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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werewolf Mauler \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form or 13 (natural armor) in hybrid or wolf form Hit Points 65 (10d8 + 20) Speed 30 ft. (40 ft. in wolf form)\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 9 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\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 that aren\xe2\x80\x99t silvered Senses passive Perception 15 Languages Common, plus up to one other language (can\xe2\x80\x99t speak in wolf form) Challenge 4 (1,100 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The werewolf can use its action to polymorph into a wolf-humanoid hybrid, or into a wolf, or back into its true form, which is humanoid . Its statistics, other than its 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' Flying Pounce (Hybrid Form Only) . If the werewolf leaps at least 15 feet directly towards a creature, and then hits it with a claw attack , the target takes an additional 9 (2d8) damage and must succeed on a DC 13 Strength saving throw, or be knocked prone . \n'b' Keen Hearing and Smell . The werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Standing Leap (Hybrid or Wolf Form Only) . The werewolf\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'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The werewolf makes three attacks: one with its bite, and two with its claws or unarmed strike. \n'b' Bite (Hybrid or Wolf 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 werewolf 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' Unarmed Strike (Humanoid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werewolf Sailor \n'b' Family: Lycanthropes \n'b' Medium humanoid (human, shapechanger), chaotic evil \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: 15 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \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 14 Languages Common (can\xe2\x80\x99t speak in wolf form) Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, 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' Keen Hearing and Smell . The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear. \n'b' Bite. (Wolf or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. \n'b' Claws . (Hybrid Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : (2d4 + 2) slashing damage. \n'b' Spear . (Humanoid Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : (1d8 + 2) piercing damage. two handed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werewolf, Young \n'b' Family: Lycanthropes \n'b' Small humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form, 13 (natural armor) in hybrid form Hit Points 22 (5d6 + 5) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Senses passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The young werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Pack Tactics . The young werewolf has advantage on an attack roll against a creature if at least one of the werewolf\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Shapechanger . The young werewolf can use its action to polymorph into a wolf-humanoid hybrid 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' Actions \n'b' Multiattack . The young werewolf makes one attack with its Bite and one with its Claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arnsenon \n'b' Large aberration , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 171 (18d10+72) Speed 15 ft., fly 40 ft. (hover), swim 80 ft.\n'b' STATS STR: 21 (+5) DEX: 16 (+3) CON: 19 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +8, Int +2 Skills Athletics +10, Perception +7, Survival +12 Damage Resistances acid, fire, necrotic, psychic; bludgeoning, piercing damage from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned , stunned Senses darkvision 300 ft., passive Perception 17 Languages -, telepathy 50 ft. Challenge 13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Frenzy . The arnsenon has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all its hit points . \n'b' Hivemind . The arnsenon\xe2\x80\x99s Intelligence score increases by 1 for each arnsenon within 60 feet. \n'b' Innate Spellcasting . The arnsenon\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The arnsenon can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts , hellish rebuke \n'b' 3/day : pass without trace \n'b' 1/day : plane shift (self only) \n'b'\n'b' Magic Resistance . The arnsenon has advantage on saving throws made against spells and other magical effects. \n'b' Unbreathing . The arnsenon does not need to breathe or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arnsenon attacks twice. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 31 (4d12+5) magical piercing damage. \n'b' Tri-Beam . Ranged Weapon Attack : +8 to hit, range 100/400 ft., one target. Hit : 25 (4d10+3) force damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Werewolverine \n'b' Family: Lycanthropes \n'b' Medium humanoid ( human , shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form, 13 (natural armor) in wolverine or hybrid form \n'b' Hit Points 78 (12d8+24) \n'b' Speed 30 ft., (40 ft. in deinonychus or hybrid form)\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 10 (+0) WIS: 15 (+2) CHA: 10 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 \n'b' Skills Perception +4 \n'b' Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren\xe2\x80\x99t silvered \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Common (can\xe2\x80\x99t speak in wolverine form) \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL Traits \n'b'\n'b' Shapechanger . The werewolverine can use its action to polymorph into a wolverine-hybrid or into a wolverine, 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' Keen Smell . The werewolverine gains advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Undying Rage (Recharges after a Short or Long Rest) . If the werewolverine takes 15 damage or less that reduces it to 0 hit points , it is instead reduced to 1 hit point. When undying rage is triggered, the werewolverine gains advantage on melee attack rolls for 1 minute, and opponents gain advantage on melee attack rolls against the werewolverine for 1 minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The werewolverine 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 : 8 (1d8+3) slashing damage. \n'b' Bite (Wolverine or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 8 (1d8+3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolverine lycanthropy. \n'b' Claw (Wolverine or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit: 9 (1d10+3) slashing damage. \n'b'\n'b' ABOUT \n'b' Werewolverines haunt the deep forests, feeding on anything that crosses their paths. They think nothing of attacking much larger predators to chase them off a kill. They boldly assault even large groups of humanoids, unless they have obvious silver or magic weapons. If they feel outclassed, they set up well-planned ambushes. \n'b' Werewolverines pair up only once a year to breed and raise their young. Even then, they cannot share food and fight violently among themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Wolfwere \n'b' Family: Lycanthropes \n'b' Medium monstrosity (shapechanger), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 50 ft. in wolf form, 30 ft. in hybrid or human form\n'b' STATS STR: 14 (+2) DEX: 27 (+3) CON: 34 (+2) INT: 22 (+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 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Cunning Action . Afabu can take a Dash , Disengage , or Hide action as a bonus action on each of his turns in combat. \n'b' Mesmerizing Gaze . As a bonus action, Afabu in wolf or human form can target one living creature within 30 feet that it can see with its mesmerizing gaze. If the targeted creature can see Afabu, then the targeted creature must make a successful DC 12 Charisma saving throw or be stunned for 1d4 rounds. A creature that is capable of taking actions can, at the start of its turn, look away to avoid Afabu\xe2\x80\x99s gaze for one complete round. If it targets Afabu while averting its gaze, it suffers all the usual penalties for attacking an unseen target. Creatures that are blind, unconscious , or unable to see Afabu for any other reason are immune to this attack . \n'b' Shapechanger . Afabu can change from its wolf form or human form to its hybrid form as a bonus action. Changing from wolf form directly to human form or vice versa takes an action. In wolf form, it is indistinguishable from a normal wolf. \n'b' Sneak Attack . Afabu can deal an extra 3d6 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 Afabu doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Uncanny Dodge . When an attacker that Afabu 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' Multiattack (Hybrid Form Only) . Afabu makes two melee attacks . \n'b' Bite (Wolf Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage and the target must make a successful DC 13 Dexterity saving throw or be knocked prone . \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' Shortsword (human and hybrid Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lycus \n'b' Medium fiend (canine, devil , shapechanger), lawful evil \n'b' Armor Class 17 (natural armor) Hit points 120 (16d8 + 48) Speed 30 ft. (50 ft. in wolf form)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +9, Wis +9, Cha +9 Skills Arcana +9, Deception +9, Insight +9, Perception +9, Persuasion +9 Damage Resistances acid, cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) \n'b' Special Traits \n'b'\n'b' Keen Hearing and Smell . The lycus has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Innate Spellcasting . The lycus\xe2\x80\x99 innate spellcasting ability is Charisma (spell save DC 17). The lycus can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : alter self , darkness , invisibility (self only) \n'b'\n'b' Magic Resistance . The lycus has advantage on saving throws against spells and other magical effects. Magic Weapons. The lycus\xe2\x80\x99 weapon attacks are magical. Shapechanger. The lycus can use its action to polymorph into a hell wolf, or back into its true form, which is a Medium-sized humanoid. Its statistics, other than its 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' Spellcasting . The lycus is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lycus has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , minor illusion , prestidigitation \n'b' 1st level (4 slots) : crippling track*, let me in*, pack friend*, silencing gaze* \n'b' 2nd level (3 slots) : detect thoughts , mirror image , phantasmal force, suggestion \n'b' 3rd level (3 slots) : blinding gaze*, fireball , huff and puff* \n'b' 4th level (3 slots) : banishment , howling fog* \n'b' 5th level (2 slots) : contact other plane , hold monster \n'b' 6th level (1 slot) : chain lightning \n'b' 7th level (1 slot) : finger of death \n'b' 8th level (1 slot) : melanchoic lycanthropia* \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid Form Only) . The lycus makes two attacks with its longsword. \n'b' Bite (Hell Wolf Form Only) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone . \n'b' Longsword (Humanoid Form Only) . Ranged Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands to make a melee attack . \n'b' Fire Breath (Recharge 5-6) . The lycus exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This fiendish being resembles a tall humanoid with pitch-black skin, sunken eyes, and long dark hair. \n'b' Lycus are tempters of the flesh, offering lycanthropy in exchange for some service. Only they hold the secret to turning a humanoid into a werewolf, a secret they guard with their lives.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crawling Hand \n'b' Tiny undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 7 (3d4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 11 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Immunities poison Condition Immunities exhaustion , paralyzed , poisoned , stunned , unconscious Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages of its creator, but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Leap . The crawling hand\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to five feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Grab . Melee Weapon Attack : +3 to hit, reach 0 ft., one target. Hit : The crawling hand attaches to the target. At the beginning of the crawling hand\xe2\x80\x99s next turn, the target begins suffocating and cannot cast spells that require verbal components. The target or another creature can use an action to make a DC 13 Strength check to pull the crawling hand off, removing it on a successful check. \n'b'\n'b' ABOUT \n'b' Crawling hands are horrid necromantic creations that wander darkened areas, often crypts, in search of living prey to choke the life out of them. Some are made by foul magics that seek to create swarms of lesser minions to guard areas and commit assassinations. Other crawling hands are the result of careless adventurers who hack away at zombies with little regard to the lingering necromantic energies that might reanimate severed parts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lykopard \n'b' Medium monstrosity , chaotic evil \n'b' Armor Class 12 \n'b' Hit Points 27 (6d8) \n'b' Speed 50 ft., climb 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 11 (+0) INT: 9 (-1) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages Abyssal, Gnoll \n'b' Challenge 1/4 (50 XP) \n'b' SPECIAL Traits \n'b'\n'b' Caustic Blood . Any non-magical piercing or slashing weapon made of metal that hits the lykopard corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical piercing ammunition made of metal that hits the lykopard is destroyed after dealing damage. \n'b' Keen Smell . The lykopard has advantage on Wisdom (Perception) checks that rely on smell. \n'b' Mimicry . The lykopard can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. \n'b' Pack Tactics . The lykopard has advantage on an attack roll against a creature if at least one of the lykopard\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Pounce . If the lykopard moves at least 20 feet straight towards a creature and then hits with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the lykopard can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) slashing damage. \n'b'\n'b' ABOUT \n'b' Cunning and cruel, lykopards hunt in roaming packs that can pick a countryside or town clean. \n'b' A lykopard can imitate the sounds of frightened or wounded children and puppies to lure in prey, and its blood rusts steel. \n'b' Lykopards are intelligent and evil. Often a pack can ally with a gnoll tribe, but these beasts offer loyalty to no one and can riot against their own pack mates and family when driven by hunger or greed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lymarien \n'b' Tiny fey , neutral good \n'b' Armor Class 13 Hit Points 5 (2d4) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 1 (-5) DEX: 17 (+3) CON: 10 (+0) INT: 7 (-2) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 1/8 (25 XP) \n'b' Special Traits \n'b' Distracting Swoop . If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check. \n'b' Speak with Beasts . The lymarien can communicate with beasts as if they shared a language. \n'b' Actions \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' About \n'b' A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes. \n'b' Miniscule Fey . Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like morkos. \n'b' Guardians of the Young . Lymariens have a fondness for fey and animal young, sometimes putting their lives at risk against superior opponents to save such creatures. When faced with a particularly powerful threat, lymariens form into massive, short-lived swarms, gaining potent magical abilities in the process.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lymarien Swarm \n'b' Large swarm of Tiny fey, neutral good \n'b' Armor Class 14 Hit Points 90 (12d10 + 24) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 8 (-1) DEX: 19 (+4) CON: 14 (+2) INT: 7 (-2) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +7 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses darkvision 60 ft., passive Perception 14 Languages Sylvan Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Distracting Beauty . A creature that starts its turn in the lymarien swarm\xe2\x80\x99s space must succeed on a DC 15 Wisdom saving throw or be distracted by the swarm\xe2\x80\x99s luminous eyes and fluttering wings until the end of its next turn. A distracted creature has disadvantage on Wisdom ( Perception ) checks and on attack rolls against the lymarien swarm. \n'b' Speak with Beasts . The lymarien swarm can communicate with beasts as if they shared a language. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny lymarien. The swarm can\xe2\x80\x99t regain hp or gain temporary hp . \n'b' Innate Spellcasting . The lymarien swarm\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : dancing lights , minor illusion \n'b' 3/day each : hypnotic pattern , sleep (affects 9d8 hp ) \n'b'\n'b' Actions \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 0 ft., one creature in the swarm\xe2\x80\x99s space. Hit : 21 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half its hp or fewer. \n'b' Flight of the Fey (Recharge 4-6) . The lymarien swarm lifts a Large or smaller creature in its space. The target must succeed on a DC 15 Dexterity saving throw or be lifted directly upward to a height up to the swarm\xe2\x80\x99s flying speed. When the swarm moves, the lifted creature moves with it. At the end of the swarm\xe2\x80\x99s turn, the swarm drops the creature, which takes falling damage as normal. \n'b' Lymarien Familiars \n'b' Some lymarien might choose to serve a good-aligned spellcaster as a familiar. Such lymarien have the following trait. \n'b' The lymarien can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the lymarien senses as long as they are within 1 mile of each other. While the lymarien is within 10 feet of its companion, the companion shares the lymarien\xe2\x80\x99s Speak with Beasts trait. At any time and for any reason, the lymarien can end its service as a familiar, ending the telepathic bond .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lyngbakr \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 348 (24d20+96) \n'b' Speed 50 ft., swim 120 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 \n'b' Senses blindsight 120 ft., passive Perception 18 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 19 (22,000 XP) \n'b' SPECIAL Traits \n'b'\n'b' Echolocation . The lyngbakr can\xe2\x80\x99t use its blindsight while deafened. \n'b' Hold Breath . The lyngbakr can hold its breath for 90 minutes. \n'b' Keen Hearing . The lyngbakr has advantage on Wisdom (Perception) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lyngbakr makes three attacks: two with its claws and one with its bite. \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 42 (10d6+7) piercing damage. \n'b' Claw . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 40 (6d10+7) bludgeoning damage, and the target is grappled (escape DC 16). The lyngbakr has two claws, each of which can grapple one target. \n'b'\n'b' ABOUT \n'b' Lyngbakr are just another fabled danger for oceanic sailors, treasure hunters and island dwellers. They don\xe2\x80\x99t usually attack sentient beings unless feeling threatened or very hungry. \n'b' Their crab legs allow lyngbakrs to move onto land at surprising speed though the creatures must be careful not to venture too far from deep water, otherwise they are at risk of death for dehydration. \n'b' Lyngbakr are said to sing wonderfully in the mating season, using the percussive sound of their pincers clacking to accompany their calls. Their eggs hatch in great nests on the beaches of desert islands, and the young are helped by their parents to reach water. \n'b' A famous variant of this creature is the hermit lyngbakr, living in the discarded shells of gigantic molluscs. Native people follow casts of hermit lyngbakrs in groups, taking their abandoned shells as houses or precious material for armor and jewels.