these creatures have been forfeited to a demon lord. Only gnolls are able to survive this intact. If they spread this disease to a non-gnoll, the victim survives until the first full moon, after which it dies and turns into a demon gnoll under the demon lord\xe2\x80\x99s sway. The only way to save the victim is to cure the disease before the first transformation. \n'b' A Terrible Cure . Normally a remove curse removes lycanthropy from a victim, but slightly more stringent efforts are needed to cleanse a werehyena\xe2\x80\x99s bite. While the remove curse spell is being cast, a demonic creature must be killed in the vicinity of the victim, and the victim must drink the demon\xe2\x80\x99s ichor. Only then is the lycanthropy removed permanently. \n'b' Finding such a creature can be difficult and often means making deals with dark forces.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werejaguar \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral \n'b' Armor Class 12 Hit Points 105 (14d8 + 42) Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar form only), swim 20 ft. (jaguar form only)\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4, Survival +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 13 Languages Common (can\xe2\x80\x99t speak in jaguar form) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambush (Jaguar or Hyrbid Form Only) . If a werejaguar hits a creature with a claw attack, and the creature is surprised, the werejaguar may use a bonus action to make a bite attack. \n'b' High Jumper (Jaguar form only) . With a 10-foot running start, the jaguar can long jump up to 25 feet. The werejaguar can jump 10 feet vertically and can safely land after a fall of twice that distance. \n'b' Keen Smell . The werejaguar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . In humanoid form, the werejaguar makes two spear attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. \n'b' Bite (Tiger or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the werejaguar scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Claw (Tiger or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack . \n'b' Atlatl (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' Werejaguars dwell in tropical forests, where they are deadly warriors and master hunters. Although feared, werejaguars are sometimes respected by nearby communities as defenders of the forest. Typically, werejaguars live in small, loosely connected communities, hidden from outsiders. However, werejaguars sometimes live near or even among other humanoids, especially forest-dwellers. Werejaguars generally keep to themselves but are also notorious for attacking and killing those who offend them. \n'b' Nagualli . A nagual (or nahual) is a rare spellcasting werejaguar. They are usually born into their magical gifts and their transformation rather than being infected lycanthropes, though they are more common among werejaguars who live near or among other humanoids. Naguals are often employed to curse enemies or to remove curses from other naguals or other spellcasters. Naguals typically follow protector deities and draw inspiration from as clerics, but some follow druid , sorcerer , or warlock traditions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Werejaguar Nagual \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral \n'b' Armor Class 12 Hit Points 119 (14d8 + 56) Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar form only), swim 20 ft. (jaguar form only)\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +6, Nature +3, Perception +6, Religion +3, Stealth +6, Survival +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 16 Languages Common (can\xe2\x80\x99t speak in jaguar form) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambush (Jaguar or Hyrbid Form Only) . If a werejaguar hits a creature with a claw attack , and the creature is surprised, the werejaguar may use a bonus action to make a bite attack . \n'b' High Jumper (Jaguar form only) . With a 10-foot running start, the jaguar can long jump up to 25 feet. The jaguar can jump 10 feet vertically and can safely land twice that distance. \n'b' Keen Smell . The werejaguar has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Shapechanger . The werejaguar can use its action to polymorph into a jaguar-humanoid hybrid or into a jaguar, or back into its true form, which is humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Spellcasting . The nagual is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The nagual has the following cleric spells prepared: Cantrips (at will): light , mending , sacred flame , thaumaturgy \n'b'\n'b' 1st level (4 slots) : bane , healing word , protection from good and evil \n'b' 2nd level (3 slots) : enhance ability , lesser restoration , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , remove curse , spirit guardians \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . In humanoid form, the werejaguar makes two spear attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. \n'b' Bite (Tiger or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. If the werejaguar scores a critical hit, it rolls damage dice three times, instead of twice. \n'b' Claw (Tiger or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Spear (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in two hands to make a melee attack . \n'b'\n'b' ABOUT \n'b' Werejaguars dwell in tropical forests, where they are deadly warriors and master hunters. Although feared, werejaguars are sometimes respected by nearby communities as defenders of the forest. Typically, werejaguars live in small, loosely connected communities, hidden from outsiders. However, werejaguars sometimes live near or even among other humanoids, especially forest-dwellers. Werejaguars generally keep to themselves but are also notorious for attacking and killing those who offend them. \n'b' Nagualli . A nagual (or nahual) is a rare spellcasting werejaguar. They are usually born into their magical gifts and their transformation rather than being infected lycanthropes, though they are more common among werejaguars who live near or among other humanoids. Naguals are often employed to curse enemies or to remove curses from other naguals or other spellcasters. Naguals typically follow protector deities and draw inspiration from as clerics, but some follow druid , sorcerer , or warlock traditions.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereorca \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), any alignment \n'b' Armor Class 12 in humanoid form, 13 (natural armor) in killer whale and hybrid form Hit Points 187 (22d8 + 88) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 15 (+2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 15 Languages Common (can\xe2\x80\x99t speak in orca form) Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Shapechanger . The wereorca can use its action to polymorph into a large orca-humanoid hybrid or into a large killer whale, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Hold Breath . The wereorca can hold its breath for 30 minutes. \n'b' Pack Tactics . The wereorca has advantage on attack rolls against a creature if at least one of the wereorca\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . In killer whale or hybrid form, the wereorca makes two bite attacks. In humanoid form, the wereorca makes two slam attacks. \n'b' Charge (Killer Whale or Hybrid Form Only) . If the wereorca uses a Dash action and swims at least 15 feet straight toward a creature, it can make one bite attack against it as a bonus action. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the wereorca can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' About \n'b' Wereorcas (or Orcana) can be found throughout much of the world\xe2\x80\x99s seas.\xc2\xa0These lycanthropes are tribal by nature and split themselves into tribes and prefer to spend their time hunting with members of their tribe.