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lynx \n'b' Small beast , unaligned \n'b' Armor Class 12 Hit Points 16 (3d6 + 6) Speed 50 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Keen Smell . The lynx has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the lynx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone , the lynx can make one bite attack against it as a bonus action. \n'b' Actions \n'b' Multiattack . The lynx makes three attacks: 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) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lynx, War \n'b' Medium beast , unaligned \n'b' Armor Class 15 (studded leather protection) Hit Points 26 (4d8 + 8); Wound Threshold 7 Speed 40 ft., climb 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception * +5, Stealth +5 Senses darkvision 120 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The war lynx has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the war lynx moves at least 20 feet straight toward a Medium or smaller creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone and grappled (escape DC 13). If the target is prone , the warlynx can make one bite attack against it as a bonus action. Until this grapple ends, the warlynx can\xe2\x80\x99t make a bite attack against another target. \n'b' Sneak Attack (1/Turn) . The war lynx deals an extra 3 (1d6) damage when it hits a target with a weapon attack if it has advantage on the attack roll. It doesn\xe2\x80\x99t need advantage on the attack roll if one of its allies is within 5 feet of the target, that ally isn\xe2\x80\x99t incapacitated , and the war lynx doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Sunlight Sensitivity . While in sunlight, the war lynx has disadvantage on attack rolls, as well as on Wisdom ( Perception , Survival ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Cunning Action . The war lynx can use a bonus action to take the Dash , Disengage , or Hide action. \n'b'\n'b' ABOUT \n'b' The world of caves and caverns begins close to the surface and extends deep underground along the roots of Eana, or from oases. The more fresh water and air an area has, the greater the biodiversity. This chapter will introduce you to the creeping and crawling flora and fauna of the Netherworld, which hide from the light and suddenly pounce on careless travelers. These include the plants, beasts, oozes, monstrosities, and dragons that make up the wildlife of this subterranean world.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lythic \n'b' Medium elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 15 (+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 +3 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Terran Challenge 3 (700 XP) \n'b' Special Traits \n'b' Blend With Stone . The lythic has advantage on Dexterity ( Stealth ) checks in rocky terrain, and can take the Hide action whenever it is within 10 feet of some sort of stone, and remains hidden unless it moves or attacks. \n'b' Earth Glide . The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn\xe2\x80\x99t disturb the material it moves through. \n'b' Fury of the Earth . Whenever the lythic starts its turn with half its hit points or fewer, it flies into a berserker-like rage. On each of its turns while berserk, the lythic deals an additional 7 (2d6) damage with its slam attack . \n'b' Actions \n'b' Multiattack . The lythic makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) bludgeoning damage. \n'b' About \n'b' This creature appears to be a Medium sized humanoid composed of smoothly formed rock. Its features are human-like though emotionless. \n'b' Lythics are creatures from the Elemental Plane of Earth. There, they spend their time in huge underground caverns with others of their race or in the company of earth elementals. Some lythics serve the elder elemental lords as spies, using their skills of going unnoticed to sneak into the palaces of arch-rivals. \n'b' Lythics occasionally punch through a vortex or portal and wind up on the Material Plane. Other outer planes (save some of the more desolate Abyssal planes) hold no interest for the lythic. On the Material Plane, they spend their time underground or gliding through mountains, devouring minerals as they move along. Occasionally, a lythic\xe2\x80\x99s elemental master sends it on a mission into the Material Plane. \n'b' Lythics are not particularly fond of pechs and generally avoid them or attack on sight. They rarely associate with other elemental creatures. \n'b' Lythics are not particularly hostile unless threatened. \n'b' When a party of would-be delvers enters its domain, the lythic often trails them by blending with surrounding stone. If detected, a lythic usually flees unless attacked. Once in combat, however, a lythic rarely backs down and often fights until it is killed or its opponents are dead or fleeing.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arrow \n'b' Medium fey , chaotic neutral \n'b' Armor Class 19 (+2 studded leather) Hit Points 143 (22d8 + 44) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 20 (+5) CON: 18 (+4) INT: 14 (+2) WIS: 10 (+0) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +9, Charisma +9 Skills Acrobatics +9, Persuasion +9 Senses darkvision 60 ft., passive Perception 10 Languages Sylvan, Common Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Fey Step (Recharge 4-6) . As a bonus action, Arrow can teleport up to 30 feet to an unoccupied space he can see. \n'b' Innate Spellcasting . Arrow\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). Arrow can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' At will : detect magic , druidcraft, faerie fire \n'b' 3/day : charm person , control water , counterspell , fog cloud , sleep , water walk \n'b' 1/day : banishment , confusion , gust of wind , project image \n'b'\n'b' Magic Resistance . Riverwind has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . Riverwind\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . Arrow makes two attacks. \n'b' +2 Longsword . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) piercing damage. \n'b' +3 Longbow . Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 11 (1d8 + 7) piercing damage. \n'b' Whirlwind (Recharge 4-6) . Each creature in a 10 ft. radius centered on Arrow must make a DC 17 Strength saving throw. On a failure, a target takes 40 (9d8) bludgeoning damage and is flung up to 30 feet away from Arrow in a random direction and knocked prone . If a thrown target strikes an object, such as a tree or rock, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone . If the saving throw is successful, the target takes half the bludgeoning damage and isn\xe2\x80\x99t flung away or knocked prone . \n'b'\n'b' About \n'b' Arrow is always at the center of some kind of drama. Even though he has been around for hundreds of years, he is emotionally immature and impulsive. \n'b' Winds of Change . This arch fey can conjure winds around himself to great affect. \n'b' Moody Blue . Arrow is a brooding loner who enjoys his solitude. This lost soul is now questioning his place in the Unseelie Court and is making overtures towards the rival court.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mad Monk \n'b' Medium humanoid (any race), lawful evil \n'b' Armor Class 17 Hit Points 55 (10d8 + 10) Speed 45 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 +7, Athletics +4, Perception +6, Religion +3 Damage Resistances fire Senses passive Perception 16 Languages Common and one other Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Martial Fury . As a bonus action, the monk can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn. \n'b' Unarmored Defense . If the monk isn\xe2\x80\x99t wearing armor or using a shield their AC equals 10 + their Dexterity modifier + their Wisdom modifier. \n'b' Actions \n'b' Multiattack . The monk makes two unarmed attacks or dart attacks, or one quarterstaff attack. \n'b' Unarmed Attack . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Fiery Dart . Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 4 (1d8) fire damage. \n'b' Fiery Quarterstaff . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) bludgeoning damage plus 9 (2d8) fire damage. \n'b' Reactions \n'b' Deflect Missile . In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by 1d10 + 4. \n'b' Hellish Rebuke . If the monk is hit by a melee attack it can use a reaction to do 4 (1d8) fire damage. \n'b' Slow Fall . The mad monk can use its reaction when it falls to reduce any falling damage it takes by 40 hit points . \n'b' About \n'b' Some monks don\xe2\x80\x99t reach enlightenment in their training and get lost on a dark path. These martial warriors are impulsive and extremely deadly in combat. Their eyes are strangely red and they usually wear black robes. Mad monks must shave their heads in regular rituals. \n'b' Furious Faction . Although somewhat unpredictable, they are always part of large evil factions. Mad monks serve and honor the factions\xe2\x80\x99 strict hierarchy. An ancient monastery serves as headquarters for the organization. \n'b' Controlled Chaos . Mad monks attack with a blind wrath, like wild beasts. They never retreat and will sacrifice themselves without a second thought. Seeing them in action is like watching a fire dance. \n'b' Hell Raisers . In combat the mad monk uses fiery weapons created by devils. Some of them make pilgrimages to Hell itself. This has become known as the Infernal Path.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mad Piper \n'b' Large construct , neutral \n'b' Armor Class 12 (padded armor) Hit Points 19 (3d8 + 6) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 5 (-3) WIS: 7 (-2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Performance +5 Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , prone Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Void Speech, but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Inspire . As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw. \n'b'\n'b' Actions \n'b'\n'b' Screaming Flail . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage. \n'b' Terrible Dirge . The mad piper plays a haunting dirge. Each creature of the mad piper\xe2\x80\x99s choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the mad piper\xe2\x80\x99s Terrible Dirge for the next 24 hours. \n'b'\n'b' About \n'b' A gray mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core. \n'b' Mad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones. \n'b' The Ritual . During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre\xe2\x80\x99s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of gray flesh.\xc2\xa0Their minds, souls, and bodies forcefully merged, they start to play. \n'b' Pets and Mascots . Mad pipers aren\xe2\x80\x99t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators. \n'b' True Pipers . Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones. \n'b' Construct Nature . The mad piper doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crawling Horde \n'b' Gargantuan swarm of Medium undead , neutral evil \n'b' Armor Class 9 \n'b' Hit Points 155 (10d20 + 50) \n'b' Speed 40 ft., burrow 20 ft., climb 30 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 20 (+5) INT: 4 (\xe2\x80\x933) WIS: 7 (\xe2\x80\x932) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9 \n'b' Damage Vulnerabilities bludgeoning, piercing, slashing \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , stunned \n'b' Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 8 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Grappler . The crawling horde has advantage on attack rolls against any creature grappled by it. \n'b' Magic Resistance . The crawling horde has advantage on saving throws against spells and other magical effects. \n'b' Swarm . The horde can occupy another creature\xe2\x80\x99s space and vice versa, and the horde can move through any opening large enough for a Medium zombie . The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Undead Fortitude . If damage reduces the crawling horde to 0 hit points , it is entitled to make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the crawling horde drops to 1 hit point instead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crawling horde makes five attacks: four with its slam and one to mob. \n'b' Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b' Mob . Melee Weapon Attack : +9 to hit, reach 0 ft., one Large or smaller creature in the horde\xe2\x80\x99s space. Hit : 19 (4d6 + 5) bludgeoning damage. Also, the target is grappled (escape DC 15). There is no limit to the number of creatures the crawling horde can mob. \n'b'\n'b' ABOUT \n'b' Entire towns meet their demise at the hands of the fiends of the Underhell, and any survivors have the unfortunate task of handling the burial of these dead. As the fiends of the Underhell slaughter countless mortals, finding enough graves to bury these dead frequently proves all but impossible, leading to most victims ending up in enormous, mass graves. Through the power of the Underhell\xe2\x80\x99s fell energies, many of these mass graves become the site of large, undead uprisings. In rare cases, these corpses rise in the same instant, creating a sort of hive-mind or shared consciousness. These corpses move in unison as large masses of undead known as \xe2\x80\x9ccrawling hordes.\xe2\x80\x9d \n'b' Crawling hordes move about like enormous snakes or ocean waves of undead. They seek any living creatures they can add to their constantly shifting mass. A crawling horde makes use of its endless corpses to move about, with each extremity used as part of its locomotion, either to crawl along the ground or to dig through the earth at an accelerated rate. The dozens of arms and legs allow a crawling horde a surprising amount of speed and mobility, making it difficult to escape the monstrosity\xe2\x80\x99s clutches. Victims caught in a crawling horde\xe2\x80\x99s grasp find themselves moved along the creature\xe2\x80\x99s form, passed from corpse to corpse. \n'b' The excessive energies required to animate a crawling horde grant it a formidable resistance to magical effects. Clerics and paladins have difficulty using their divinely charged abilities to turn or unmake a crawling horde, and due to the relative insignificance of a particular corpse, a crawling horde hardly reacts to attacks from weapons. As such, any who know of the terror that is a crawling horde prefer to run from the monstrosity rather than attempt to combat it. In many cases where a crawling horde is destroyed, its component corpses will continue to animate as shamblers. \n'b' This enormous mass of corpses writhes and undulates like a snake with each corpse grasping outward. The countless corpses and body parts intertwine, making it all but impossible to identify any individuals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Madremonte \n'b' Large fey , chaotic neutral \n'b' Armor Class 18 natural armor Hit Points 189 (18d10 + 90) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 15 (+2) WIS: 17 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +10, Athletics +9, Intimidation +10, Nature +6, Perception +7, Survival +7 Damage Resistances poison; bludgeoning, slashing, and piercing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 17 Languages Common, Sylvan; can speak with and understand all beasts as if she shares a language with them Challenge 12 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nature\xe2\x80\x99s Champion . The madremonte can bolster beast and plant allies within 100 feet of her. Such creatures have advantage on saving throws and attack rolls as long as they can see the madremonte. \n'b' Innate Spellcasting . The madremonte\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). The madremonte can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : druidcraft, mold earth, poison spray \n'b' 3/day each : entangle , move earth , spike growth , tree stride \n'b' 1/day each : control weather , storm of vengeance \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The madremonte makes two attacks. \n'b' Cudgel . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 14 (4d6) poison damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 11 (2d8 + 2) and 14 (4d6) poison damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The madremonte 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 madremonte regains spent legendary actions at the start of her turn. \n'b'\n'b' Move . The madremonte moves up to half her speed without provoking an opportunity attack. \n'b' Cudgel (Costs 2 Actions) . The madremonte makes a cudgel attack. \n'b' Cast a Spell (Costs 3 Actions) . The madremonte casts one of her spells. \n'b'\n'b' ABOUT \n'b' Nature can manifest as terrible natural disasters and frightening beasts. It can also occasionally form a madremonte. These powerful beings have been mistaken for goddesses in the past. Given their power over nature, it is not surprising to see why. \n'b' A typical madremonte tends to be vigilant about protecting her domain, and militant about punishing those who would transgress against the flora and fauna within that domain. It is not uncommon for a madremonte to form armies out of the land\xe2\x80\x99s fiercest beasts and plants and pushing away any so-called civilizations so that they don\xe2\x80\x99t disturb the natural environment. \n'b' Though they can be seen as cold and unforgiving, madremontes are typically kind and gentle spirits when not provoked. A madremonte can even collaborate and coexist with druid enclaves and the occasional elven community, so long as they follow her stringent guidelines and lend aid when necessary.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Madremonte \n'b' Large fey , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 21 (+5) DEX: 15 (+2) CON: 20 (+5) INT: 15 (+2) WIS: 17 (+3) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +10, Athletics +9, Intimidation +10, Nature +6, Perception +7, Survival +7 Damage Resistances poison; bludgeoning, slashing, and piercing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 17 Languages Common, Sylvan; can speak with and understand all beasts as if she shares a language with them Challenge 12 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Nature\xe2\x80\x99s Champion . The madremonte can bolster beast and plant allies within 100 feet of her. Such creatures have advantage on saving throws and attack rolls as long as they can see the madremonte. \n'b' Innate Spellcasting . The madremonte\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 18). The madremonte can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : druidcraft, mold earth, poison spray \n'b' 3/day each : entangle , move earth , spike growth , tree stride \n'b' 1/day each : control weather , storm of vengeance \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The madremonte makes two attacks. \n'b' Cudgel . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage and 14 (4d6) poison damage. \n'b' Longbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 11 (2d8 + 2) and 14 (4d6) poison damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The madremonte 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 madremonte regains spent legendary actions at the start of her turn. \n'b'\n'b' Move . The madremonte moves up to half her speed without provoking an opportunity attack . \n'b' Cudgel (Costs 2 Actions) . The madremonte makes a cudgel attack . \n'b' Cast a Spell (Costs 3 Actions) . The madremonte casts one of her spells. \n'b'\n'b' ABOUT \n'b' Nature can manifest as terrible natural disasters and frightening beasts. It can also occasionally form a madremonte. These powerful beings have been mistaken for goddesses in the past. Given their power over nature, it is not surprising to see why. \n'b' A typical madremonte tends to be vigilant about protecting her domain, and militant about punishing those who would transgress against the flora and fauna within that domain. It is not uncommon for a madremonte to form armies out of the land\xe2\x80\x99s fiercest beasts and plants and pushing away any so-called civilizations so that they don\xe2\x80\x99t disturb the natural environment. \n'b' Though they can be seen as cold and unforgiving, madremontes are typically kind and gentle spirits when not provoked. A madremonte can even collaborate and coexist with druid enclaves and the occasional elven community, so long as they follow her stringent guidelines and lend aid when necessary.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maenad \n'b' Medium fey , chaotic evil \n'b' Armor Class 13 Hit Points 110 (13d8 + 52) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 19 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +6, Wis +6 Skills Deception +7, Intimidation +7, Perception +5, Persuasion +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Impassioned . A maenad is immune to the spell calm emotions . Magic Resistance . The maenad has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The maenad uses Maenad Dance. Then the maenad attacks twice, once with its bite and once with its claws. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 7 (1d6+4) piercing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21 (6d6) poison damage, or half on a successful save. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4+4) slashing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21(6d6) poison damage, or half on a successful save. Mad Feast (1/Day). The maenad conjures a supernatural feast. Creatures eating from this feast gain advantage on Strength and Constitution ability checks and saving throws, 1d8 temporary hit points , and advantage on saving throws against being frightened for 12 hours. Creatures affected also have disadvantage on Wisdom saving throws (except against being frightened ), and find it more compelling to engage in debauchery, excess, and violence. \n'b' Maenad Dance . Each creature within a 60-foot radius of the maenad who can see the maenad must must succeed on a DC 15 Wisdom saving throw or be affected as the spell confusion with a duration of 1 minute. At the end of each of its turns, an affected target can make a new saving throw. If it succeeds, this effect ends for that target. A creature that successfully saves is immune to that maenad\xe2\x80\x99s Maenad Dance for 24 hours. Creatures that are immune to being charmed are unaffected. Murderous Command . A creature within 30 feet the maenad can see must make a DC 15 Wisdom saving throw. On a failed save, on the affected creature\xe2\x80\x99s next turn they must make an Attack using a melee weapon attack or unarmed strike against its nearest ally. The affected creature must use its movement to move closer to its ally if it is not within reach. The affected creature attacks to the best of its ability using its most effective melee attack but does not use features with a limited number of uses. Creatures that are immune to being charmed are unaffected. \n'b' Panacea (3/Day) . The maenad removes poisoned or one level of exhaustion from a creature it touches. \n'b' Weird Charm (3/Day) . The maenad targets one humanoid or beast that it can see within 30 feet of it. If the target can see the maenad, it must succeed on a DC 15 Wisdom saving throw or be magically charmed . The charmed creature regards the maenad as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the maenad\xe2\x80\x99s control, it takes the maenad\xe2\x80\x99s requests or actions in the most favorable way it can. Each time the maenad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the maenad dies, is on a different plane of existence from the target or ends the effect as a bonus action. If a target\xe2\x80\x99s saving throw is successful, the target is immune to the maenad\xe2\x80\x99s Weird Charm for the next 24 hours. The maenad can have no more than one humanoid or beast charmed at a time.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magdalene \n'b' Large fiend , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 202 (15d10 + 120) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 27 (+8) INT: 10 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities exhaustion, petrified Senses darkvision 90 ft., passive Perception 10 Languages Abyssal, Common, Infernal, telepathy 120 ft. Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Limited Magic Immunity . The magdalene can\xe2\x80\x99t be affected or detected by spells of 5th level or lower unless it wishes to be. If also can\xe2\x80\x99t be sent to another plane of existence or teleported unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b' Magic Weapons . The magdalene\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The magdalene makes three melee attacks: two with its fists and one to crush. \n'b' Crush . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 27 (6d6 + 6) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or fall prone. Then, each maggot within 5 feet of the target can use its reaction to make a melee attack to hit the target. If at least one maggot hits and at least three maggots used their reactions (whether more than one hit or not), the target is grappled by all the maggots that used their reactions. The DC to escape the grapple equals 13 + number of grappling maggots; success on the ability check to escape the grapple frees the target from all maggots. Until the grapple ends, the target is restrained and blinded, and the grappling maggots can\xe2\x80\x99t attack other targets. \n'b' Fist . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Thrown Maggot . There must be a void maggot within 5 feet of the magdalene for it to use this attack. Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 25 (3d12 + 6) bludgeoning damage and the thrown maggot lands in the nearest unoccupied space to the target. \n'b' Conjure Maggots (Recharge 6) . The magdalene magically summons 6 howling maggots (page 207) that appear in unoccupied spaces within 30 feet. Roll initiative for the maggots as a group, which has its own turns. \n'b'\n'b' REACTIONS \n'b'\n'b' Maggot Ward . When the magdalene is hit by an attack from a creature it can see, it chooses a void maggot within 5 feet to be hit instead. The magdalene can use this reaction even if it has already used its reaction this round. \n'b'\n'b' ABOUT \n'b' A magdalene is little more than a mobile gateway for the spawning of void maggots. It roams anywhere its legions or Archlord needs it, leaving maggots in its wake like a festering plague. It seeks to sate its incredible hunger by devouring all those who stand in its path so it can conjure more maggots to blanket the earth. This fourth-circle fiend generally prefers to lead from the rear, keeping as many minions between it and enemies as possible. \n'b' Surrogate Doomgate . The magdalene functions like a supplemental Doomgate, limited to allowing void maggots and similarly minor fiends to travel through it. This magic makes it extremely dangerous if left unchecked, because it can swell an invading fiend army\xe2\x80\x99s common infantry quickly. \n'b' Sanguine Sense . Because of the magdalene\xe2\x80\x99s exceptional similarity and connection to its Doomgate, it can detect any creature with a Sanguine Ward within 6 miles. \n'b' Legions . Magdalene fiends typically serve as generals of the Hades, Pandemonium, and Sheol legions. \n'b' This creature resembles an immense, grotesque human woman. Mutated, writhing flesh sags from her body and arms hang almost to the ground around her cracked hooves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mage-King \n'b' Medium humanoid (any), neutral \n'b' Armor Class 21 (+3 adamantine plate) \n'b' Hit Points 237 (25d8+125) \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 15 (+0) CON: 20 (+5) INT: 22 (+6) WIS: 13 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +10, Dex +8, Wis +9 \n'b' Skills Arcana +14, Athletics +10, Deception +13, History +14, Insight +9, Investigation +14, Perception +9 \n'b' Damage Resistances acid, cold, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing damage \n'b' Damage Immunities poison \n'b' Condition Immunities blinded , charmed , deafened , frightened , poisoned \n'b' Senses passive Perception 19 \n'b' Languages Common, Draconic, any 8 others \n'b' Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Epic Armor . The mage-king has advantage on Strength , Dexterity , and Constitution saving throws, and he is immune to critical hits. \n'b' Legendary Resistance (3/Day) . If the mage-king fails a saving throw, he can choose to succeed instead. \n'b' Magus Spell Attacks . When taking the Attack action with melee weapons, the mage-king can forego making one of his attacks to instead cast a spell with a casting time of 1 bonus action or 1 action. \n'b' Spellcasting . The mage-king is a 23rd-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). He has the following spells prepared and requires only somatic components to cast them: Cantrips: acid splash , chill touch , light , mage hand , mending , shocking grasp \n'b'\n'b' 1st (4 slots) : charm person , command , detect magic , identify , magic missile , shield \n'b' 2nd (4 slots) : detect thoughts , hold person , ray of enfeeblement , scorching ray , suggestion \n'b' 3rd (4 slots) : animate dead , counterspell, dispel magic , fly , lightning bolt \n'b' 4th (4 slots) : dimension door , freedom of movement , greater invisibility , phantasmal killer , polymorph \n'b' 5th (3 slots) : cone of cold , dominate person , hold monster , mislead , telekinesis \n'b' 6th (2 slots) : chain lightning , disintegrate , globe of invulnerability , true seeing \n'b' 7th (2 slots) : fire storm , forcecage , plane shift , teleport \n'b' 8th (2 slots) : antimagic field , control weather , dominate monster , incendiary cloud \n'b' 9th (1 slot) : foresight , gate , power word kill \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mage-king attacks four times, or casts a spell and attacks twice. \n'b' King\xe2\x80\x99s Blade . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 13 (2d6+5) magical slashing damage plus 45 (10d8) force damage. \n'b'\n'b' ABOUT \n'b' Heavy is the head that wears the crown, and the burden is made all the heavier when it is won by way of magic. Typically a successful adventurer that has reached the twilight of their career, mage-kings are very experienced and shrewd\xe2\x80\x94they know the tricks of the trade and what to expect from people like themselves. Most do not take well to the royal life and grow bored however, welcoming the intrigue offered by meddlesome adventurers. \n'b' When they are assaulted a mage-king first relies on servants for protection, covering the immediate area with a globe of invulnerability and watching how a group of attackers fare. Should someone get past their bodyguards they take up the sword, testing martial prowess and using an antimagic field if they believe they have the upperhand in bladework. Bored as they might be a mage-king still values their life and retreats as soon as it becomes clear they are in danger of dying, usually after by ducking into or past a vault of riches sure to distract pursuers.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magebane Ooze \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 85 (10d10 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 14 (+2) DEX: 5 (-3) CON: 16 (+3) INT: 10 (+0) WIS: 8 (-1) CHA: 1 (\xe2\x80\x935) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +0 Damage Resistances acid, cold, fire, lightning, necrotic, radiant, thunder Damage Immunities force Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b' Corrode Magic . Any magical weapon that hits the ooze has some of its magic stripped away. After dealing damage, the weapon takes a cumulative -1 penalty to attack and damage rolls . If the penalty reaches -3, the weapon permanently becomes a mundane version of that weapon type. A weapon affected by this magical draining reduces the penalty by 1 at the end of each long rest. Magical ammunition that hits the ooze becomes mundane immediately after dealing damage. \n'b' False Appearance . While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 36 (8d8) force damage. In addition, magical armor worn by the target begins to be stripped of its power and takes a cumulative -1 penalty to the AC it offers. If the penalty reaches -3, the armor permanently becomes a mundane version of that armor type. Armor affected by this magical draining reduces the penalty by 1 at the end of each long rest. \n'b'\n'b' REACTIONS \n'b'\n'b' Feed . When a magebane ooze takes damage from a spell attack , it can reduce the damage from that attack to 0 and instead regains hit points equal to the damage that was originally dealt. \n'b'\n'b' ABOUT \n'b' Made for Spite . Magebane oozes were created by an irritable wizard to wreak havoc on rivals. Unfortunately for him, his creations got loose before he could unleash them, making him their first victim. \n'b' Devourers of Magic . Magebane oozes feed on magical energies. Although they can survive for years without feeding, they do so by going dormant. An active ooze shrivels quickly if it lacks a source of magic. \n'b' Unusually Intelligent . Because their creator intended them to attack other wizards, he experimented to provide them greater intellect than most oozes. As a result, they strategize and can set traps for their prey. \n'b' Inquisition Tool . The Arcanist Inquisition has recently learned of the existence of magebane oozes, and inquisitors are in the process of capturing the strange oozes to use against their magic-wielding foes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mageplant, Flash Freeze \n'b' Huge plant , unaligned \n'b' Armor Class 18 (natural armor) Hit Points 200 (16d12 + 96) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 1 (\xe2\x80\x935) WIS: 15 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire, bludgeoning, piercing Damage Immunities cold Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the flash freeze remains motionless, it appears indistinguishable from a normal tree. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The flash freeze makes three chill slam or two ice boulder attacks. \n'b' Chill Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage and 9 (2d8) cold damage. \n'b' Ice Boulder . Ranged Weapon Attack : +10 to hit, range 60/180 ft., one target. Hit : 22 (3d10 +6) bludgeoning damage and 16 (3d10) cold damage. \n'b' Flash Freeze (Recharge 6) . The flash freeze\xe2\x80\x99s namesake ability causes the temperature around it to suddenly drop, forcing all creatures within a 30-foot radius to make a DC 18 Constitution saving throw. A creature that fails the save takes 45 (10d8) cold damage or half as much on a successful one. A creature that is reduced to 0 hit points by this attack is stable and petrified into a statue of ice for 1 minute. \n'b'\n'b' ABOUT \n'b' Creations of Magic . Mageplants don\xe2\x80\x99t come into being by ordinary means. Each was the result of magical experimentation or intentional cultivation by arcanists, druids, or other powerful creatures. \n'b' A Deadly Surprise . Mageplants usually look like mundane plant life, making them a particularly nasty hazard for those not trained in the differences. When that rose begins spitting fire or a vine drags you into the earth, it\xe2\x80\x99s not likely to be a good day. \n'b' Thunderblossoms . These explosive plants look like small rose bushes that grow low to the ground. When active, they scuttle in and out of the fray, allowing their blooms to explode, sending seeds (and destruction) everywhere. \n'b' Lightning Vines . These masses of vines grow small blue blooms that hum with electricity. They lash out, grappling living creatures to deliver heart-stopping shocks. \n'b' Flash Freezes . These white-barked trees bear frosty blue leaves and snow-white blossoms. They enjoy leaching the warmth out of nearby living creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mageplant, Lightning Vine \n'b' Large plant , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d10 + 30) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 14 (+2) INT: 7 (\xe2\x80\x932) WIS: 15 (+2) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Stealth +7 Damage Resistances cold, fire Damage Immunities lightning Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone , unconscious Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages \xe2\x80\x94 Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the lightning vine remains motionless, it is indistinguishable from ordinary plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The lightning vine makes two grasp or arc attacks, and then it uses its stunning shock if available. \n'b' Grasp . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained . The lightning vine can have up to four Large or smaller targets grappled at a time. \n'b' Arc . Ranged Weapon Attack : +7 to hit, range 30 ft., one target. Hit : 18 (4d8) lightning damage and the target cannot take reactions until the start of their next turn. \n'b' Stunning Shock (Recharge 4-6) . The lightning vine sends a jolt of electricity along its conductive tendrils. Each creature grappled by the lightning vine must make a DC 15 Constitution saving throw or take 27 (6d8) lightning damage. \n'b'\n'b' ABOUT \n'b' Creations of Magic . Mageplants don\xe2\x80\x99t come into being by ordinary means. Each was the result of magical experimentation or intentional cultivation by arcanists, druids, or other powerful creatures. \n'b' A Deadly Surprise . Mageplants usually look like mundane plant life, making them a particularly nasty hazard for those not trained in the differences. When that rose begins spitting fire or a vine drags you into the earth, it\xe2\x80\x99s not likely to be a good day. \n'b' Thunderblossoms . These explosive plants look like small rose bushes that grow low to the ground. When active, they scuttle in and out of the fray, allowing their blooms to explode, sending seeds (and destruction) everywhere. \n'b' Lightning Vines . These masses of vines grow small blue blooms that hum with electricity. They lash out, grappling living creatures to deliver heart-stopping shocks. \n'b' Flash Freezes . These white-barked trees bear frosty blue leaves and snow-white blossoms. They enjoy leaching the warmth out of nearby living creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arrowhawk, Elder \n'b' Family: Arrowhawk \n'b' Large elemental , neutral \n'b' Armor Class 17 Hit Points 123 (13d10 + 52) Speed 5 ft., fly 90 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 23 (+6) CON: 19 (+4) INT: 8 (-1) WIS: 18 (+4) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +10, Wisdom +8 Skills Acrobatics +10, Insight +8, Perception +8, Stealth +10 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities paralyzed , poisoned , prone , unconscious Senses darkvision 120 ft., passive Perception 18 Languages Auran Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Flyby . The elder arrowhawk doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Sight . The elder arrowhawk has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Static . A creature that touches the elder arrowhawk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The arrowhawk makes one Beak attack and two Wing attacks. Alternatively, it can use its Lightning Ray twice. \n'b' Beak . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) piercing damage plus 10 (3d6) lightning damage. \n'b' Wing . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (3d4 + 6) bludgeoning damage. \n'b' Lightning Ray . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 27 (6d8) lightning damage. \n'b' Lightning Burst (recharge 5-6). The elder arrowhawk flaps its wings ferociously, lightning sparking out from them. Each creature within 20 feet of the elder arrowhawk must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mageplant, Thunderblossom \n'b' Tiny plant , unaligned \n'b' Armor Class 10 Hit Points 63 (18d4 + 18) Speed 40 ft.\n'b' STATS STR: 8 (-1) DEX: 10 (+0) CON: 12 (+1) INT: 1 (\xe2\x80\x935) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities thunder Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone , unconscious Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the thunderblossom remains motionless, it is indistinguishable from ordinary flowering plants. \n'b'\n'b' ACTIONS \n'b'\n'b' Boom Bloom . One of the thunderblossom\xe2\x80\x99s blooms explodes with significant concussive force that can be heard up to 150 feet away. Each other creature within 10 feet of the thunderblossom must make a DC 11 Strength saving throw or take 14 (4d6) thunder damage and deafened until the end of its next turn. A creature that fails by 3 or more is also stunned until the end of their next turn. A creature that succeeds on this saving throw takes half damage and is not deafened . \n'b'\n'b' ABOUT \n'b' Creations of Magic . Mageplants don\xe2\x80\x99t come into being by ordinary means. Each was the result of magical experimentation or intentional cultivation by arcanists, druids, or other powerful creatures. \n'b' A Deadly Surprise . Mageplants usually look like mundane plant life, making them a particularly nasty hazard for those not trained in the differences. When that rose begins spitting fire or a vine drags you into the earth, it\xe2\x80\x99s not likely to be a good day. \n'b' Thunderblossoms . These explosive plants look like small rose bushes that grow low to the ground. When active, they scuttle in and out of the fray, allowing their blooms to explode, sending seeds (and destruction) everywhere. \n'b' Lightning Vines . These masses of vines grow small blue blooms that hum with electricity. They lash out, grappling living creatures to deliver heart-stopping shocks. \n'b' Flash Freezes . These white-barked trees bear frosty blue leaves and snow-white blossoms. They enjoy leaching the warmth out of nearby living creatures.