\xc2\xa0Unlike most lycanthropes, a wereorca bite doesn\xe2\x80\x99t cause a lycanthropic curse. Rather, a wereorca is a blessing that manifests itself in two ways. Most wereorcas are created through procreation between two wereorcas. In rare cases, an individual becomes a wereorca after a series of trials and a sacred ritual. \n'b' Player Characters as Wereorca \n'b' The character gains a Strength of 18 if their score isn\xe2\x80\x99t already higher, and a +1 bonus to AC while in killer whale or hybrid form (from natural armor). They also gain the Hold Breath trait. Attack and damage rolls for the natural weapons are based on Strength . For the Bite attack , the DC is 8 + the character\xe2\x80\x99s proficiency bonus + Strength modifier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereowl \n'b' Family: Lycanthropes \n'b' Medium humanoid (elf, shapechanger), lawful evil \n'b' Armor Class 13 Hit Points 117 (18d8 + 36) Speed 30 ft. (fly 30 ft. in hybrid form, fly 60 ft. in owl form)\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +6 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 17 Languages Common (can\xe2\x80\x99t speak in owl form), Giant Owl (can\xe2\x80\x99t speak in humanoid form) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Flyby . The wereowl doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight . The wereowl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Shapechanger . The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Silent Flight (Hybrid or Owl Form Only) . The wereowl has advantage on Dexterity ( Stealth ) checks when it flies. \n'b' Actions \n'b' Multiattack . In owl form, the wereowl makes two talon attacks. In humanoid form, it makes three shortbow or shortsword attacks. In hybrid form, it can attack like an owl or a humanoid. \n'b' Shortsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talon (Hybrid or Owl Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy. \n'b' Shortbow (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' About \n'b' This feathered humanoid has piercing eyes, larger than normal for a humanoid\xe2\x80\x99s head, set around a sharp beak. Wings spread from its arms, and its feet end in wicked talons. \n'b' A wereowl is a hybrid creature usually in service to a powerful creature with dominion over flying creatures. The affinity between owls and elves means that most wereowls are elves, rather than the humans typical among other lycanthropes. The wereowl possesses the keen eyesight that is common to owls, as well as the birds\xe2\x80\x99 preternatural ability to fly silently. Its appetite tends toward its avian nature, and it feasts on rodents and other small mammals, usually raw and directly after a successful hunt. Its attitudes toward rodents extends to wererats and rodentlike creatures, such as ratfolk , and it often prefers to attack such creatures to the exclusion of other foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wererabbit \n'b' Family: Lycanthropes \n'b' Medium lycanthrope (human, shapechanger), chaotic neutral \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 12 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The wererabbit has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Innate Spellcasting . The wererabbit innate spellcasting ability is Wisdom (spell save DC 13). The wererabbit can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' 1/day : expeditious retreat , haste , longstrider \n'b'\n'b' Shapechanger . The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Bite (Rabbit or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Craniform Priestess \n'b' Medium humanoid (craniform), lawful good \n'b' Armor Class 13 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Craniform, Aquan Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Amphibiousness . The craniform priestess can breathe air and water but begins to suffocate if not submerged at least once every four hours. \n'b' Spellcasting . The craniform priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , thaumaturgy \n'b' 1st level (4 slots) : bless , detect magic , guiding bolt \n'b' 2nd level (3 slots) : hold person , spiritual weapon (trident) \n'b' 3rd level (3 slots) : mass healing word , tongues \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The craniform priestess makes two Pincer attacks or one Pincer attack and one Spear attack . \n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the craniform priestess doesn\xe2\x80\x99t have another creature grappled already. The target is restrained until the grapple ends. \n'b' Spear . Melee Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d8 +3) piercing damage. \n'b'\n'b' ABOUT \n'b' Blessed by the Sea Mother herself, the craniform priestess is called to the Sea Mother\xe2\x80\x99s service in a vision. This vision reveals the Sea Mother\xe2\x80\x99s true form: a massive sea turtle. Craniform priestesses are referred to as \xe2\x80\x9cgifted\xe2\x80\x9d among fellow craniforms. \n'b' Craniform priestesses serve an integral role in craniform communities. They are the spiritual advisors, healers, and ritual officiants, and also the leaders of their respective communities. The priestesses must first approve every major decision that affects a craniform colony.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wererat \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), lawful evil \n'b' Armor Class 12 Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft. (rat form only), passive Perception 12 Languages Common (can\xe2\x80\x99t speak in rat form) Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger : The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid . Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Smell : The wererat has advantage on Wisdom (Perception) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) : The wererat makes two attacks, only one of which can be a bite. \n'b' Bite (Rat or Hybrid Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid , it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. \n'b' Shortsword (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Hand Crossbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' About \n'b' This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereshark \n'b' Family: Lycanthropes \n'b'\n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 11 in humanoid form, 13 (natural armor) in shark or hybrid form \n'b' Hit Points 90 (12d8+36) \n'b' Speed 30 ft., swim 40 ft. (in shark form only)\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +7 \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons \n'b' Senses blindsense 30 ft. (shark or hybrid form only); passive Perception 17 \n'b' Languages Common (can\xe2\x80\x99t speak in shark form) \n'b' Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The wereshark can breathe air or water. \n'b' Blood Frenzy . The wereshark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Shapechanger . The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, and its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (hybrid form only). In humanoid form, the wereshark makes two trident attacks. In hybrid form, it can substitute a bite for one Melee Weapon Attack . \n'b' Bite (Shark or Hybrid Form only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy. \n'b' Trident (Humanoid or Hyrbid Form Only) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b'\n'b' About \n'b' In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They\xe2\x80\x99re bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood. \n'b' Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates. \n'b' They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew. \n'b' The other members of a wereshark\xe2\x80\x99s crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereshark \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form, 13 (natural armor) in shark and hybrid form Hit Points 150 (21d8 + 42) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+2) CON: 14 (+4) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +4, Stealth +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silvered Senses blindsight 60 ft., passive Perception 14 Languages Common (can\xe2\x80\x99t speak in shark form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Shapechanger . The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Amphibious . The wereshark can breathe air and water while in human or hybrid form. While in shark form, the wereshark can only breathe while underwater. \n'b' Blood Frenzy . The wereshark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Surprise Attack . If the wereshark surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack . \n'b' Actions \n'b' Multiattack . In shark form, the wereshark makes two bite attacks. In humanoid form, it makes three scimitar attacks. In hybrid form, it can attack like a shark or a humanoid. \n'b' Bite (Shark or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the wereshark can bite only the grappled creature and has advantage on attack rolls to do so. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy. \n'b' Spear (Humanoid or Hybrid Form Only) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' About \n'b' Weresharks are solitary hunters by nature, generally giving settlements above and below the waves a wide berth. Their search for solitude is not only for peace but a survival mechanism. Weresharks lose their sense of reason at times and can wreak carnage on entire communities before finally being overcome by sheer numbers. \n'b' Weresharks are always on the move and looking for food to hunt. \n'b' They prefer to use stealth when hunting, waiting for the right time to jump out from their hiding positions. The moment they spot their prey, weresharks trust in their abilities to strike quickly and annihilate their target with a single blow. If the prey survives, though, the scent of blood transforms the wereshark into a killing machine. \n'b' Player Characters as Weresharks \n'b' The character gains a Strength of 18 if their score isn\xe2\x80\x99t already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armor). They also gain the Amphibious trait. Attack and damage rolls for the natural weapons are based on Strength . For the Bite attack , the DC is 8 + the character\xe2\x80\x99s proficiency bonus + Strength modifier.