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crawling Offspring \n'b' Small aberration , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 16 (3d6 +6) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+ 0) CON: 14 (+ 2) INT: 3 (-4) WIS: 10 (+ 0) CHA: 11 (+ 0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 60 ft., passive Perception 12 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The crawling offspring regains 5 hit points as long as it starts its turn with 1 hit point. \n'b' Mutation . Each crawling offspring is different in form and shape. These blobs of horror have a special ability from the following list: \n'b'\n'b' d6 \n'b' Ability \n'b'\n'b' 1 \n'b' Acidic spit (recharge 5-6) . As an action, the crawling offspring can spit a cone of acid 15 feet long. Any creature caught in this cone must make a DC 12 Dexterity saving throw, taking 9 (2d8) acid damage on a failure or half as much damage on a success save. \n'b'\n'b' 2 \n'b' Necrotic touch . The crawling offspring\xe2\x80\x99s pseudopod attack inflicts an additional 3 (1d6) necrotic damage. \n'b'\n'b' 3 \n'b' Clawed tentacle . The crawling offspring gains a Clawed Tentacle attack and may multiattack, making one Clawed Tentacle and one Pseudopod attack. The Clawed Tentacle attack is +5 to hit, reach 10 ft., one target, Hit: 6 (1d6 + 3) slashing damage. \n'b'\n'b' 4 \n'b' Wings . The crawling offspring gains flight 30 ft. \n'b'\n'b' 5 \n'b' Rubbery, oily skin . The crawling offspring gains resistance to bludgeoning, piercing, and slashing attacks from nonmagical attacks, and vulnerability to fire damage. \n'b'\n'b' 6 \n'b' No mutation. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 4 (1d2 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Crawling offspring are mindless creatures with no single form or appearance. Some are oval, while others are round or even boxy. Many have dangling pseudopodia, while others sport whipping claw-tipped tentacles, flapping wings, bulging eyes, warty flesh that leaks oily substances, or none or all of the above.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magha Battle Lord \n'b' Medium humanoid (human) \n'b' Armor Class 18 (half-plate, shield) Hit Points 75 (10d8 + 30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 9 (-1) WIS: 8 (-1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +2, Cha +4 Skills Athletics +5, Intimidation +4 Senses passive Perception 10 Languages Kagari (Common) Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Legendary-Resistances (2/day) . If the Battle Lord fails a saving throw, she can choose to succeed instead. \n'b' Discipline of the War God . The Battle Lord has advantage on saving throws against being charmed or frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Battle Lord makes two melee attacks . \n'b' Poraisos . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack . \n'b' Shield bash . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage. In addition, the battle lord may make the shove melee attack action. \n'b' Gift of Darkness: Gaze of Terror . As an action, the Battle Lord can perform a gaze attack on any enemy within 30 ft. Unless the target is averting its gaze, it must make a DC 13 Wisdom saving throw or become frightened for one minute. The target may make another saving throw at the end of each of its turns. Once the target makes a successful save, it becomes immune to its effects for the next 24 hours \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Battle Lord can take 2 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 Battle Lord regains spent legendary actions at the start of her turn. \n'b'\n'b' Weapon Attack . The Battle Lord makes a weapon attack. \n'b' Shield Bash . The Battle Lord makes a Shield Bash attack. \n'b' Command Ally . The Battle Lord targets one ally she can see within 30 feet. If the target can see and hear the Battle Lord, the target can make one weapon attack as a reaction . \n'b' Gaze of Terror (2 Actions) . The Battle Lord makes a Gaze of Terror attack . \n'b'\n'b' ABOUT \n'b' Battle lords are peerless warriors that live only for the next battle. A battle lord is required to accept all challenges for leadership of the clan; however, only clan members can make the challenge. Battle lords are often hunted down when they are discovered within the confines of a nation, for they tend to draw the nations young warriors into their ranks only to lead them to their death in one of the many battles they wage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magma Octopus \n'b' Large elemental , neutral \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 17 (+3) CON: 21 (+5) INT: 5 (-3) WIS: 8 (-1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Stealth +6 Damage Immunities fire Senses darkvision 60 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Lava Bound . The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified , transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round. \n'b' Lava Swimmer . While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water. \n'b' Actions \n'b' Multiattack . The magma octopus makes four attacks with its tentacles. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time. \n'b' Magma Blast (Recharge 6) . The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. \n'b' About \n'b' Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life. \n'b' Elemental Bodies . Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. \n'b' Intelligent . Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. \n'b' Elemental Nature . A magma octopus doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magmin \n'b' Small elemental , chaotic neutral \n'b' Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 12 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \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 fire Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst : When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren\xe2\x80\x99t being worn or carried in that area are ignited. \n'b' Ignited Illumination : As a bonus action , the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. \n'b'\n'b' Actions \n'b'\n'b' Touch : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. \n'b'\n'b' About \n'b' Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magmoid \n'b' Large elemental , neutral \n'b' Armor Class 14 (natural armor) Hit Points 120 (16d10 + 32) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, lightning, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses blindsight 60 ft., passive Perception 10 Languages Ignan, Terran Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Illumination . The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. \n'b' Magma Form . The magmoid can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the magmoid or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, the magmoid can flow into a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a hostile creature\xe2\x80\x99s space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the flames, the creature takes 4 (1d8) fire damage at the start of each of its turns. \n'b' Melt Weapons . Any nonmagical weapon made of metal that hits the magmoid melts. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or other flammable material is melted or burned and is destroyed after dealing damage. \n'b' Siege Monster . The magmoid deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The magmoid makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. \n'b' Magma Blast (Recharge 6) . The magmoid hurls a blast of magma in a 60-foot line that is 5-foot-wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure and half as much damage on a success. In addition, any creature or a flammable object in the line ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. \n'b' About \n'b' This elemental appears to be a massive of spherical ball entirely comprised of swirling liquid fire and rock. \n'b' Magmoids are giant balls of elemental magma that destroy or burn anything and everything they come in contact with. Though they are typically only found on the Planes of Earth or Fire, occasionally one slips through a portal or nexus into the Material Plane (usually in the heart of a volcano) where it wreaks havoc upon all things that cross its path; be it creatures, structures, or anything else not immune to fire. Attempts by arcane spellcasters (foolish arcane spellcasters some would say) to control or harness the power of a magmoid, thus far have failed. \n'b' Magmoids seem to serve no purpose in the ecology of their native plane and are thought to be a living extension of the plane itself. \n'b' Small bubbling pockets on the magmoid\xe2\x80\x99s form serve as sensory organs. A giant magmoid, measuring 30 feet across is thought to exist near the Sea of Fire, though none have ever seen it. \n'b' A magmoid attacks by spraying a blast of superheated magma at opponents or by slamming into and rolling over them. It often targets weapon-wielding creatures first and moves close enough where they can hit with their weapons. The magmoid knows that more than likely should a weapon hit its fiery form, it will be turned into a pile of slag in short order.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mag\xc3\xbci \n'b' Huge monstrosity , neutral good \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX: 13 (+1) CON: 19 (+4) INT: 12 (+1) WIS: 19 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Int +5, Wis +8, Cha +7 Skills Insight +8, Nature +5, Survival +8 Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Celestial, Common Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Mother\xe2\x80\x99s Bane . Mag\xc3\xbci are sacred creatures, and a living creature that attacks a mag\xc3\xbci must make a DC 16 Constitution saving throw at the end of its turn or contract a disease, as the contagion spell (determine type of disease randomly). A creature that kills a mag\xc3\xbci on its turn has disadvantage on this saving throw and also takes 8d6 necrotic damage, or half as much on a successful save. This curse has no effect on creatures with Intelligence of 3 or less, and creatures that cannot see the mag\xc3\xbci have advantage on their saving throw. \n'b' Mother\xe2\x80\x99s Jar (1/Day) . The mag\xc3\xbci can gift another creature it deems worthy one of its clay jars that represent the rising springs that give birth to the rivers. The jar can be used as a decanter of endless water for one week, and if the mag\xc3\xbci chooses she use this ability to refill a jar that has run dry and extend its power for an additional week. Each day, up to 10 people can drink from the mother\xe2\x80\x99s jar and gain the benefit of eating a goodberry; a creature gains no benefit from drinking from the jar more than once in the same day. \n'b' Rejuvenation . If it dies, the mag\xc3\xbci returns to life in 1d6 days and regains all its hit points . Only a wish spell can prevent this trait from functioning. \n'b' Innate Spellcasting . The mag\xc3\xbci\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 14). The mag\xc3\xbci can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : control water , create or destroy water , fog cloud \n'b' 1/day each : commune with nature , divination , greater restoration \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mag\xc3\xbci makes one bite attack and one thrash attack. It cannot use both attacks against the same creature. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained and the mag\xc3\xbci can\xe2\x80\x99t bite another target. \n'b' Thrash . Melee Weapon Attack : +9 to hit, reach 10 ft., up to three creatures within 10 ft. of each other. Hit : 12 (2d6 + 5) bludgeoning damage, and each creature must succeed on a DC 17 Strength saving throw or be Shoved 5 feet away and knocked prone . \n'b' Swallow . The mag\xc3\xbci 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 mag\xc3\xbci. An mag\xc3\xbci can only have one Medium or Large creature swallowed at a time. If the mag\xc3\xbci takes 30 damage or more on a single turn from the swallowed creature, the mag\xc3\xbci 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 mag\xc3\xbci. If the mag\xc3\xbci 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'\n'b' ABOUT \n'b' The mag\xc3\xbci is a massive maj\xc3\xa1 snake the size of a palm tree with scales of overlapping brown and green and a distinctive pair of small curling horns on each side of its head. The serpent\xe2\x80\x99s jaws can open wide to devour prey of prodigious size, and it has been known to snatch and devour whole oxen or horses that wander too near to their lairs and fishermen avoid the lakes and rivers where they live for fear of their jaws, though they never attack humans. A mag\xc3\xbci grows to 30 feet long and weighs over 2,000 pounds. \n'b' Mother of Waters. While they can be dangerous carnivores, mag\xc3\xbci are no simple beasts. Sages call them madre de aguas, the Mother of Waters, and wherever they lair their lakes or rivers never dry up even in the midst of drought. By legend, they keep the sources of the river or lake in mystical clay jars and can gift these jars to those they deem worthy. \n'b' Mag\xc3\xbci are creatures of great age and wisdom, said to be immortal, and the can dispense advice to those who approach them with humility and grace, especially if they offer gifts of delectable meats. Blessed by the gods, those that dare to strike these benevolent serpents are stricken with a cascade of curses as divine punishment. \n'b' While the legend of the mag\xc3\xbci comes from Cuba, tales of the madre de aguas also exist in countries like Colombia, Venezuela, and Brazil, where she takes the form of a beautiful woman with loose hair that lives on the banks of rivers and springs. Such creatures might be an entirely separate creature perhaps a fey, while a hybrid creature that combined the two versions of the legend might have the following ability: \n'b'\n'b' Change Shape . The mag\xc3\xbci magically polymorphs into a Medium or smaller humanoid that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the mag\xc3\xbci\xe2\x80\x99s choice). In a new form, the mag\xc3\xbci retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions ) that the new form has but that it lacks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mahoru \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 105 (14d10 + 28) Speed 10 ft., swim 60 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mahoru can breathe air and water. \n'b' Blood Frenzy . The mahoru has advantage on melee attack rolls against any creature that doesn\xe2\x80\x99t have all of its hp . \n'b' Keen Sight and Smell . The mahoru has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pack Tactics . The mahoru has advantage on attack rolls against a creature if at least one of the mahoru\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 : +6 to hit, reach 5 ft., one target. Hit : 20 (3d10 + 4) slashing damage. If the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or the mahoru bites off one of the target\xe2\x80\x99s limbs. A creature is immune to this effect if it is immune to slashing damage. \n'b' Roar . The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also paralyzed 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 Roar of all mahoru for the next 24 hours. \n'b' Iceberg Hunters . Mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims. \n'b' Work in Pairs and Packs . Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humanoids and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into waiting jaws. \n'b'\n'b' ABOUT \n'b' A white fin cut the surface of the water as the serpentine creature approached. Its wolfish head burst from the surface, revealing a body covered in fine, white fur. \n'b' Valuable Teeth and Fur . A mahoru\xe2\x80\x99s heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white fur is prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Mahoru is a totem beast for many northern tribes. Some make arrowheads and tooth-studded clubs with the beast\xe2\x80\x99s fangs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maiden\xe2\x80\x99s Hair, Greater \n'b' Family: Maiden\xe2\x80\x99s Hair \n'b' Large plant , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 45 (6d10 +12) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, psychic Condition Immunities blinded , deafened , exhaustion , prone Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the maiden\xe2\x80\x99s hair remains motionless, it is indistinguishable from a normal plant. \n'b' Enamoring Scent . Creatures who start their turn within 20 feet of maiden\xe2\x80\x99s hair must succeed on a DC 12 Constitution saving throw. On a failure the creature is poisoned for 1 hour. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. A target that successfully saves is immune to the maiden\xe2\x80\x99s hair enamoring scent for the next 24 hours. While poisoned by the maiden\xe2\x80\x99s hair, creatures are charmed and incapacitated . If the charmed creature is more than 5 feet away from the maiden\xe2\x80\x99s hair, the target must move on its turn toward the maiden\xe2\x80\x99s hair by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the maiden\xe2\x80\x99s hair, the creature can repeat the saving throw, ending the poisoned effect on a success. A strong breeze, such as that created by the gust of wind spell, can dissipate the enamoring scent, suppressing this effect for the duration of the breeze. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The maiden\xe2\x80\x99s hair makes two tendril attacks. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained and takes 11 (2d6 + 4) damage at the start of each of its turns. The maiden\xe2\x80\x99s hair can grapple only two creatures with its tendril at a time. \n'b'\n'b' ABOUT \n'b' Forest Blight . Maiden\xe2\x80\x99s hair is a deadly plant found in remote forests. They resemble long flowing tufts of golden grass or moss, frequently hanging from tree limbs. \n'b' Delusional Scent . The maiden\xe2\x80\x99s hair releases a poisonous scent, barely noticeable by most humanoids. However, intelligent creatures affected by this poison become enamored with the plant. Poisoned victims who survive encounters with maiden\xe2\x80\x99s hair describe visions of an attractive individual with long flowing hair calling them forward. \n'b' Hag\xe2\x80\x99s Favorite . Hags often cultivate these plants to protect their dismal lairs, leaving skeletons of past victims beneath the deadly plants to warn potential intruders of the danger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maiden\xe2\x80\x99s Hair, Lesser \n'b' Medium plant , unaligned \n'b' Armor Class 10 Hit Points 18 (4d6+4) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, psychic Condition Immunities blinded , deafened , exhaustion , prone Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the maiden\xe2\x80\x99s hair remains motionless, it is indistinguishable from a normal plant. \n'b' Enamoring Scent . Creatures who start their turn within 20 feet of maiden\xe2\x80\x99s hair must succeed on a DC 11 Constitution saving throw. On a failure the creature is poisoned for 1 hour. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. A target that successfully saves is immune to the maiden\xe2\x80\x99s hair enamoring scent for the next 24 hours. While poisoned by the maiden\xe2\x80\x99s hair, creatures are charmed and incapacitated . If the charmed creature is more than 5 feet away from the maiden\xe2\x80\x99s hair, the target must move on its turn toward the maiden\xe2\x80\x99s hair by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the maiden\xe2\x80\x99s hair, the creature can repeat the saving throw, ending the poisoned effect on a success. A strong breeze, such as that created by the gust of wind spell, can dissipate the enamoring scent, suppressing this effect for the duration of the breeze. \n'b'\n'b' ACTIONS \n'b'\n'b' Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage, and it is grappled (escape DC 13). Until this grapple ends, the target is restrained and takes 6 (1d6 + 3) damage at the start of each of its turns. The maiden\xe2\x80\x99s hair can grapple only one creature with its tendril at a time. \n'b'\n'b' ABOUT \n'b' Forest Blight . Maiden\xe2\x80\x99s hair is a deadly plant found in remote forests. They resemble long flowing tufts of golden grass or moss, frequently hanging from tree limbs. \n'b' Delusional Scent . The maiden\xe2\x80\x99s hair releases a poisonous scent, barely noticeable by most humanoids. However, intelligent creatures affected by this poison become enamored with the plant. Poisoned victims who survive encounters with maiden\xe2\x80\x99s hair describe visions of an attractive individual with long flowing hair calling them forward. \n'b' Hag\xe2\x80\x99s Favorite . Hags often cultivate these plants to protect their dismal lairs, leaving skeletons of past victims beneath the deadly plants to warn potential intruders of the danger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malcinder \n'b' Family: Malcinder \n'b' Medium fiend , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 14 (+2) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Immunities fire Senses darkvision 60 ft., passive Perception 13 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight and Smell . The malcinder has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pounce . If the malcinder moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or fall prone . If the target is prone , the malcinder can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The malcinder makes two attacks, only one of which can be a bite. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Tail Flame . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or ranged 30/120 ft., one target. Hit : 5 (2d4) fire damage. \n'b'\n'b' ABOUT \n'b' Malcinders are prone to following stronger fiends. Therefore, a creature with fiendish ancestry can tame a malcinder. \n'b' Infernal Hunters . Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the darkness. \n'b' Born in Flames . When a malcinder attacks, its body hardens like cooling lava, and flames glow through its skull. It harnesses this infernal fire within its whiplike tail to hurl flame. \n'b' Burning Leader . The strongest of malcinders leads a pack. This alpha is the largest in the group and the best hunter. A malcinder alpha draws attention so the pack can attack from all sides.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Artemis: God of the Hunt and Moon \n'b' Medium celestial (divinity), chaotic neutral \n'b' Armor Class 21 (studded leather) Hit Points 247 (33d8 + 99) Speed 30 ft., fly 80 ft. (while on the chariot)\n'b' STATS STR: 12 (+1) DEX: 28 (+9) CON: 16 (+3) INT: 18 (+4) WIS: 24 (+7) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +16, Animal Handling +21, Insight +14, Nature +11, Perception +14, Stealth +16, Survival +14 Damage Resistances poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened , poisoned Senses truesight 120 ft., passive Perception 24 Languages Celestial, Common, Sylvan Challenge 23 (50,000 XP) \n'b' Special Traits \n'b'\n'b' Legendary Resistance (3/day) . If Artemis fails a saving throw, she can choose to succeed instead. \n'b' Godly Weapons . Artemis\xe2\x80\x99 weapon attacks are magical. \n'b' Innate Spellcasting . Artemis\xe2\x80\x99 innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dominate beast , lesser restoration , moonbeam , skywrite \n'b' 1/day each : cloudkill , conjure woodland beings , polymorph \n'b'\n'b' Actions \n'b'\n'b' Vengeful Soul (1/day) . Artemis unleashes the ruthless giant boar of Calydon in an unoccupied space within 30 feet of herself. It has its own initiative and fights alongside Artemis. \n'b' The Chariot (1/day) . Artemis summons her divine chariot pulled by 4 giant golden horned doe. The beasts each have 40 hit points , the chariot itself has 120 hit points and is immune to poison and psychic damage. \n'b' Multiattack . Artemis makes 1 Moonglow Arrow attack and 2 Golden Bow attacks. \n'b' Moonglow Arrow . Ranged Weapon Attack : +16 to hit, range 300/600 ft., one target. Hit : 41 (5d12 + 9) radiant damage. On a hit, the target is stripped of any illusion, invisibility or shapeshifting. In addition, the creature starts to glow until the end of Artemis\xe2\x80\x99 next turn giving her and her allies advantage on attack rolls against the creature. \n'b' Golden Bow . Ranged Weapon Attack : +16 to hit, range 120/300 ft., one target. Hit : 27 (4d8 + 9) piercing damage \n'b'\n'b' Legendary Actions \n'b' Artemis 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. Artemis regains spent legendary actions at the start of her turn. \n'b'\n'b' Bow Attack . Artemis makes a Golden Bow attack. \n'b' Teleport . Artemis teleports up to 120 feet in her chariot. \n'b' Minor Casting . Artemis uses one of her at-will spells. \n'b' Major Casting (Costs 2 Actions) . Artemis casts one of her 1/day spells. \n'b'\n'b' About \n'b' Artemis is the Olympian god of hunting, the wilderness and wild animals. She is also one of the deities linked to the moon, and the protectress of young girls. With her twin brother Apollon, she is the bringer of sudden death and diseases targeting young girls and women.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crayfish, Giant \n'b' Large beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 2 (-4) WIS: 10 (+0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses blindsight 30 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious . The giant crayfish can breathe air and water. \n'b' Actions \n'b' Multiattack . The giant crayfish makes two Pincers attacks. \n'b' Pincers . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 13). The crayfish has two claws, each of which can grapple only one target. \n'b' About \n'b' Giant crayfish are freshwater creatures that dwell on the bottom of seas, lakes, ponds, and other shallow waters. They are predators and scavengers and exist on a diet of decaying flesh (dead fish and other water-based animals), algae, snails, worms, and other animals (including swimmers who come to close to their lair). \n'b' Giant crayfish make their homes under rocks or in underwater tunnels burrowed out by the crayfish. Most underwater tunnels extend over long distances and include a \xe2\x80\x9cchimney\xe2\x80\x9d found along the edge of the water or even as far as 100 feet away from the water which allows the giant crayfish to enter and exit its passageways onto dry ground. \n'b' Giant crayfish are often hunted as food by dragon turtles, humans, storm giants, and giant turtles.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malcinder Alpha \n'b' Family: Malcinder \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: 16 (+3) DEX: 17 (+3) CON: 15 (+2) INT: 5 (\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 +4, Stealth +5 Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Languages understands Infernal but can\xe2\x80\x99t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fiery Body . A creature that touches the malcinder alpha or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage. \n'b' Keen Sight and Smell . The malcinder alpha has advantage on Wisdom ( Perception ) checks that rely on sight or smell. \n'b' Pack Leader . The malcinder alpha allows itself and other malcinders within 30 feet of and able to see it to gain advantage on an attack roll against a creature if at least one other allied malcinder is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Pounce . If the malcinder alpha moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or fall prone . If the target is prone , the malcinder can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The malcinder alpha makes two attacks, only one of which can be a bite. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. \n'b' Tail Flame . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or ranged 30/120 ft., one target. Hit : 9 (2d8) fire damage. \n'b'\n'b' ABOUT \n'b' Malcinders are prone to following stronger fiends. Therefore, a creature with fiendish ancestry can tame a malcinder. \n'b' Infernal Hunters . Malcinders sometimes escaped the Netherworld, forming small hunting packs found in every region. They suppress their infernal nature when hunting and resting for stealth, dusky skin concealing them in the darkness. \n'b' Born in Flames . When a malcinder attacks, its body hardens like cooling lava, and flames glow through its skull. It harnesses this infernal fire within its whiplike tail to hurl flame. \n'b' Burning Leader . The strongest of malcinders leads a pack. This alpha is the largest in the group and the best hunter. A malcinder alpha draws attention so the pack can attack from all sides.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Akateko \n'b' Family: Malebolgite \n'b' Tiny undead (malebolgite), chaotic evil \n'b' Armor Class 12 Hit Points 7 (3d4) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 13 (+1) DEX: 14 (+2) CON: 11 (+0) INT: 5 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages understands Common and Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foment Madness . Any living humanoid that starts its turn within 30 feet of the akateko must succeed on a DC 10 Wisdom saving throw, or it has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the akateko). While under the effect of that confusion , the creature is immune to Foment Madness. \n'b'\n'b' ACTIONS \n'b'\n'b' Dismembering Grip . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage and 17 (4d6) psychic damage. A living creature who dies from the psychic damage is reduced to 1 hit point and suffers the effects of a feeblemind spell (recovering after 30 days with a successful DC 10 Wisdom save). If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the akateko can\xe2\x80\x99t use its dismembering grip on another target. If the target is a humanoid and the akateko rolls a 20 on the d20 for the attack roll, the target takes an extra 14 bludgeoning damage, and the akateko rolls another d20. On a roll of 20, it tears off the target\xe2\x80\x99s hand. Hands removed in this fashion reanimate in 24 hours as akatekos. \n'b'\n'b' ABOUT \n'b' This moldy hand with no arm skitters along the ground with unnatural speed. Akateko are the animated remnants of hacked off limbs from the punishments of the Malebolges. They live in the bowers of skeletal trees and venture forth to create more of their kind, dismembering those they can catch and driving those who escape irrevocably insane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Buoso \n'b' Family: Malebolgite \n'b' Small fiend (malebolgite), neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 10 (3d6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Deception +3, Perception +3, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Infernal but can\xe2\x80\x99t speak Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the buoso dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. \n'b' Keen Smell . The buoso has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Standing Leap . The buoso can leap 30 feet horizontally or 20 feet vertically from a standing position. \n'b' Sudden Rush . Until the end of the turn, the buoso\xe2\x80\x99 speed increases by 60 feet and it doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b' Poisonous Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage and the target must make a DC 10 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Body Thief . The buoso initiates a Wisdom contest with an incapacitated humanoid within 5 feet of it that isn\xe2\x80\x99t protected by protection from evil and good . If it wins the contest, the buoso magically switch\xe2\x80\x99s forms with the target creature. While switching forms, the buoso and target retain their Intelligence , Wisdom , and Charisma scores, as well as their languages and traits (the new buoso does not have the Body Thief trait however). It otherwise adopts the other\xe2\x80\x99s statistics. Each knows everything the other creature knew, including spells and languages. If the host body dies, the buoso dies unless its old body is within 5 feet. A protection from evil and good spell cast on the body can revert the forms if the buoso\xe2\x80\x99s body is within 5 feet. The forms can also be switched back by means of a wish . By spending 5 feet of its movement, the buoso can voluntarily switch back to its old body if its within 5 feet. \n'b'\n'b' ABOUT \n'b' This small black lizard darts along the ground at lightning speed. The buoso is a small, black lizard that moves at lightning speed to attack humanoid opponents. Despite their small size, buosi are hunters of men. They aim their attacks at the opponent\xe2\x80\x99s stomach and then rely on their transformative powers to do the rest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Cenchrus \n'b' Family: Malebolgite \n'b' Large fiend (malebolgite), neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 44 (8d10) Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 1 (-5) WIS: 12 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Athletics +2, Stealth +5, Perception +3 Senses darkvision 60 ft., passive Perception 13 Condition Immunities charmed , frightened Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The cenchrus makes two melee attacks : one with its Bite and one with its Tail Barb. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit 12 (2d8 + 3) piercing damage. \n'b' Tail Barb . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit 7 (1d10 + 2) piercing damage. \n'b' Dance of Death . The cenchrus chooses one living creature it can see within 150 feet of it. If the target can see the cenchrus, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the cenchrus maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated . If the charmed target is more than 5 feet away from the cenchrus, the target must move on its turn toward the cenchrus by the most direct route, trying to get within 5 feet. It doesn\xe2\x80\x99t avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cenchrus, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this cenchrus\xe2\x80\x99 Dance of Death for the next 24 hours. \n'b'\n'b' ABOUT \n'b' This strange-looking snake sways slowly from side to side. It has a multicolored pattern on its hood that sparkles in the light. \n'b' The cenchrus is a snake that sways from side to side, hypnotizing its opponents. The cenchrus attacks by using its dance of death to incapacitate its opponents. It then attacks with its bite and tail barb attacks. It then attacks with its bite and tail barb attacks. If outmatched, the cenchrus usually flees combat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Chelydrus \n'b' Family: Malebolgite \n'b' Huge fiend (malebolgite), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 52 (4d12 + 8) Speed 20 ft., climb 20 ft., swim 20 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages \xe2\x80\x93 Proficiency Bonus +3 Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heated Body . A creature that touches the chelydrus or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. \n'b' Hold Breath . The chelydrus can hold its breath for 1 hour. \n'b' Stench . Any creature other than a chelydrus that starts its turn within 5 feet of the chelydrus must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature\xe2\x80\x99s next turn. On a successful saving throw, the creature is immune to the stench of all chelydrus for 1 hour. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +7 to hit, reach 15 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 15 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained , and the snake can\xe2\x80\x99t constrict another target. \n'b' Burning Embers (Recharge 5-6) . The chelydrus can unleash smoke and embers from its pores, filling a 40-foot-radius sphere centered on the chelydrus. It lasts until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. \n'b'\n'b' ABOUT \n'b' An aquatic snake swims here, trailing a plume of smoke and fire wherever its scales are above water. \n'b' The chelydrus is a venomous water snake of a powerful and offensive smell. Its trails smoke and fire. Some chelydri escape their bolge and make their way to the Phleygethon, where they terrorize other denizens of Infernus. \n'b' Chelydri are formidable opponents that can easily handle any of the damned in its bolge. It is actually less effective against the lost souls it is pitted against due to the nature of its special abilities that rely on living senses (poison, stench).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Jaculi \n'b' Family: Malebolgite \n'b' Large fiend (malebolgite), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 22 (4d10) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 11 (+0) INT: 2 (-4) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +7, Perception +5 Damage Resistances fire Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Assassinate . During its first turn, the jaculi has advantage on attack rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the jaculi scores against a surprised creature is a critical hit. \n'b' Chameleon . The jaculi can has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Leap . The jaculi can make a long jump up to 40 feet and attack with its Bite attack as part of the same action. \n'b' Sneak Attack . The jaculi deals an extra 14 (4d6) damage when he 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 jaculi\xe2\x80\x99s that isn\xe2\x80\x99t incapacitated and the jaculi doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained , and the jaculi can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' This serpent has a squat head, flat and encircled with a mane-like ridge of sharp bones. Its natural coloration is a deep green, fading to dark brown near the tail. Its underbelly is light gray. \n'b' The jaculi is a 10-foot long serpent that lurks in the bolge of thieves. Jaculi lie in wait for their prey and then leap to the attack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Pharea \n'b' Family: Malebolgite \n'b' Huge fiend (malebolgite), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 82 (11d12 + 11) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 25 (+7) DEX: 17 (+3) CON: 13 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Earth Armor . The pharea doesn\xe2\x80\x99t provoke opportunity attacks when it burrows. \n'b' Tunneler . The pharea can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 18 (2d10 + 7) piercing damage. \n'b' Constrict . Melee Weapon Attack : +10 to hit, reach 15 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) piercing damage. The target is grappled (escape DC 18) if the phareae isn\xe2\x80\x99t already constricting a creature, and the target is restrained until this grapple ends. \n'b'\n'b' ABOUT \n'b' This serpent dives in and out of solid rock as if it were water. \n'b' Phareae are serpents that move through rock, stone, and earth as if it were water, plowing the ground with their undulating movements. What may once have been considered boon to farmers is a deadly asset in the Malebolges, where the phareae slither from bolge to bolge. \n'b' Phareae lay coiled in solid rock and monitor their surroundings with tremorsense. They then strike when a damned soul comes within reach.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Warai \n'b' Family: Malebolgite \n'b' Large fiend (malebolgite), chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d10 + 24 Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Cha +7 Skills Deception +7, Intimidation +7, Perception +6, Persuasion +7, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . In the first round of a combat, the warai has advantage on attack rolls against any creature it has surprised. \n'b' Innate Spellcasting . The warai\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b' 3/day : invisibility (self only), phantasmal killer \n'b' 1/day each : mirror image , mislead \n'b'\n'b' Magic Resistance . The warai has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The warai\xe2\x80\x99s weapon attacks are magical. \n'b' Shapechanger . The warai can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. 