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Wereshark \n'b' Family: Lycanthropes \n'b' Large humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 11 in humanoid form, 12 (natural armor) in shark and hybrid form Hit Points 90 (12d8 + 36) Speed 30 ft. in humanoid form (swim 50 ft. in shark and hybrid forms)\n'b' STATS STR: 19 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses blindsight 30 ft. (shark and hybrid form only), passive Perception 14 Languages Common (can\xe2\x80\x99t speak in shark form) Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Blood Frenzy . The wereshark has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hp . \n'b' Hold Breath (Hybrid Form Only) . While out of water, the wereshark can hold its breath for 1 hour. \n'b' Shapechanger . The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn\xe2\x80\x99t retain its walking speed. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. The wereshark reverts to its true form if it dies. \n'b' Water Breathing (Shark or Hybrid Form Only) . The wereshark can breathe only underwater. \n'b' Actions \n'b' Multiattack . In humanoid or hybrid form, the wereshark makes three trident attacks. \n'b' Bite (Shark or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy. \n'b' Trident (Humanoid or Hybrid Form Only) . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack . \n'b' About \n'b' The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands. \n'b' In humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it\xe2\x80\x99s likely because the lycanthrope made a mistake and let potential prey get away. \n'b' Voracious Appetites . Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. \n'b' Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume. \n'b' Obsessed Predators . Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Armor of Mercy \n'b' Large elemental , true neutral \n'b' Armor Class 20 (natural armor) Hit Points 250 (20d10 + 140) Speed 30 ft., burrow 30 ft., fly 30 ft.\n'b' STATS STR: 24 (+7) DEX: 12 (+1) CON: 24 (+7) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +6, Wisdom +7, Charisma +6 Damage Resistances poison Condition Immunities petrify, poisoned Senses darkvision 120 ft., passive Perception 12 Languages Common, Terran Challenge 16 (15,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day). If the Armor of Mercy fails a saving throw, he can choose to succeed instead. \n'b' Drifting Sand . When moving, The Armor of Mercy may turn some or all of his body into sand. While sand, he can fly and burrow through nonmagical, unworked earth and stone without disturbing it. Movement made while he is sand does not provoke attacks of opportunity. Upon completing his movement, The Armor of Mercy returns to his normal form. If he is in the air when this occurs, he is able to hover without falling. \n'b' Elemental Demise . If The Armor of Mercy dies, his body disintegrates into crystalline powder, leaving behind only equipment he was wearing or carrying. \n'b' Immovable . The Armor of Mercy has advantage on Strength and Dexterity saving throws made against effects that would force him to move or force him prone . \n'b' Measured . If The Armor of Mercy has any Legendary Actions remaining at the start of his turn, he heals 50 hit points and gains resistance to one of the following: bludgeoning, piercing, or slashing damage. This resistance ends at the beginning of his next turn. \n'b' Innate Spellcasting . The Armor of Mercy\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). The Armor of Mercy can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , detect magic , stone shape \n'b' 3/day each : move earth , passwall , tongues \n'b' 1/day each : conjure elemental (earth elemental only), gaseous form , invisibility , phantasmal killer , plane shift , wall of stone . \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The Armor of Mercy makes two spear attacks or two slam attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (2d8+7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone . \n'b' Spear . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 16 (2d8+7) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Constitution saving throw or be poisoned . \n'b' Clinging Sands . The Armor of Mercy targets two creatures within 60 ft. that are no more than 10 ft. apart. These creatures must make a DC 20 Strength saving throw, becoming inundated with clinging sand on a failed saving throw. A creature affected by clinging sands, and within 10 feet of another creature that is not, may spend a bonus action and end its turn to pass the clinging sands to the second creature. Clinging sands may not be passed to The Armor of Mercy. Passing the clinging sands in this manner allows the creature to make a saving throw as if they had been targeted with this action. If an affected creature ends their turn without any other creature within 30 feet of them, this condition immediately ends. Affected creatures may make a new saving throw at the end of each turn after the first to end the effect. \n'b'\n'b' Legendary Actions \n'b' The Armor of Mercy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Armor of Mercy regains spent legendary actions at the start of his turn. \n'b'\n'b' Attack . The Armor of Mercy makes one slam attack or one spear attack . \n'b' Whirling Sand . The Armor of Mercy moves up to his speed. \n'b' Petrify (Costs 2 Actions) . A creature suffering from Clinging Sands is petrified . \n'b'\n'b' Lair Actions \n'b' When fighting inside his lair, The Armor of Mercy can invoke the magic of his home to take lair actions. On initiative count 20 (losing initiative ties), The Armor of Mercy takes a lair action to cause one of the following effects:. \n'b'\n'b' The Armor of Mercy may call upon his established earthen works to cast earthquake . While maintaining concentration on this effect, the Armor of Mercy may not take other lair actions . The Armor of Mercy cannot use this lair action again until he has used a different one. \n'b' The Armor of Mercy may bring to life one of the many stone statues dotting his lair. Roll a 1d6. On a 6, the creature shares statistics with a clay golem . On any other result, it shares statistics with an earth elemental . No more than five statues may be active at one time. \n'b' The Armor of Mercy may call a sandstorm into being within his lair. All creatures within 60 ft. of the Armor of Mercy must succeed on a DC 20 Constitution saving throw, suffering 4d4 piercing damage and becoming blinded until the end of their next turn on a failed saving throw, or suffering half as much damage and not becoming blinded on a successful one. The Armor of Mercy cannot use this lair action again until he has used a different one. \n'b'\n'b' The Armor of Mercy\xe2\x80\x99s Earthen Keep \n'b' The Armor of Mercy dwells within an Earthen Keep in the roots of a great mountain. The halls of his keep are covered in precious metals, with magical, immovable gemstone clusters serving as ambient light sources. The Armor of Mercy\xe2\x80\x99s Earthen Keep is a maze of tunnels, secret passageways, simple mechanical devices, and occasional natural sections laden with dangerous rock formations. Those who seek to do The Armor of Mercy harm find themselves contending not only with the member of the Earthen Court, but his dangerous lair as well. \n'b' The Armor of Mercy is the name given to one of the powerful Sultans serving the Pasha of the Earthen Court who resides on the material plane. The Armor of Mercy is considered a magnanimous benefactor and horrific tyrant in equal measure, depending on the source of the tale. Many merchant and noble families give offerings to the Armor of Mercy, hoping he will shield them from misfortune and help them to amass even greater riches.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycanthrope, Weretiger \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral \n'b' Armor Class 12 Hit Points 120 (16d8 + 48) Speed 30 ft. (40 ft. in tiger form)\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft., passive Perception 15 Languages Common (can\xe2\x80\x99t speak in tiger form) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Shapechanger : The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid . Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Hearing and Smell : The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b' Pounce (Tiger or Hybrid Form Only) : If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action . \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) : In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. \n'b' Bite (Tiger or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3 piercing damage. If the target is a humanoid , it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. \n'b' Claw (Tiger or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Scimitar (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Longbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' About \n'b' Weretigers in humanoid form have large eyes, long noses, and sharp cheekbones. Most have brown or red hair, though a few have white, black, or even blue-gray. Their movements appear careful yet casual, and a person observing one could easily assume he\xe2\x80\x99s watching a skilled pickpocket, graceful dancer, or sultry courtesan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Owlwere \n'b' Family: Lycanthropes \n'b' Small monstrosity (shapechanger), chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 31 (7d8) Speed 10 ft., fly 60 ft. in owl form; 30 ft., fly 30 ft. in hybrid form; 30 ft. in human form\n'b' STATS STR: 10 (+0) DEX: 07 (+3) CON: 31 (+0) INT: 02 (+1) WIS: 14 (+2) CHA: 22 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Skills Deception +4, Perception +4 Senses Darkvision 60 ft., passive Perception 14 Languages Khemitian Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Mabheri can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Evasion . When Mabheri is subject to an effect that allows a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b' Shapechanger . Mabheri can change from his owl form or human form to his hybrid form as a bonus action. Changing from owl form directly to human form or vice versa takes an action. The owlwere is Small in owl form but Medium in human or hybrid form. In owl form, he is indistinguishable from a normal owl, but is noticeably larger than other owls. \n'b' Sneak Attack . Mabheri can deal an extra 4d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn\xe2\x80\x99t need advantage on the attack roll if another enemy of the target is within five feet of it, that enemy isn\xe2\x80\x99t incapacitated , and Mabheri doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Mabheri can see hits him with an attack, he can use a reaction to halve the attack \xe2\x80\x98s damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak (owl Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft.; one creature. Hit : 5 (1d4 + 3) piercing damage. \n'b' Shortsword (human and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft.; one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talons (owl and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft.; one creature. Hit : 6 (1d6 + 3) slashing damage and the target must make a successful DC 10 Constitution saving throw or be poisoned for 1d4 rounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werebat \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral evil \n'b' Armor Class 13 Hit Points 58 (13d8) Speed 30 ft. (fly 60 ft. in hybrid or bat form)\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 11 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses blindsight 60 ft. in hybrid or bat form, passive Perception 14 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in bat form) Challenge 3 (700 XP) \n'b' Special Traits \n'b' Shapechanger . The werebat can use its action to polymorph into a bat-humanoid hybrid, or into a Large giant bat , or back into its true form, which is humanoid . Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Echolocation . The werebat can\xe2\x80\x99t use its blindsight while deafened. \n'b' Keen Hearing . The werebat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Multiattack (Humanoid or Hybrid Form Only) . The werebat makes two attacks: one with its bite, and one with its dagger or claws. \n'b' Bite (Hybrid or Bat Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. If the target is a humanoid , it must succeed on a DC 10 Constitution saving throw, or be cursed with werebat lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Dagger (Humanoid Form Only) . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Screech (Hybrid or Bat Form Only; Recharges 5-6) . The werebat emits a high-pitched cry. Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Werebats retain a position close to the bottom of the lycanthrope pecking order, potentially due to the obvious comparisons to vampiric transformation (a stigma which werewolves manage to avoid, seemingly through physical intimidation alone). Amongst other lycanthropes, werebats tend towards resentful sycophancy though, when left to their own devices, their ability to fly can fill them with a feeling of superiority over lesser \xc2\x91walkers\xc2\x92.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werebear Devotee \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), lawful good \n'b' Armor Class 11 in humanoid form, 12 (natural armor) in hybrid form or bear form Hit Points 221 (26d8 + 104) Speed 30 ft. (40 ft., climb 30 ft. in hybrid or bear form)\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 19 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Perception +9, Religion +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 19 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in bear form) Challenge 10 (5,900 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The werebear can use its action to polymorph into a Large bear -humanoid hybrid, or into a Large bear , or back into its true form, which is humanoid . Its statistics, other than its size and armor class, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Healing Hands . The werebear has a pool of healing power that allows it to restore up to 60 hit points . As an action, the werebear can touch a creature and draw any number of points from its healing power, restoring that many hit points to the creature. The werebear\xe2\x80\x99s pool of healing power replenishes once it finishes a long rest . \n'b' Keen Smell . The werebear has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The werebear makes two attacks with its claws or with its longsword. \n'b' Bite (Hybrid or Bear Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage, plus 4 (1d8) radiant damage. If the target is a humanoid , it must succeed on a DC 16 Constitution saving throw, or be cursed with werebear lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, plus 4 (1d8) radiant damage. \n'b' Longsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage, if wielded in two hands, plus 4 (1d8) radiant damage. \n'b' Large Longsword (Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage, if wielded in two hands, plus 4 (1d8) radiant damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werebear Sailor \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral good \n'b' Armor Class 11 (in humanoid form, 12 in wolf or hybrid form) Hit Points 58 (9d8 + 18) Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 11 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 17 Languages Common (can\xe2\x80\x99t speak In bear form) Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Teen Smell . The werebear has advantage on Wisglom (Perception) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. \n'b' Bite. (Bear or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy. \n'b' Claw. (Bear or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : (2d8 + 4) slashing damage. \n'b' Greataxe. (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : (1d12 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crathog \n'b'\n'b' Huge aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 123 (13d12 + 39) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 17 (+3) INT: 10 (+0) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +4, Cha +3 Damage Immunities acid Condition Immunities prone Languages Aquan, Deep Speech Skills Perception +4, Stealth +4 Senses darkvision 60 ft., tremorsense 30 ft. Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Acidic Trail . The crathog\xe2\x80\x99s skin exudes a layer of acid. This coating leaves a slimy trail behind the crathog similar to a slug\xe2\x80\x99s trail. All spaces that the crathog occupied since its last turn retain this acidic coating; any creature that enters or starts its turn in such a space takes 1d6 acid damage. At the start of the crathog\xe2\x80\x99s turn, all previously acidic spaces become safe. \n'b' Blending Skin . When at rest, a crathog shifts the color of its flesh to blend perfectly with the surrounding terrain. While motionless, the crathog is invisible. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The crathog attacks twice with tentacles, then either bites twice or uses distended bite once. \n'b' Tentacle . Melee Weapon Attack : +8 to hit (reach 10 ft.; one creature). Hit : 2d8 + 5 bludgeoning damage plus 1d10 acid damage. If both tentacle attacks hit the same creature on the crathog\xe2\x80\x99s turn, the creature is grappled (escape DC 15). The crathog can have up to two creatures grappled and still use tentacle attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit (reach 10 ft.; one creature). Hit : 1d8 + 5 piercing damage plus 1d10 acid damage. \n'b' Distended Bite . Melee Weapon Attack : +8 to hit (reach 20 ft.; one creature); Hit : 1d12 + 5 piercing damage plus 1d10 acid damage. \n'b'\n'b' About \n'b' Environment Coast Organization solitary \n'b' This creature draws its leech-like body along by great barbed spindly tentacles that glisten with fluid. Somewhere inside its cluster of spines and sharp bones lurks a great maw that distends itself outward. \n'b' The crathog are octopod horrors that had their origins in the exits of large cities\xe2\x80\x99 sewers emptying into the sea. The mixture of alchemical fluids, waste products, and other toxins caused mutations within the sea life that grew in the area until a new species spawned and bred true. The crathog began to gain an incessant drive to reproduce, a deeper understanding of their surroundings, and a greater intelligence . \n'b' A crathog seeps a corrosive acid from its porous flesh. Its tentacles move with an eerie quickness to grasp its prey and pull it toward its distended jaw. These jaws are hinged on a flexible tendon that allows the crathog to contract a coiled muscle and launch this set of jaws outward to burst from its clustered mouth. The creature is able to blend into its surroundings like a chameleon. It moves almost totally silently but leaves a slimy trail which in itself is acidic and dangerous. A crathog is incredibly strong and stealthy, known to climb onto ships to feed on unsuspecting sailors, dissolving their flesh with its acid. \n'b' Their intelligence allows them the insight to use their special abilities as ambush hunters. They tend to hide in crooks of old harbors and lie in wait until a fisherman ventures past. Crathog are not only cunning, they are incredibly cruel; they delight in mutilating or tormenting prey, and disfiguring their opponents with their acids. Why they do this is open to conjecture, but many scholars believe that crathog are somehow spawned by the influence of Between and that they seethe with the inherent injustice of those who have died in the river, particularly those who have suffered from its acidic toxins.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werecrocodile \n'b' Family: Lycanthropes \n'b' Medium humanoid ( human , shapechanger), neutral evil \n'b' Armor Class 11 in humanoid form, 12 (natural armor) in crocodile or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (20 ft., swim 30 ft. in crocodile or hybrid form)\n'b' STATS STR: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +4, Intimidation +4, Perception +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses passive Perception 12 Languages Common (can\xe2\x80\x99t speak in crocodile form) Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath (Crocodile or Hybrid Form Only) . The werecrocodile can hold its breath for 15 minutes. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werecrocodile makes two Tail Swipe or Khopesh attacks, or it makes one Bite attack and one Tail Swipe attack . \n'b' Bite (Crocodile or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the werecrocodile can\xe2\x80\x99t bite another target. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy. \n'b' Tail Swipe (Crocodile or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit : 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be forced prone . \n'b' Khopesh (Humanoid Form Only) . 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' BONUS ACTIONS \n'b'\n'b' Change Shape . The werecrocodile transforms into a Large crocodile or into a crocodile?humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' This well-muscled human\xe2\x80\x99s smile is a little too wide and its teeth a little too sharp. \n'b' Werecrocodiles inhabit many cities and villages on the banks of great rivers and lakes. \n'b' Big Grins . In humanoid form, werecrocodiles are well-muscled and have a disconcerting smile that is just a bit too wide. They like to wield khopeshes and other brutal slashing weapons in battle. \n'b' Mistaken for Merchants . Werecrocodiles are often confused for subek , which can lead to nasty surprises for those seeking knowledge or goods. The indifference that subek feel toward werecrocodiles doesn\xe2\x80\x99t help the situation, leaving those who bargain with them always on edge, never knowing if they\xe2\x80\x99re dealing with a subek merchant or a duplicitous werecrocodile.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Weredactyl \n'b' Family: Lycanthropes \n'b' Medium humanoid (shapechanger), chaotic evil \n'b' Armor Class 12 Hit Points 44 (8d8 + 8) Speed 30 ft. ( human or hybrid form); 10 ft., 50 ft. flying (pterodactyl form)\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren\xe2\x80\x99t silver Senses darkvision 60 ft., passive Perception 10 Languages Common, Skelzi Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The weredactyl can use its action to polymorph into a pterodactyl-humanoid hybrid or into a pterodactyl, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The weredactyl makes two melee attacks or two ranged attacks . \n'b' Peck (pterodactyl or hybrid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Claw (hybrid form only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. If two Claw attacks hit the same target on the weredactyl\xe2\x80\x99s turn, the target must make a successful DC 12 Dexterity saving throw or be grappled (escape DC 11). \n'b' Handaxe (human or hybrid form only) . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' ABOUT \n'b' Weredactyls in their human form are fat, slouching humanoids with protruding faces, low foreheads, and sagittal crests. Their were-form is a pterodactyl with long human fingers at the wing-joint and human eyes. In hybrid form, their arms and legs are more developed, and their wings and beaks are small, too small to enable flight in the case of the wings. \n'b' Weredactyls live in servitude to the evil skelzis. They are naturally stupid even in human form. If they spend more than six continuous hours in pterodactyl form, they go feral and must be retrained from scratch to be of any use to their skelzi masters. Obviously, the skelzis go to great lengths to prevent this from happening \xe2\x80\x93 just one reason why weredactyls are almost never encountered without skelzis nearby. \n'b' In the Material Plane, a weredactyl can fly with a Small rider, but it isn\xe2\x80\x99t strong enough to carry a Medium rider in flight. Enlarge/reduce potions and spells are highly valued by skelzis visiting the Material Plane because they can use them to become small enough for their weredactyl mounts to carry them, then return to normal size at the conclusion of their journey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Weredeinonychus \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), neutral evil \n'b' Armor Class 12 in humanoid form, 13 (natural armor) in deinonychus or hybrid form Hit Points 78 (12d8+24) Speed 30 ft., (40 ft. in deinonychus or hybrid form)\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6 Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 14 Languages Common (can\xe2\x80\x99t speak in deinonychus form) Challenge 4 (1,100 XP) \n'b' SPECIAL Traits \n'b'\n'b' Shapechanger . The weredeinonychus can use its action to polymorph into a deinonychus-hybrid or into a deinonychus, or back into its true form, which is humanoid. Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Pack Tactics . The weredeinonychus gains advantage on any attack roll against a creature if at least one of the weredeinonychus\xe2\x80\x99 allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce (Deinonychus or Hybrid Form Only) . If the weredeinonychus moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength save or be knocked prone . If the target is prone , the weredeinonychus can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The weredeinonychus makes two attacks, only one of which can be with its bite. \n'b' Battleaxe (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 7 (1d8+2) slashing damage. \n'b' Longbow (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 8 (1d10+2) piercing damage. \n'b' Bite (Deinonychus or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 7 (1d8+2) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredeinonychus lycanthropy. \n'b' Claw (Deinonychus or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 8 (1d10+2) slashing damage. \n'b'\n'b' ABOUT \n'b' Weredeinonychus are highly social pack hunters, herding prey and ripping it into bloody chunks. \n'b' In their humanoid form, they frequently travel from village to village along wilderness frontiers. They tend to be rowdy guests, and before they leave at least one townsfolk is found in pieces. \n'b' Weredeinonychus enjoy the thrill of chasing intelligent prey, letting fear spice the flesh. They know every inch of their local terrain, and they run their prey into natural traps and deadfalls.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werefrog \n'b' Family: Lycanthropes \n'b' Medium humanoid (boggard, shapechanger), chaotic evil \n'b' Armor Class 10 in humanoid form, 12 (natural armor) in giant frog or hybrid form Hit Points 72 (11d8+22) Speed 30 ft., (climb 20 ft., swim 30 ft. in giant frog or hybrid form)\n'b' STATS STR: 15 (+2) DEX: 11 (+0) CON: 14 (+2) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses passive Perception 11 Languages Common (can\xe2\x80\x99t speak in giant frog form) Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The werefrog can breathe air and water. \n'b' Shapechanger . The werefrog can use its action to polymorph into a frog-hybrid or into a giant frog, or back into its true form, which is humanoid. Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Standing Leap . The werefrog in hybrid or giant frog form can long jump up to 20 feet and high jump up to 10 feet, with or without a running start. \n'b' Sure-Footed . The werefrog may ignore the extra movement penalty when moving through nonmagical difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Morningstar (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 6 (1d6+2) piercing damage. \n'b' Spear (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 7 (1d8+2) piercing damage. \n'b' Bite (Giant Frog or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 7 (1d8+2) piercing damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the werefrog can\xe2\x80\x99t bite another target. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werefrog lycanthropy. \n'b'\n'b' ABOUT \n'b' A grotesque frog humanoid slithers out of the stagnant waters, its bulging eyes gaze at you with horrifying intelligence. \n'b' Werefrogs are primitive creatures that are often found within boggard clans, and more rarely, lizardfolk. Werefrogs rarely seek to rule over an area, but do like to be given respect and deference. \n'b' They are less likely to be the king of a tribe than the king\xe2\x80\x99s bodyguard. They are mostly loyal for as long as they are well fed. \n'b' Boggards view werefrogs with fascination; other races tend to have a much dimmer view of the lazy creatures. Old tales speak of swamp fisherfolk coming out from the fetid waterways\xe2\x80\xa6 changed. \n'b' These unfortunates rarely pass on their curse and are content to skulk around the edges of fishing villages.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wereorca \n'b' Family: Lycanthropes \n'b' Huge giant (shapechanger), chaotic evil \n'b' Armor Class 16 (patchwork armor or natural) Hit Points 150 (12d12+72) Speed 40 ft. (swim 80 ft. in hybrid or orca form)\n'b' STATS STR: 23 (+6) DEX: 10 (+0) CON: 23 (+6) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +9, Wis +6, Cha +5 Skills Perception +6 Damage Immunities cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses blindsight 120 ft., passive Perception 16 Languages Giant (can communicate only with other marine mammals in orca form) Challenge 10 (5,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Echolocation . The wereorca can\xe2\x80\x99t use its blindsight while deafened . \n'b' Hold Breath . The wereorca can hold its breath for 30 minutes. \n'b' Keen Hearing . The wereorca has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Shapechanger . The wereorca can use its action to polymorph into an orca-hybrid or into an orca, or back into its true form, which is that of a frost giant . Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wereorca makes two attacks, only one of which can be a stunning blast. \n'b' Greataxe (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 25 (3d12+6) slashing damage. \n'b' Rock (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 28 (4d10+6) bludgeoning damage. \n'b' Bite (Hybrid or Orca Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (2d12+6) piercing damage. If the target is a Large or larger giant or humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with wereorca lycanthropy. \n'b' Slam (Hybrid or Orca Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 23 (3d10+6) bludgeoning damage. If the wereorca moves at least 20 feet before making a slam attack , the target must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Sonic Burst (Hybrid or Orca Form Only; Recharge 5-6) . The wereorca emits an intense echolocation pulse in a 15-foot cone. Creatures in the area must make a DC 16 Constitution save, taking 36 (8d8) thunder damage and becoming stunned until the end of their next turn on a failed save. On a successful save, creatures take half damage and are not stunned . \n'b'\n'b' ABOUT \n'b' The towering figure has gleaming black and white skin, powerful arms, and the elongated head of a killer whale, with a mouth lined with interlocking, conical teeth. \n'b' Wereorcas arise almost exclusively among coastal dwelling frost giant tribes. Most tribes slay or cast out the lycanthropes, who gather in fierce pods that assault both shipping lanes and coastal settlements, including their former tribes. \n'b' They take what plunder they can carry, and feed upon the flesh of their victims. \n'b' A wereorca stands 21 feet tall and weighs 5,000 pounds, with a thick layer of blubber even in giant form. \n'b' Wereorcas believe in their physical power, damaging boats and buildings for no other reason than that they can. They get frustrated easily and rarely try to think through problems.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arnaut Bush \n'b' Small plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 27 (5d6 + 10) Speed 10 ft.\n'b' STATS STR: 11 (+0) DEX: 00 (+0) CON: 04 (+2) INT: 2 (-4) WIS: 41 (+0) CHA: 0 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , charmed , deafened , frightened Senses tremorsense 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The arnaut bush makes four Thorn attacks. \n'b' Thorn . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 (1d3) piercing damage. \n'b' Electrical Spray (Recharge 5-6) . Ranged Weapon Attack : +2 to hit, range 20/60 ft., one target. Hit : 1 (1d3) piercing damage and the target must make a DC 11 Constitution saving throw taking 7 (2d6) lightning damage on a failure or half as much on a success. \n'b'\n'b' ABOUT \n'b' The arnaut bush is a five-foot-tall bush with thick, supple branches, sparse leaves, and small flowering buds that are midnight blue in color. Six-inch-long thorns are spread across its branches and are revealed upon closer examination. The trunk of the arnaut bush is blackish-blue and hides the creature\xe2\x80\x99s mouth. When the arnaut bush slays a foe, the trunk splits open and a 10-foot-long tendril emerges to drag the prey into its mouth. The tendril is too weak to be effective in combat. The bush moves by uprooting itself and sliding along the ground.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wereotter \n'b' Family: Lycanthropes \n'b' Medium humanoid ( human , shapechanger), chaotic good \n'b' Armor Class 13 Hit Points 44 (8d8 +8) Speed 30 ft., (swim 40 ft. in otter or hybrid form)\n'b' STATS STR: 13 (+1) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Survival +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Senses darkvision 60 ft. (otter and hybrid forms only), passive Perception 14 Languages Common (can\xe2\x80\x99t speak in otter form) Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . The wereotter can hold its breath for 10 minutes. \n'b' Keen Hearing and Smell . The wereotter has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wereotter makes three Javelin attacks, or it makes one Bite attack and two Javelin attacks. It can replace one Javelin attack with a Net attack . \n'b' Bite (Otter or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereotter lycanthropy. \n'b' Javelin (Humanoid or Hybrid Form Only) . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Net (Humanoid or Hybrid Form Only) . Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit : A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless or creature that are Huge or larger. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 11 Strength check. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it, ending the effect and destroying the net. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The wereotter transforms into a Medium otterhumanoid hybrid or into a Large otter, or back into its true form, which is Humanoid. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ABOUT \n'b' Its soft pelt glimmering, the bipedal otter climbs onto the river\xe2\x80\x99s shoreline, water cascading off its fur. Tugging a short rope, the creature hoists up a net, brimming with flapping fish. \n'b' Wereotters are gentle, thoughtful lycanthropes with an air of mischievousness. In humanoid form, they remain quite calm, even in the face of threats, though they can become fierce when protecting themselves or a loved one. Wereotters do their utmost to not spread their curse to others and will bite a humanoid only when no other options are present. When facing hostile humanoids, wereotters rely on their net to capture a foe, then release the attacker far from the lycanthrope\xe2\x80\x99s home. \n'b' Family-Oriented . Groups of wereotters are extended families with the founding member cursed and passing their lycanthropy on to their children. Thus, non-lycanthropes can be found in these small clusters, having married into or been adopted by the family. These family groups tend to live outside most civilized towns and village. \n'b' River and Swamp Dwellers . Encountered most often in swamps, on lakeshores, or by rivers deep in mountain ranges or forest, wereotters use their unique skills to fish and forage for food for their family clusters. Some build small stilt villages over or along the water, while others use what nature has provided, living in large cave networks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wereowl \n'b' Family: Lycanthropes \n'b' Medium humanoid (elf, shapechanger), neutral \n'b' Armor Class 15 (leather) in humanoid form, 15 (natural armor) in giant owl and hybrid forms Hit Points 90 (10d8) Speed 35 ft. (fly 60 ft. in Hybrid or giant owl form)\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 10 (+0) INT: 14 (+2) WIS: 19 (+4) CHA: 15 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +10 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages Common, Elven, Sylvan (cannot speak in giant owl form) Challenge 7 (2,900 XP) \n'b' SPECIAL Traits \n'b'\n'b' Echolocation . The wereowl can\xe2\x80\x99t use its blindsight while deafened . \n'b' Flyby . The wereowl does not provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing and Sight . The wereowl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. \n'b' Shapechanger . The wereowl can use its action to polymorph into an owl-hybrid or into a giant owl, or back into its true form, which is that of a wood elf . Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Spellcasting . The wereowl is a 12th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with attacks). The wereowl may cast detect thoughts at will and has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : druidcraft, chill touch , guidance , spare the dying \n'b' 1st level (4 slots) : command , detect magic , identify , thunderwave \n'b' 2nd level (3 slots) : animal messenger , augury , locate animals or plants , locate object , moonbeam , suggestion \n'b' 3rd level (3 slots) : conjure animals , nondetection , feign death, speak with dead \n'b' 4th level (3 slots) : arcane eye , confusion , locate creature \n'b' 5th level (2 slots) : commune with nature , legend lore , reincarnate , scrying \n'b' 6th level (1 slot) : heal \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The wereowl makes two attacks. \n'b' Bite (Giant Owl or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d8+4) piercing damage. If the target is humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereowl lycanthropy. \n'b' Blessed Sickle (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d6+6) slashing damage, plus 6 (1d10) radiant damage. Attacks made with the blessed sickle are considered both magical and silvered. \n'b' Longbow (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 9 (1d8+4) piercing damage. \n'b' Talons (Giant Owl or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. \n'b'\n'b' ABOUT \n'b' An owl glides silently from the canopy of night. You realize too late that the large creature\xe2\x80\x99s eyes hold the gleam of intelligence, and malice. \n'b' Those blessed, or cursed, with wereowl lycanthropy gain a deep connection to the natural world and divine insight into the workings of fate. Many wereowls, even those that lean toward good, find living within their family communities painful as they watch the destinies of their friends and loved ones unfurl before them. As such, wereowls tend to move to the edges of their former homes, seeking refuge in solitude. \n'b' Both their isolation and insights make them fuel for legends, and wereowls are often sought out by adventurers for advice, insight, and blessings. \n'b' Unfortunately, though some wereowls retain the good nature of their elven heritage, others go mad from their sudden and unnerving connection to the universe, making them dangerous hunters who can see their prey\xe2\x80\x99s moves long before the prey does.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werepanther \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), chaotic neutral \n'b' Armor Class 13 Hit Points 49 (9d8 + 9) Speed 30 ft. (50 ft., climb 40 ft. in hybrid or panther form)\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 14 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in panther form) Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The werepanther can use its action to polymorph into a panther-humanoid hybrid, or into a panther, or back into its true form, which is humanoid . Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Keen Smell . The werepanther has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce (Hybrid or Panther Form Only) . If the werepanther moves at least 15 feet straight toward a creature, and then hits it with a claws attack , the target must succeed on a DC 12 Strength saving throw, or be knocked prone . If the target is prone , the werepanther can make a bite attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werepanther makes two attacks with its shortswords or with its claws. \n'b' Bite (Hybrid or Panther Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a humanoid , it must succeed on a DC 11 Constitution saving throw, or be cursed with werepanther lycanthropy. \n'b' Claws (Hybrid or Panther Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Shortswords (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' About \n'b' Werepanthers tend towards the life of a lone hunter, with a haughty pride in their self-sufficiency, and a vicious streak bordering on sadistic, barely contained below the surface. Would-be allies would do well to avoid wounding a werepanther\xc2\x92s ego, for their loyalty is no sure thing, save to themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wereraven \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), lawful good \n'b' Armor Class 13 Hit Points 31 (7d8) Speed 30 ft. (fly 50 ft. in hybrid or raven form)\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Senses passive Perception 15 Languages Common, plus up to one other language Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The wereraven can use its action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into its true form, which is humanoid . Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Flyby . The wereraven doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Mimicry . The wereraven can mimic simple sounds it has heard, such as whispering, screams of pain, or the cries of a wild animal. A creature that hears the sounds can identify them as imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Plunging Attack . If the wereraven is flying, and dives at least 30 feet straight toward a creature and then hits it with a talons attack , the target must succeed on a DC 10 Dexterity saving throw, or become blinded for 1 minute. Any effect that restores hit points also removes this blindness. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The wereraven makes two weapon attacks. \n'b' Beak (Hybrid or Raven Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. If the target is a humanoid , it must succeed on a DC 10 Constitution saving throw, or be cursed with wereraven lycanthropy. \n'b' Talons (Hybrid or Raven Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b' Rapier (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' About \n'b' A rarity for taking on the form of a bird rather than a mammal, the transformation into a wereraven is particularly unpleasant, due to the differences in anatomy, and rarely undertaken lightly. Wereravens tend to be curious souls, eager and quick to learn, though wary of outsiders until they have proven themselves trustworthy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crawling Glacier \n'b' Gargantuan ooze , neutral \n'b' Armor Class 19 (Natural Armor) Hit Points 492 (24d20 + 240) Speed 5 ft., swim 5 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Survival +2 Damage Vulnerabilities fire Damage Immunities cold Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 120 ft., tremorsense 240 ft.; passive Perception 2 Languages understands Titan Speech but cannot speak. \n'b' Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Cold Aura . Within a radius of 300 feet a crawling glacier decreases the environmental temperature by 40 degrees Fahrenheit (5 degrees Celsius). This cold aura persists for 2d4 days after the creature leaves the area or has been killed. \n'b' Keen Smell . The crawling glaciers have advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Cold Healing . A crawling glacier regains 20 hit points at the start of its turn, but only if the ambient temperature outside its cold aura is 32 degrees Fahrenheit (0 degrees Celsius) or below. The crawling glacier dies only if it starts its turn with 0 Hit Points and doesn\xe2\x80\x99t cold heal . \n'b' Magic Resistance . The crawling glacier has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Engulf . The ooze moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures\xe2\x80\x99 spaces. Whenever the cube enters a creature\xe2\x80\x99s space, the creature must make a DC 20 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature\xe2\x80\x99s space, and the creature takes 21 (6d6) acid damage, 21 (6d6) cold damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage and 21 (6d6) cold damage at the start of each of the cube\xe2\x80\x99s turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. \n'b' Slam . Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 24 (4d6 +10) bludgeoning damage plus 21 (6d6) cold damage. \n'b'\n'b' About \n'b' Occasionally it is said that these creatures appear randomly overnight, looming where nothing previously stood. Further examination, even from a distance, reveals beams, trees, large animal skeletons and even a section of a timber wall inside. They are not frozen in place but rather drift slowly within the mass. A clear path behind the creature shows where it has moved. \n'b' Crawling glaciers are a rare but serious menace in cold, mountainous regions, capable of wiping away structures and even entire settlements as though they were never present to begin with. Tales tell of whole villages being consumed by a crawling glacier during long blizzards, when the threat could not be spotted until it was too late. \n'b' Crawling glaciers hunt by scent, and they consume any organic material they engulf. This typically includes herds of animals, forests, and settlements, Some who dwell in particular frigid areas, have developed tricks to change the creatures hunting route, such as enticing a direction change with a herd of animals, starting a large forest fire to drive it away or, of course, hiring a party of high-level mercenaries or heroes to harass it. \n'b' A typical crawling glacier is 15 \xe2\x80\x93 30 feet high and 20 \xe2\x80\x93 40 feet on a side, with crevasses and fissures all around its perimeter. Their weight is inestimable, as it varies not only with their dimension but with their contents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werescorpion \n'b' Family: Lycanthropes \n'b' Large giant (shapechanger), chaotic evil \n'b' Armor Class 11 ( hide in humanoid form); 13 (natural in hybrid or giant scorpion form) Hit Points 85 (10d10+30) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 6 (-2) WIS: 12 (+1) CHA: 10 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Resistances poison Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Condition Immunities poisoned Senses darkvision 60 ft., tremor sense 60 ft., passive Perception 11 Languages Common, Giant (cannot speak in giant scorpion form) Challenge 4 (1,100 XP) \n'b' SPECIAL Traits \n'b'\n'b' Shapechanger . The werescorpion can use its action to polymorph into a scorpion-hybrid or into a giant scorpion, or back into its true form, which is that of an ogre . Its statistics, other than the changes noted, are the same for each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werescorpion makes two attacks, only one of which can be with its sting. \n'b' Greatclub (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 19 (4d6+5) bludgeoning damage. \n'b' Javelin (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +7 to hit, range 40/120 ft., one target. Hit : 14 (2d8+5) piercing damage. \n'b' Sting (Giant Scorpion or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) piercing damage, plus 11 (2d10) poison damage. If the target is a giant or humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werescorpion lycanthropy. \n'b' Claw (Giant Scorpion or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d10+5) slashing damage and if the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the werescorpion may not make another attack with that claw. \n'b'\n'b' ABOUT \n'b' A nightmarish humanoid crawls from the shadows and stands before you. It is covered with an armored carapace, and its long arms end in pincers. A powerful set of humanlike arms extends from below the pincers. \n'b' It possesses a segmented tail, set with a wicked stinger. \n'b' Werescorpions are brutish creatures, no matter what race they spring from, and the ones born from ogres are exceptionally so. They move with more grace than their brethren and lack even an ogre\xe2\x80\x99s scant social skills. They tend to be loners, skulking around the edges of their tribe, and acting as a well paid, if feared, assassins. \n'b' Werescorpions are unusual among lycanthropes in that they don\xe2\x80\x99t pass their curse on by biting, instead damning others through their sting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Weretyrannosaurus \n'b' Family: Lycanthropes \n'b' Huge giant (shapechanger), chaotic evil \n'b' Armor Class 16 (scale male in humanoid form); 14 (natural in hybrid or tyrannosaurus form) Hit Points 207 (18d12+90) Speed 50 ft., swim 50 ft.\n'b' STATS STR: 29 (+9) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 18 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Arcana +6, Athletics +14, Perception +9 Damage Resistances cold \n'b' Damage Immunities lightning, thunder, bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 19 Languages Common, Giant (cannot speak in giant scorpion form) Challenge 14 (11,500 XP) \n'b' SPECIAL Traits \n'b'\n'b' Amphibious . The weretyrannosaurus can breathe air and water. \n'b' Innate Spellcasting . The weretyrannosaurus\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 17). The weretyrannosaurus can innately cast the following spells without requiring components:\n'b'\n'b'\n'b' At will : detect magic , feather fall , levitate , light \n'b' 3/day each : control weather , water breathing \n'b'\n'b' Shapechanger . The weretyrannosaurus can use its action to polymorph into a tyrannosaurus-hybrid or a tyrannosaurus, or its true form, which is a storm giant . Its statistics, other than the changes noted, are the same in each form. Any equipment it\xe2\x80\x99s wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The weretyrannosaurus makes two attacks, only one of which can be with its bite. \n'b' Greatsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6+9) slashing damage. \n'b' Rock (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12+9) bludgeoning damage. \n'b' Bite (Tyrannosaurus or Hybrid Form Only) . Melee Weapon Attack : +14 to hit, reach 10ft., one target. Hit : 35 (4d12+9) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until the grapple ends, the target is restrained and the weretyrannosaurus can\xe2\x80\x99t bite another target. If the target is a Large or larger humanoid or giant, it must succeed on a DC 17 Constitution saving throw or be cursed with weretyrannosaurus lycanthropy. \n'b' Lightning Strike (Recharge 5-6, Storm Giant or Hybrid Form Only) . The weretyrannosaurus hurls a lightning bolt at a point it can see within 500 ft. Each creature within 10 ft. of the target point must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage, or half damage on a successful save. \n'b'\n'b' ABOUT \n'b' This massive beast has a huge, well-muscled head, armed with dagger-sized teeth, and powerful arms that carry a heavy sword. \n'b' Weretyrannosaurus are extremely rare creatures as giants are typically the only creatures able to support the curse. \n'b' Within the race of storm giants, weretyrannosaurus tend to be carefully watched by outsiders. If they can keep their savage nature in check, they are champions on the battlefield. Much more often they are seen as destructive forces of nature, like the most violent and unpredictable of storms. \n'b' This bestial humanoid has dark fur, streaked with white. Its claws are massive, and its teeth gleam in the dusk.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werewolf Lord \n'b' Family: Lycanthropes \n'b' Medium humanoid (canine, human , shapechanger), chaotic evil \n'b' Armor Class 17 (natural armor) Hit points 90 (12d10 + 24) Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Skills Intimidation +6, Perception +4, Stealth +5, Survival +4 Senses passive Perception 14 Languages Common (can\xe2\x80\x99t speak in wolf form) Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The werewolf lord has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Pack Tactics. The werewolf lord has advantage on an attack roll against a creature if at least one of the werewolf lord\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . Shapechanger. The werewolf lord can use its action to polymorph into a wolf-humanoid hybrid or into a dire wolf, or back into its true form, which is Medium-sized humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werewolf lord makes two attacks: two with its longsword or longbow (humanoid form) or one with its bite and one with its claws (hybrid form). \n'b' Bite (Wolf or Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy. \n'b' Claws (Hybrid Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b' Longsword (Humanoid Form Only) . Ranged Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack . \n'b' Longbow (Humanoid Form Only) . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the werewolf lord can bark a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it is a member of the werewolf lord\xe2\x80\x99s pack. A creature can benefit from only one Leadership die at a time. This effect ends if the werewolf lord is incapacitated . \n'b'\n'b' About \n'b' This werewolf looks bigger and tougher than its fellows. \n'b' Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. Werewolf lords are the alphas of any pack, dominating smaller werewolves through threats and violence. They are capable fighters in their human form, and their aggressive nature carries over in whatever shape they take.'} |
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