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' Surprise Attack . If the warai surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The warai can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. \n'b' Frightful Presence . Each creature of The Warai\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to The Warai\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Read Thoughts . The warai magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the warai can continue reading its thoughts, as long as the warai\xe2\x80\x99s Concentration isn\xe2\x80\x99t broken (as if concentrating on a spell). While reading the target\xe2\x80\x99s mind, the warai has advantage on Wisdom ( Insight ) and Charisma ( Deception , Intimidation , and Persuasion ) checks against the target. \n'b' Disorienting Smile . The warai targets one creature that can see it within 10 feet that has a mouth. The target must succeed on a DC 15 Charisma saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target\xe2\x80\x99s Charisma score, that score is reduced to 0. The target is stunned until it regains at least one point of Charisma . \n'b' Body Thief . The warai initiates a Charisma contest with an incapacitated humanoid within 5 feet of it that isn\xe2\x80\x99t protected by protection from evil and good . If it wins the contest, the warai magically crawls into the target\xe2\x80\x99s mouth, and takes control of the target\xe2\x80\x99s body. While inside a creature, the warai has total cover against attacks and other effects originating outside its host. The warai retains its Intelligence , Wisdom , and Charisma scores, as well as its understanding of Infernal, its telepathy, and its traits. It otherwise adopts the target\xe2\x80\x99s statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the warai must leave it. A protection from evil and good spell cast on the body drives the warai out. The warai is also forced out by means of a wish . By spending 5 feet of its movement, the warai can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies by attacking itself. The warai does its best to harm its host in front of a witness so it can use its Viral Tracker ability. \n'b' Viral Tracker . The warai can unerringly track any creature that has witnessed it exiting a creature using its Body Thief ability. It knows the distance and direction to its quarry as long as the two of them are on the same plane of existence. \n'b'\n'b' ABOUT \n'b' This monstrous fiend has large, grotesque smile that stretches from ear to ear, revealing rows of razor-sharp teeth within. Its skin is a sickly pale color, and its eyes are wide and red. The creature moves with an unnatural grace, and it emits a high-pitched, unnerving laughter that echoes throughout the surrounding area. \n'b' Warais are found in the Malebolges, where they cheerily engage in their tortures with glee. They are always smiling, with multiple rows upon rows of teeth within their grinning maws. When they occasionally manage to escape, their shapeshifting abilities make them extremely difficult to contain. More than one warai has wreaked havoc on the Prime Plane, shifting its way from body to body as it ruthlessly creating a viral series of deaths in which each witness becomes its next victim. Warais possess powerful supernatural abilities that it uses to torment and manipulate its victims. They have the ability to control the minds of those it encounters, causing them to see hallucinations and experience intense fear and paranoia. They can also create illusory environments, twisting reality to its will to create nightmarish landscapes that are impossible to escape. \n'b' In addition, warais are masters of deception, able to trick and manipulate its victims with ease. It is incredibly fast and agile, able to dodge attacks with ease and move effortlessly through its environment. The creature\xe2\x80\x99s smile has a hypnotic quality that can cause those who hear it to become disoriented and vulnerable to its attacks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malebolgite, Amphisbaena \n'b' Large fiend (malebolgite), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 39 (6d10 + 6) Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill), climb 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 13 (+1) INT: 1 (-5) WIS: 12 (+1) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +5, Stealth +4 Damage Resistances cold Senses blindsight 10 ft., passive Perception 15 Languages \xe2\x80\x93 Proficiency Bonus +2 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Rolling Charge . If the amphisbaena rolls at least 20 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone . \n'b' Split . When an amphisbaena is subjected to slashing damage, it splits into two amphisbaena if it has at least 20 hit points . Each new amphisbaena has hit points equal to half the original amphisbaena, rounded down. New amphisbaena are Medium original and only have one bite attack . If the amphisbaena finishes a short or long rest without reattaching a severed section or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the amphisbaena\xe2\x80\x99s initiative and has its own action and movement. \n'b' Two Heads . The amphisbaena has advantage on Wisdom ( Perception ) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amphisbaena makes two attacks, only one of which can be a constrict attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 6 (1d6 + 2) piercing damage. The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points , and is paralyzed while poisoned in this way. \n'b' Constrict . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained , and the amphisbaena can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' You see a giant snake about 10 feet long with a head at each end of its body. It moves toward you by grasping one of its necks with its other head and rolling across the ground like a hoop. Its scales are black blue with bands of lighter colors fading into its coloration near the middle of its body. Its heads are glossy black in color and its eyes are crimson. \n'b' Amphisbaena are focused solely on the destruction of the thieves trapped in their bolge, but they will attack anyone who enters their territory.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malefic Broker \n'b' Medium fiend (devil), lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 17 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5, Cha +7 Skills Deception +7, Insight +5, Perception +5, Persuasion +7 Damage Immunities fire, poison Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities charmed , poisoned Senses darkvision 120 ft. passive Perception 15 Languages all, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the malefic broker\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The malefic broker\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15). The malefic broker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : creeping touch, detect magic \n'b' 1/day each : charm person (1st), command (1st), dominate person (5th), invisibility (2nd, self only), shield (1st) Magic Resistance . The malefic broker has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Soul Shards . The malefic broker has six soul shards. It can use soul shards to cast an innate spell it can\xe2\x80\x99t normally cast again on a given day by spending soul shards equal to the level of the spell, as noted in the Innate Spellcasting trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The malefic broker uses mindfire twice and puppeteer once. \n'b' Mindfire . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one creature. Hit : 13 (3d8) fire damage and 13 (3d8) psychic damage, and the target ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage and 4 (1d8) psychic damage at the start of each of its turns. \n'b' Puppeteer . The malefic broker chooses one creature it can see within 120 feet of it. The target benefits from any protection it has against being charmed . The target must succeed on a DC 15 Wisdom saving throw or the malefic broker can immediately force the target to use its reaction to make an attack or use a cantrip against a target of the broker\xe2\x80\x99s choice. If the target is ignited by Mindfire, and the attack or cantrip deals damage, the target takes that effect\xe2\x80\x99s normal damage plus 4 (1d8) fire damage and 4 (1d8) psychic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Soul Siphon . If a living creature dies within 30 feet of the malefic broker, the fiend gains one soul shard. \n'b'\n'b' ABOUT \n'b' Disciples of Gorodyn . A rare fiend, the malefic broker is an example of a diabolic middleman. Taking the form of a humanoid, the malefic broker hones its skills in negotiation and acquisition rather than its fiendish might. Greed motivates a malefic broker, who scrambles to acquire more souls for Gorodyn through deception and persuasion. \n'b' Soul Shards . Despite a disdain for mortal wealth, a malefic broker carries gems, which the fiend uses to siphon pieces of souls fleeing the dying. When cornered, a malefic broker consumes these soul shards to gain eldritch might it can use to defend itself.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Creep \n'b' Tiny aberration , neutral evil \n'b' Armor Class 10 Hit points 2 (1d4) Speed 5 ft., climb 5 ft.\n'b' STATS STR: 2 (-4) DEX: 10 (+0) CON: 10 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blinded , deafened , prone Senses tremorsense 60 ft., passive Perception 10 Languages Understands Common but can\xe2\x80\x99t speak Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Astral Nature . The creep does not breathe or sleep. \n'b' Detect Sentience . The creep can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Hive Mind. The creep is immune to the charmed and frightened conditions while within 30 feet of at least one other creep. Standing Leap. The creep\xe2\x80\x99s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. \n'b'\n'b' Actions \n'b'\n'b' Burrow . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the creep attaches to the target. While attached, the creep doesn\xe2\x80\x99t attack . Instead, at the start of each of the creep\xe2\x80\x99s turns, the target loses 3 (1d6) hit points as it burrows into the host. The creep can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the creep. Applying fire to the bite wound before the end of the target\xe2\x80\x99s next turn deals 1 fire damage to the target and kills the creep. After this time, the creep is too far under the skin to be burned. If a target infested by creeps ends its turn with 0 hit points , it dies as the creep burrow into its brain. Any effect that cures disease kills all creeps infesting the target. A humanoid that dies from this damage rises 10 minutes later as a creep zombie . \n'b'\n'b' About \n'b' Creeps are 1-inch long alien vermin from the Astral plane. They are a known throughout the universe as a horrible plague, except on Earth, where they are generally ignored until zombies start popping up. \n'b' Creeps immediately head for the brain of any victim and attempt to inhabit it so they can breed. They are also capable of animating corpses in this fashion \xe2\x80\x93 they have a short life cycle, approximately 24 hours. They take over the brain\xe2\x80\x99s functions, turning the victim into a creep zombie with the sole purpose of spreading its contagion by spitting creeps into other bodies.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Adherer \n'b' Medium aberration , lawful evil \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 45 (7d8 +14) \n'b' Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 4 (-3) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 \n'b' Damage Vulnerabilities fire \n'b' Senses darkvision 60 ft., passive Perception 10 \n'b' Languages common (understands but can\xe2\x80\x99t speak) \n'b' Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Adhesive : An adherer exudes a sour smelling, gluelike substance that is a powerful adhesive. Any creatures or items that touch it, except for items made of stone, become stuck to the adherer. The adherer automatically grapples and restrains any creature it hits with its slam attack. It can grapple up to two opponents at one time. Gtrappling does not reduce the adherer\xe2\x80\x99s number of attacks. Creatures grappled this way can break free with a successful DC 15 Str check. \n'b' A weapon that strikes an adherer is stuck to the creature unless the wielder succeeds on a DC 12 Dex saving throw. Pulling a stuck weapon free requires a successful DC 12 Str check. \n'b' Boiling water thrown on the adherer deals 1d6 points of damage to it and to any creature grappled by the adherer. It also grants advantage on Dex saving throws and Str checks to free a weapon or to escape from the adherer\xe2\x80\x99s grapple; this bonus lasts for one round. Inflicting fire damage on the adherer also weakens the adhesive, granting advantage on Dex saving throws and Str checks for 1d3 rounds. Universal solvent dissolves the adhesive instantly. An adherer can dissolve its adhesive at will, and the substance breaks down naturally one hour after the creature dies. \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The adherer slams twice. \n'b' Slam : Melee Weapon Attack : +4 to hit (reach 5 ft.; one creature). Hit : 6 (1d8 + 2) bludgeoning damage, and the target creature is grappled and restrained (see Adhesive). \n'b'\n'b' About \n'b' This creature appears to be a withered humanoid wrapped in decaying bandages. Upon close inspection, what appeared to be bandages are actually loose folds of the creature\xe2\x80\x99s rotting skin. A sour odor fills the air around the creature. \n'b' Adherers are strange creatures found in Forests and extensive cavern networks. They stand 6 feet tall, weigh about 200 pounds, and closely resemble mummies. The difference is obvious on close inspection, but from more than 10 feet away, a successful DC 20 Int (Nature) check is needed to discern the difference. They are not in fact related to mummies, nor are they undead. Adherers are malign, living creatures that attack just about any other creature they encounter. \n'b' Adherers always attack from ambush. When lying in wait, an adherer covers its body with leaves, sticks, or other natural debris to blend with its surroundings. When prey wanders too close, the adherer springs to the attack. In this type of ambush, adherers always have advantage on their Stealth checks to determine surprise (+5). They are cowardly creatures, however, and if spotted before they can spring their ambush, they flee.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arthrop \n'b' Medium humanoid (arthrop), lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d8 + 10) Speed 35 ft., fly 30 ft.\n'b' STATS STR: 15 (+2) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5, Survival +3 Damage Resistances poison, psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages Arthrop Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crystal Clarity . An arthrop has crystals embedded inside it. These crystals enable it to speak and give immunity against any charm magic. \n'b' Keen Sight . An arthrop has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Pack Tactics . An arthrop has advantage on an attack roll against a creature if at least one of the arthrop\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' Multiattack . An arthrop makes two attacks, only one of which can be a bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 1 poison damage. \n'b' Sand Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/70 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 1 poison damage, or 8 (1d12 + 2) piercing damage plus 1 poison damage if used with two claws to make a melee attack . \n'b'\n'b' ABOUT \n'b' A buzzing sound fills the air above lonely desert dunes. The crescent moon illuminates a glistening procession of flying creatures. A raiding party of arthrops is heading towards a nearby oasis. The bizarre insect-like humanoids break formation as their leader touches a crystal in his throat. Moments later, shouts break out in nearby tents as the raid begins. \n'b' Hive Hierarchy . Arthrops have lived in the desert for thousands of years. They have a strict hierarchy and the queen is their supreme leader. The hive lives in an extensive system of hidden tunnels underground. Their queen is heavily protected by an elite group of guards. \n'b' Desert Warriors . These unusual creatures fashion their weapons out of items from the natural world. Remains of giant insects, plants, and anything stolen on raids are used by the resourceful humanoids. They know every inch of the desert world and use the terrain to their advantage. \n'b' New Voices . Arthrops used to speak in clicks and other natural sounds. Chaos tore apart their close society until healing crystals were found. Magical energy from the gems gave the arthrops a new voice and immunity against being charmed .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malignant Mouth \n'b' Medium monstrosity , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 20 (4d8+2) Speed 0 ft.\n'b' STATS STR: 12 (0) DEX: 6 (-2) CON: 9 (0) INT: 16 (-1) WIS: 14 (-1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances necrotic, poison Condition Immunities charmed , frightened Skills Performance +8 Senses tremorsense 120 ft., passive Perception 12 Languages all Challenge 3 (700 XP) \n'b' Special Traits \n'b' Magic Resistance . The malignant mouth has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +3 to hit, range 5 ft., one target. Hit : 9 (2d8) slashing damage. \n'b' Focused Shout . Ranged Weapon Attack : +6 to hit, range 60/120 ft., one target. Hit : 7 (2d6) force damage. \n'b' Cackle (Recharge 5-6) . All creatures within a 30 ft.-radius from mouth have one of the following effects. Roll 1d6 separately for each target. \n'b' d6 \n'b' Effect \n'b' 1 \n'b' Confusion . Target must succeed on a DC 14 Wisdom saving throw or move in a random direction each turn, making a melee attack against the first target it encounters for 1d6 rounds. \n'b' 2 \n'b' Fear . Target must succeed on a DC 14 Wisdom saving throw or drop what it is holding and use its action and move to dash away from the mouth. The target can attempt a new saving throw at the end of each of its turns, ending the effect on a success. \n'b' 3 \n'b' Sleep . If the target has less than 5d8 hit points , it falls asleep as per the sleep spell. \n'b' 4 \n'b' Cure Wounds . The target is healed for 1d8+2 hit points . \n'b' 5 \n'b' Vomit . The target must succeed on a DC 14 Dexterity saving throw or be immobilized for 2d4 rounds. On a successful saving throw, the target moves at half speed for 1d4 rounds. \n'b' 6 \n'b' Tongue Lash . Ranged Weapon Attack : +8 to hit, range 10/20 ft., one creature. Hit : the target is pulled next to the malignant mouth, which can then make a bite attack against it with advantage. \n'b' About \n'b' This long-forgotten magic mouth has been driven insane and twisted by its exposure to dark magic and the intense loneliness it has experienced. \n'b' Magic mouth spells are used to transmit welcomes, warnings, and messages to visitors. As these magical manifestations exist until they are dispelled, some are very ancient and forgotten. On rare occasions, long after the original spellcaster has died, the mouth gains sentience, becoming self-aware. Aware of its predicament and angry over being forgotten, it becomes vicious and utterly demented-a malignant mouth is born. Malignant mouths are usually found in ancient subterranean vaults, forgotten towers, and abandoned scriptoria (places of loneliness surrounded by ages of dark influences). \n'b' A malignant mouth remains partially bound by the spell which created it; thus, a malignant mouth will still be triggered to perform its intended duty. It will appear on a wall, object, or statue and delivers the message as intended, except the message is spoken in a twisted, tortured drawl or frenetic shriek. This disquieting noise will be punctuated by insane and painfully loud laughter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malikirian Imp \n'b' Tiny fiend , lawful evil \n'b' Armor Class 11 Hit Points 15 (6d4) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 11 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3, Cha +4 Skills Deception +4, Insight +3, Stealth +3 Damage Resistances cold; bludgeoning, piercing, slashing damage from nonmagical weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal and 2 other languages Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Creeping Corruption . Creatures within 30 ft. that the Malikirian imp can see must make a DC 12 Charisma saving throw at the start of their turn. On a failure, the creature acts in accordance with its most selfish, venal, and ruthless impulses to the best of its ability. After 24 hours, the creature must make another Charisma saving throw, ending the compulsion on a success. Failure indicates the compulsion lasts indefinitely until the affected is subject to remove curse or similar magic. Creatures that cannot be charmed are immune to this effect. \n'b' Innate Spellcasting . The Malikirian imp\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells without material components:\n'b'\n'b'\n'b' At will : minor illusion \n'b' 1/day each : detect thoughts , sleep , suggestion \n'b'\n'b' Magic Resistance . The Malikirian imp has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : -1 to hit, reach 0 ft., one target. Hit : 1 (1d4 \xe2\x80\x93 2) piercing damage and the target must succeed on a DC 10 Constitution saving throw or take 7 (2d6) poison damage. \n'b' Invisibility . The Malikirian imp becomes invisible until its concentration ends or it makes an attack. \n'b'\n'b' ABOUT \n'b' Prideful Purpose . A minor daemon of Malikir, Arch Daemon of Pride, the Malikirian imp was created to tempt mortals into acting on their base desires and soothe their guilty consciouses with rapturous feelings of entitlement and certainty. It is said the Angel of Empyreus keeps one chained to elicit confessions and goad mortals into the very acts of sin the Angel of Empyreus seeks to punish. \n'b' A Decrepit Devil . The imp is a wretched, bruised, shriveled creature that would almost inspire pity, were it not unmistakably fiendish. Its diminutive head resembles the skull of a bighorn sheep, and its sinuous body is covered in cracked and haggard scales. \n'b' Infernal Intelligence . Before the Godswar, these imps would be exchanged as gifts and familiars by agents of Malikir to influential mages or court advisors to inspire selfishness, war, and hunger for power. They are s pies experts at gaining secrets and revealing them for maximum damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malleable, Major \n'b' Family: Malleable \n'b' Huge aberration , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 218 (23d12 + 69) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 22 (+6) DEX: 8 (-1) CON: 17 (+3) INT: 19 (+4) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +7, Cha +4 Damage Immunities psychic Condition Immunities blinded , prone Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Absorb Malleable . As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable\xe2\x80\x99s remaining hp . The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. \n'b' Amorphous . As the minor malleable. \n'b' Controlled Mutability . As the minor malleable. \n'b' Psychic Absorption . As the minor malleable. \n'b' Spider Climb . As the minor malleable. \n'b' Actions \n'b' Multiattack . The malleable makes three flesh tendril attacks. \n'b' Flesh Tendril . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). \n'b' Psychic Drain . One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s 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 and becomes a minor malleable if this effect reduces its hp maximum to 0. \n'b' Join Malleables . As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable\xe2\x80\x99s hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n'b' Separate Malleables . The major malleable can split into eight minor malleables or two moderate malleables. The new malleables\xe2\x80\x99 hp totals are equal to the major malleable\xe2\x80\x99s hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable. \n'b' Reactions \n'b' Sudden Separation . When the major malleable takes 20 damage or more from a single attack , it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes. \n'b' About \n'b' A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. \n'b' Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n'b' Consumers of Psychic Power . Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature\xe2\x80\x99s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n'b' Many Shapes . Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n'b' Our Powers Combined . Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n'b' Ancient Knowledge Hoarders . It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. \n'b' Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malleable, Massive \n'b' Family: Malleable \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 248 (16d20 + 80) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 26 (+8) DEX: 8 (-1) CON: 20 (+5) INT: 21 (+5) WIS: 17 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +10, Wis +8, Cha +5 Damage Immunities psychic Condition Immunities blinded , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Languages all, telepathy 120 ft. Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Absorb Malleable . As a bonus action, the colossal malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable\xe2\x80\x99s remaining hp . The colossal malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. \n'b' Amorphous . As the minor malleable. \n'b' Controlled Mutability . As the minor malleable. \n'b' Psychic Absorption . As the minor malleable. \n'b' Spider Climb . As the minor malleable. \n'b' Actions \n'b' Multiattack . The malleable makes four flesh tendril attacks. \n'b' Flesh Tendril . Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). \n'b' Psychic Drain . One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s 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 and becomes a minor malleable if this effect reduces its hp maximum to 0. \n'b' Separate Malleables . The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables\xe2\x80\x99 hp totals are equal to the massive malleable\xe2\x80\x99s hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable. \n'b' Reactions \n'b' Sudden Separation . When the massive malleable takes 30 damage or more from a single attack , it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes. \n'b' About \n'b' A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. \n'b' Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n'b' Consumers of Psychic Power . Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature\xe2\x80\x99s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n'b' Many Shapes . Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n'b' Our Powers Combined . Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n'b' Ancient Knowledge Hoarders . It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. \n'b' Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malleable, Minor \n'b' Family: Malleable \n'b' Medium aberration , chaotic evil \n'b' Armor Class 11 (natural armor) Hit Points 32 (5d8 + 10) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 8 (-1) CON: 14 (+2) INT: 15 (+2) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Wis +4, Cha +2 Damage Immunities psychic Condition Immunities blinded , prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12 Languages all, telepathy 60 ft. Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amorphous . The malleable can move through a space as narrow as 1 inch wide without squeezing. \n'b' Controlled Mutability . Any spell or effect that would alter the malleable\xe2\x80\x99s form only alters it until the end of the malleable\xe2\x80\x99s next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn\xe2\x80\x99t gain any statistics or special abilities of that creature; it only takes on the creature\xe2\x80\x99s basic shape and general appearance. \n'b' Psychic Absorption . Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt. \n'b' Spider Climb . The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Flesh Tendril . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). \n'b' Psychic Drain . One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s 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 and becomes a minor malleable if this effect reduces its hp maximum to 0. \n'b' Join Malleables . As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable\xe2\x80\x99s hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it.\n'b'\n'b' Four minor malleables can join to create one moderate malleable. \n'b' Eight minor malleables can join to create one major malleable. \n'b' Sixteen minor malleables can join to create one massive malleable. \n'b'\n'b' About \n'b' A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. \n'b' Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n'b' Consumers of Psychic Power . Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature\xe2\x80\x99s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n'b' Many Shapes . Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n'b' Our Powers Combined . Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n'b' Ancient Knowledge Hoarders . It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. \n'b' Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malleable, Moderate \n'b' Family: Malleable \n'b' Large aberration , chaotic evil \n'b' Armor Class 12 (natural armor) Hit Points 136 (16d10 + 48) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 17 (+3) WIS: 15 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +5, Cha +3 Damage Immunities psychic Condition Immunities blinded , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages all, telepathy 60 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Absorb Malleable . As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable\xe2\x80\x99s remaining hp . The moderate malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable. \n'b' Amorphous . As the minor malleable. \n'b' Controlled Mutability . As the minor malleable. \n'b' Psychic Absorption . As the minor malleable. \n'b' Spider Climb . As the minor malleable. \n'b' Actions \n'b' Multiattack . The malleable makes two flesh tendril attacks. \n'b' Flesh Tendril . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 +4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). \n'b' Psychic Drain . One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s 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 and becomes a minor malleable if this effect reduces its hp maximum to 0. \n'b' Join Malleables . As long as the malleable is within 10 feet of at least one other moderate malleable, each moderate malleable in range can use this action option at the same time to join together to create a larger malleable. The new malleable\xe2\x80\x99s hp total is equal to the combined hp total of all the moderate malleables, and it is affected by any conditions, spells, and other magical effects currently affecting any of the moderate malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it.\n'b'\n'b' Two moderate malleables can join to create one major malleable. \n'b' Four moderate malleables can join to create one massive malleable. \n'b'\n'b' Separate Malleables . The moderate malleable can split into four minor malleables. The new malleables\xe2\x80\x99 hp totals are equal to the moderate malleable\xe2\x80\x99s hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable. \n'b' Reactions \n'b' Sudden Separation . When the moderate malleable takes 10 damage or more from a single attack , it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes. \n'b' About \n'b' A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. \n'b' Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n'b' Consumers of Psychic Power . Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature\xe2\x80\x99s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n'b' Many Shapes . Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n'b' Our Powers Combined . Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n'b' Ancient Knowledge Hoarders . It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. \n'b' Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mallqui \n'b' Medium undead , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 120 (16d8 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 9 (-1) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +3, Cha +5 Skills History +3, Insight +7, Religion +3 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Regeneration . The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the mallqui\xe2\x80\x99s next turn. The mallqui dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b' Undead Nature . The mallqui doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Water Hypersusceptibility . For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mallqui can use its Xeric Aura. It then makes three Xeric Blast attacks. It can replace one attack with a use of Spellcasting. \n'b' Xeric Blast . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one target. Hit : 18 (4d6 + 4) necrotic damage. \n'b' Xeric Aura . Each creature within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion , as moisture is drained from its body. If a creature\xe2\x80\x99s saving throw is successful, it is immune to the mallqui\xe2\x80\x99s Xeric Aura for the next 24 hours. \n'b' Spellcasting . The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b' At will : druidcraft \n'b' 3/day each : create or destroy water , entangle \n'b' 1/day each : locate animals or plants , wind wall \n'b'\n'b' ABOUT \n'b' With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. The imposing figure has yellow points of light for eyes. \n'b' Cold Plateau Mummies . The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days. \n'b' Undead Judges . The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture\xe2\x80\x99s ideals. \n'b' Icons of Growth . Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. Mallqui also means \xe2\x80\x9csapling\xe2\x80\x9d in the language of the people who create them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malmbjorn \n'b' Huge monstrosity , unaligned \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 218 (19d12 + 95) \n'b' Speed 40 ft., burrow 10 ft., swim 30 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +10, Wis +6 \n'b' Skills Perception +6 \n'b' Damage Vulnerabilities acid \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities cold \n'b' Senses darkvision 120 ft., passive Perception 16 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 15 (13,000 XP) \n'b' Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The malmbjorn has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Metal Sense . The malmbjorn can pinpoint, by scent, the location of any Small or larger ferrous metal, such as an iron deposit or steel armor, within 100 feet of it. It can sense the general direction of such metal within 1 mile. \n'b' Tunneler . The malmbjorn can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Mulitattack . The malmbjorn makes one Bite attack and two Adamantine Claw attacks. \n'b' Bite . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 34 (5d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained , and the malmbjorn can\xe2\x80\x99t Bite another target. \n'b' Adamantine Claw . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 29 (5d8 + 7) slashing damage. This attack deals double damage to objects and structures. \n'b' Metal Volley (Recharge 5\xe2\x80\x936) . The malmbjorn shakes itself, launching shards of metal from its hide . Each creature within 20 feet of the malmbjorn must make a DC 18 Dexterity saving throw, taking 45 (13d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Metal Eater . The malmbjorn swallows one Medium or smaller ferrous metal object within 5 feet of it. If the object is being held or worn by a creature, that creature must succeed on a DC 18 Strength saving throw or the malmbjorn swallows the object. If the creature holding or wearing the object is also grappled by the malmbjorn, it has disadvantage on this saving throw. Nonmagical objects are digested and destroyed at the start of the malmbjorn\xe2\x80\x99s next turn. Magic objects remain intact in the malmbjorn\xe2\x80\x99s stomach for 8 hours then are destroyed. Artifacts are never destroyed in this way. \n'b'\n'b' REACTIONS \n'b'\n'b' Ironhide . When the malmbjorn is hit by a weapon made of metal, fur-like spikes of metal grow out of the malmbjorn\xe2\x80\x99s hide until the end of its next turn. While the spikes remain, the malmbjorn\xe2\x80\x99s AC increases 2, and any critical hit against it becomes a normal hit. \n'b'\n'b' ABOUT \n'b' This massive bear bristles with muscles and fury, its hide covered with metal scales and spikes. \n'b' Malmbjorns are enormous, mountain?dwelling bears that consume raw ore they dig out of the ground with their metal claws. They have a fondness for refined metals, such as those found in armor and weapons. \n'b' Prospector\xe2\x80\x99s Dilemma . Because these massive bears dig out dens near metal deposits, the presence of a malmbjorn all but guarantees the presence of substantial deposits nearby. \n'b' However, the creature must be driven away or killed before the deposits can be mined. \n'b' Wealthy miners are rarely strong enough to drive malmbjorn away themselves; they hire experienced adventurers or entire mercenary companies to tackle a malmbjorn. \n'b' Rending Claws . Malmbjorn claws contain a naturally occurring form of adamantine. With enough time and skill and a smelter, the claws of a single bear yield enough adamantine to make a single dagger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Carvaloth \n'b' Small beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 14 (+2) CON: 13 (+1) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 5 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Chameleon . The carvaloth has advantage on Dexterity ( Stealth ) checks made to hide . \n'b' Pack Tactics . The carvaloth has advantage on an attack roll against a creature if at least one of the carvaloth\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The carvaloth makes one attack with its bite and one with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' Hidden Hunters . Carvaloths are ancient predators that possess the ability to change their skin color, much like a chameleon. This trait functions as camouflage, when stalking prey or hiding from other predators, and as a display of dominance toward other packs of carvaloths. \n'b' Strength in Numbers . A carvaloth\xe2\x80\x99s fanged maw is filled with caustic spittle that eats through stone, metal, and flesh. A lone carvaloth is fierce and dangerous. In packs, these predators can quickly outnumber and overwhelm larger creatures. \n'b'\n'b' DC 10 Intelligence ( Nature ) : Carvaloths are pack hunters. A carvaloth uses chameleonlike camouflage to hide and stalk prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crimson Death \n'b' Medium aberration , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 135 (18d8 + 54) Speed 60 ft. (30 ft. After feeding)\n'b' STATS STR: 11 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 17 (+3) WIS: 16 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +6 Skills Athletics +6, Perception +9, Stealth +10 Damage Resistances bludgeoning, slashing and piercing from nonmagical weapons that aren\xe2\x80\x99t silvered Senses darkvision 60 ft., passive Perception 19 Languages Deep Speech (can\xe2\x80\x99t speak) Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Torpor . After draining a creature\xe2\x80\x99s hit points to zero, the crimson death, sated from its feeding, moves at half its normal speed and performs Dexterity ( Stealth ) checks at disadvantage (because it flushes crimson, hence the name). Attacks against the crimson death are made at advantage. These effects last for one hour. \n'b' Actions \n'b' Multiattack . The crimson death makes two attacks with its tentacles. \n'b' Tentacles . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 +4) bludgeoning damage. \n'b' Engulf . If one or more tentacles hit a target, the crimson death may use a bonus action to move into the same space as the target. Whenever the crimson death enters a creature\xe2\x80\x99s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet or back or to the side of the crimson death. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the crimson death enters the creature\xe2\x80\x99s space and the creature takes 4 (1d8) bludgeoning and 4 (1d8) necrotic damage. The engulfed creature cannot breathe, is restrained , and takes 22 (5d8) necrotic damage at the start of each of the crimson death\xe2\x80\x99s turns. When the crimson death moves, the creature moves with it. A crimson death can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of the crimson death.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Malphas (Storm Crow) \n'b' Medium fey , neutral evil \n'b' Armor Class 16 (studded leather) Hit Points 135 (18d8 + 54) Speed 40 ft., fly 30 ft.\n'b' STATS STR: 19 (+4) DEX: 19 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +6, Wis +4 Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Ravenfolk, Sylvan Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow-Infused Weapons . The malphas\xe2\x80\x99s weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack ). \n'b' Sunlight Sensitivity . While in sunlight, the malphas 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 malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. \n'b' Shadow Bolt . Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 14 (3d6 + 4) necrotic damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Shadow Call . When the malphas is hit by a ranged attack , it can make one Shadow Bolt attack against the attacker. The malphas doesn\xe2\x80\x99t have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. \n'b'\n'b' ABOUT \n'b' Keen eyed and dangerous, this winged fey warrior is dressed in finery. \n'b' Sworn to the Shadow Fey . Raised with a sword in their hands, the malphas are fierce warriors who serve the aristocracy of the shadow fey unswervingly. \n'b' Corvid Fey . The malphas have many crow-like features, including beaks, black-feathered bodies and wings, and clawed feet and hands. On occasion, a cloaked ravenfolk traveling in fey lands might be mistaken for a malphas, and some less scrupulous ravenfolk use this to their advantage to manipulate fey they encounter. Malphas don\xe2\x80\x99t take kindly to such impersonations and are merciless toward any ravenfolk they discover pretending to be one of them. \n'b' Messengers . Laconic in speech, they nevertheless serve as envoys and messengers from time to time. However, as much or more is communicated by the choice in messenger as in the message itself. Their crow-like features and the tendency of their masters to send bad news via malphas has earned them the nickname \xe2\x80\x9cstorm crows\xe2\x80\x9d among many fey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mamura \n'b' Small aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 112 (15d6 + 60) Speed 20 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 19 (+4) INT: 17 (+3) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Con +7, Cha +6 Skills Acrobatics +7, Perception +6, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin, Sylvan, Void Speech Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Distracting Babble . When a spellcaster that is concentrating on a spell starts its turn within 20 feet of the mamura, the spellcaster must succeed on a DC 15 Constitution saving throw or lose concentration on the spell. In addition, if a spellcaster within 20 feet of the mamura casts a spell, it must succeed on a DC 15 Constitution saving throw or the spell fails to cast, using the action, bonus action, or reaction to cast the spell but not expending the spell slot. \n'b' Flyby . The mamura doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The mamura has advantage on saving throws against spells and other magical effects. \n'b' Radial Eyes . The mamura has advantage on Wisdom ( Perception ) checks that rely on sight and on saving throws against being blinded . In addition, if the mamura isn\xe2\x80\x99t blinded , creatures attacking it can\xe2\x80\x99t benefit from traits and features that rely on a creature\xe2\x80\x99s allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak Attack class feature. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mamura makes three Claw attacks and one Whiptail Stinger attack . \n'b' Claw . Melee Weapon Attack : +7 to hit, range 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. \n'b' Whiptail Stinger . Melee Weapon Attack : +7 to hit, range 10 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. While poisoned , the creature takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Shadow Stealth . While in dim light or darkness, the mamura takes the Hide action. \n'b'\n'b' ABOUT \n'b' This atrocity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has eyes and three clawed arms arranged radially about its body. Its green, bat-like wings seem too small to work, yet it flies well. \n'b' Twisted Field Sprites. Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called \xe2\x80\x9cpolevoi,\xe2\x80\x9d or \xe2\x80\x9cfield sprites.\xe2\x80\x9d At some point, they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things. \n'b' Cross-Dimensional . The mamura is one degree out of phase with reality. It appears blurry and indistinct even in bright light, and it seems translucent in dim light. They babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to and understand creatures of the Void. Because of this, their babble may be prophetic for the few who can decipher it. \n'b' Prophetic Followers . They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Arx \n'b' Large fiend , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 171 (18d10 + 72) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 19 (+4) INT: 11 (+0) WIS: 15 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9 Skills Athletics +9, Perception +6 Damage Resistances cold, fire, lightning, poison Senses darkvision 90 ft., passive Perception 16 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Immutable Form . The arx is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The arx has advantage on saving throws against spells and other magical effects. \n'b' Spiky Hide . A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. This trait also applies to the arx\xe2\x80\x99s walls. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The arx makes two Claw attacks and one Spear attack . \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack . \n'b' Wall Smash . If the arx has its wall set up (see Emplace Wall), as an action, it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a DC 16 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Emplace Wall (Recharge 3\xe2\x80\x936) . The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature\xe2\x80\x99s space when the arx places it, the creature must make a DC 16 Dexterity saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed. Each 10-foot panel has AC 17 and 50 hp . If a panel is destroyed, the arx can place only one panel of wall with this bonus action. If both panels are destroyed, the arx can\xe2\x80\x99t use this bonus action again until it finishes a long rest or until its elytra are restored with a regenerate spell or similar magic. While the arx has at least one wall emplaced, it must remain within 15 feet of at least one of its walls. The arx can retract the walls into its body, ending this effect, as a bonus action. \n'b'\n'b' ABOUT \n'b' This spike-covered insectoid stands at the ready with a wicked spear grasped by two limbs. It decompresses its wings impossibly to fashion a pair of walls behind it, held together and connected to the insectoid by a stretchy pink goo. \n'b' Arxes are fiendish creatures who serve other fiends as mobile field defenses. They can detach their elytra, the hardened shells that cover their wings, to provide cover for commanders who wish to direct their armies from forward lines. They use their telepathy and excellent vision to feed accurate overviews of the battlefield to these leaders, who use this intel to direct troops and make attacks from behind the arx\xe2\x80\x99s wall. \n'b' Hirable Mercenaries . When they aren\xe2\x80\x99t fighting for legions of devils or demons, arxes willingly accept payment for their services. They are steadfast combatants who reliably follow orders, but they show no concern about individual allies over greater tactical advantages.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manananggal \n'b' Medium undead , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 187 (25d8+75) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Wis +6 Damage Immunities poison Condition Immunities poisoned Skills Deception +8, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Deceptive Noises . A manananggal emits a clicking noise as it flies, which can be detected with a DC 10 Perception check any round that it flies at least 5 feet. However, the noises echo strangely and are highly deceptive, growing quieter the closer the manananggal is to the listener, and seeming to come from other directions. Any creature that can hear the sounds must succeed on a DC 16 Wisdom saving throw or be disoriented by the sound, believing it to be coming from a random direction, and that the source of the noise is a number of feet away equal to 200 feet minus the actual distance (so, a listener 180 feet from the manananggal would believe it was roughly 20 feet away). \n'b' Prehensile Tongue . A manananggal that is currently separated can extend an impossibly long prehensile tongue from its mouth. This tongue ends in a lamprey-like sucker, and can be extended as far as 20 feet, increasing the reach of its bite attack to that amount. This tongue is somewhat unwieldy, and the manananggal suffers disadvantage on attack rolls made with the tongue. Finally, the tongue can be pressed against an incapacitated or willing creature to drain blood from it, reducing its Constitution by 2 for each minute that it remains attached. Sleeping or unconscious creatures that have their blood drained in this way may make a DC 10 Wisdom ( Perception ) ability check to be awakened by this feeding, once per minute. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The manananggal makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 26 (4d10 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' During the day, a manananggal looks like a living human woman. It does not detect as undead during the day, but is still an undead creature. At night, its upper torso rips away, leaving her lower torso behind. Its lower torso is incapacitated , but its upper torso gains its fly speed and natural attacks at this time. The upper and lower portions share the same pool of hit points (despite any intervening distance), and if the incapacitated lower portion is damaged, the manananggal is immediately aware of the attack . A manananggal must return to its lower torso and reattach to it as an action before sunrise-each round a manananggal remains separated after sunrise, its hit points are reduced by 1d6 until it rejoins its lower torso or it is reduced to 0 hit points , crumbling into dust. \n'b' Horrid undead, manananggals walk among the living by day and prey upon them at night. These creatures delight in spreading fear and distrust. By day, they tend to stay inside because of their light sensitivity. They mask this odd behavior by either living just outside villages as reclusive hermits or by obtaining roles within the community that explain away or justify their eccentricities. Manananggals pass themselves off as normal people, usually posing as mad old women, midwives, hedge witches, or mystics. This allows the undead creatures to select their prey from within the community. \n'b' Manananggals particularly enjoy feeding upon pregnant women, targeting them in their sleep so the undead may feast on the blood of both mothers and the children they carry. \n'b' These foul creatures drain blood via their long, black, hollow tongues. Manananggals despise the scent of garlic and strong spices like cloves and anise. As they fly through the night, manananggals make a ticking or clicking sound, leading some villagers to call the creatures \xe2\x80\x9ctik-tiks.\xe2\x80\x9d Once separated, a manananggal\xe2\x80\x99s mobile torso has a 6-foot wingspan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manatee/Sea Cow \n'b' Large beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 52 (8d10 + 8) \n'b' Speed 10 ft., swim 60 ft.\n'b' STATS STR: 17 (+3) DEX: 13 (+1) CON: 13 (+1) INT: 4 (\xe2\x80\x933) WIS: 10 (+0) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Hold Breath . While out of water, the sea cow can hold its breath for one hour. \n'b' Water Breathing . The sea cow can breathe only underwater \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Sea cows are large, fully aquatic, mostly herbivorous marine mammals. They have paddle-like flippers and are slow , peaceful plant-eaters similar to cows on land. They often graze on water plants in tropical seas.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandragora \n'b' Small plant (fungus), neutral evil \n'b' Armor Class 11 Hit Points 4 (1d6 + 1) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire Damage Immunities psychic Condition Immunities charmed , frightened , stunned , unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages None Challenge 1/8 (25 XP) \n'b' ACTIONS \n'b'\n'b' Tentacles . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) bludgeoning damage and the target must make a successful DC 11 Dexterity saving throw or be grappled (escape DC 11). \n'b' Strangulation . One creature already grappled by the mandragora at the start of the mandragora\xe2\x80\x99s turn takes 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The mandragora is a small, vaguely humanoid fungus that prefers to hunt and kill its own carrion rather than scavenging for creatures that are already dead. If the mandragora goes more than three days without fresh meat, it burrows into the ground and attaches to local tree roots, from which it draws sustenance until living prey wanders nearby. \n'b' The mandragora stands about four feet tall. Most of the plants have two \xe2\x80\x9carms\xe2\x80\x9d and two \xe2\x80\x9clegs,\xe2\x80\x9d but that isn\xe2\x80\x99t universal. The plant\xe2\x80\x99s chief attack is by strangulation. Once it wraps its arm-roots around a foe\xe2\x80\x99s throat, it hangs on until the prey is dead or the mandragora itself is killed. They tend to strip off all of a slain creature\xe2\x80\x99s clothing and belongings to lighten the body before dragging it away to a quiet spot where it is covered in a thick layer of slime and dissolved at the mandragora\xe2\x80\x99s leisure. The digestive process leaves behind a pile of softened, rubbery bones that are the tell-tale spoor of mandragoras.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandrake \n'b' Huge fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 20 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +6, Wis +8 Skills Deception +4, History +6, Insight +8, Perception +8 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, frightened Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Infernal, telepathy 120 ft. Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The mandrake has advantage on Wisdom (Perception) checks that rely on vision. In addition, it can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent to it. \n'b' Magic Resistance . The mandrake has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mandrake\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mandrake makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) slashing damage. \n'b' Wicked Duplicate . The mandrake chooses a humanoid within 120 feet that it can see and ejects a duplicate of the target into an unoccupied space within 30 feet of the mandrake. The duplicate is a creature formed of protoplasm, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the target, but it has half the target\xe2\x80\x99s hit point maximum, is neutral evil, and is formed with nonmagical versions of any equipment the target wears and carries. The duplicated items dissolve into mud 1 round after being separated from the duplicate. Otherwise, the duplicate uses all the statistics of the target. While the mandrake has no mental control over the duplicate, the duplicate is friendly to the mandrake and obeys its commands, acting on its turn in combat. The duplicate lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. The duplicate lasts until it or the mandrake is reduced to 0 hit points, at which point it reverts to a wad of protoplasm and melts away instantly. After the mandrake has duplicated a creature, it cannot duplicate that creature again for 10 days. \n'b'\n'b' ABOUT \n'b' Although the mandrake might be the most humanoid-looking of the fourth-circle fiends, its motives are more alien and malevolent than those of overtly inhuman fiends. A mandrake finds solace in mimicry, wearing the tattered fashion of the civilizations it destroys and adopting many of the civilization\xe2\x80\x99s mannerisms. Although its knowledge bares strange gaps when pressed, this fiend has a remarkable knack for picking up the surface facts of the fashions it mimics. \n'b' The mandrake has an affinity with creatures that mimic others, such as crows. The mandrake rarely speaks except to repeat back words spoken to it, but it is an exceptionally cunning fiend and its schemes are often set in motion with bizarre or inscrutable acts that promote corruption or wickedness weeks or years in the future. \n'b' Malevolent Mimics . The mandrake\xe2\x80\x99s cloak conceals wads of protoplasm that it emits from sores along its legs. The mandrake can form these wads into copies of people to work its evil will in the world. Unlike the mandrake, which has a twisted and incomplete understanding of humanoid society, these mimics can duplicate the original creature\xe2\x80\x99s mannerisms precisely. Despite their independent appearance, they are inextricably tied to the mandrake and just as wicked in their outlook as their creator. Hostages rescued from a legion led by a mandrake may have one or more duplicates among their midst, intentionally sent back to undermine the legion\xe2\x80\x99s next targets. These duplicates typically serve as saboteurs, framing leaders and significant individuals in as-yet unconquered cities for various acts and infiltrating their homes for information, blackmail, and eventually assassination. \n'b' Legions . The mandrake often leads fiends of the Acheron, Hades, Pandemonium, and Sheol legion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandrake \n'b' Family: Mandrake \n'b' Small plant , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 32 (5d6 + 15) Speed 40 ft., burrow 10 ft., climb 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 17 (+3) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +5 Skills Athletics +4, Perception +3, Stealth +6 Damage Resistances acid, cold, electricity Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 4 (1,100 XP) \n'b' Actions \n'b' Multiattack . The mandrake makes one Bite attack and two Vine attacks. \n'b' Vine . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage, and target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and target must succeed on a DC 15 Constitution saving throw or the target\xe2\x80\x99s Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest . \n'b' Shriek (1/day). The mandrake gives voice to an unsettling shriek. All creatures within a 30-foot radius of a shrieking mandrake must succeed on a DC 15 Wisdom saving throw or become poisoned . A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandrake (Open Design) \n'b' Family: Mandrake \n'b' A crown of lettuce-like leaves sprouts from the soil. The leaves twitch slightly, and a faint, muffled squealing can be heard from the ground. \n'b' Tiny plant , unaligned \n'b' Armor Class 8 Hit Points 22 (4d4 + 12) Speed 5 ft.\n'b' STATS STR: 10 (+0) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 9 (-1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) piercing damage. \n'b' Shriek (Recharge 4-6) . All creatures within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 5 (2d4) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. \n'b' About \n'b' Howl of Injustice . Though some herbalists can breed mandrakes, a mandrake only blooms in the wild under grisly circumstances: when an innocent youth is wrongfully hanged for theft, and the youth\xe2\x80\x99s dying blood, spittle, sweat, or urine strikes the earth. The mandrake remains dormant for one year, after which time it grows into a thick, tuberous root that is shaped like a young humanoid sprouting a thick, leafy head of hair. If the root is pulled from the ground, it wails with such piercing fury that most common folk who hear it die instantly. \n'b' Medicinal Marvel . Were it not for its incredible medicinal properties, the mandrake would never be cultivated at all. If ground into a powder and brewed for a year and a day, the mandrake root becomes an elixir of health, which can cure all poisons and afflictions. \n'b' Great Mandrake . As a magical plant, the mandrake sometimes takes on an unusual appearance if it grows to full flowering. In these cases, the plant becomes thorny and its powers grow substantially. In particular, it gains the power of speech and its shriek becomes far stronger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandrake, Great \n'b' A crown of lettuce-like leaves sprouts from the soil. The leaves twitch slightly, and a faint, muffled squealing can be heard from the ground. \n'b' Tiny plant , unaligned \n'b' Armor Class 11 (natural armor) Hit Points 44 (8d4 + 24) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 8 (-1) CON: 16 (+3) INT: 4 (-3) WIS: 11 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities exhaustion , poisoned Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11 Languages Common Challenge 1 (200 XP) \n'b' Actions \n'b' Multiattack . A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. \n'b' Shriek (Recharge 3-6) . Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success. \n'b' About \n'b' Howl of Injustice . Though some herbalists can breed mandrakes, a mandrake only blooms in the wild under grisly circumstances: when an innocent youth is wrongfully hanged for theft, and the youth\xe2\x80\x99s dying blood, spittle, sweat, or urine strikes the earth. The mandrake remains dormant for one year, after which time it grows into a thick, tuberous root that is shaped like a young humanoid sprouting a thick, leafy head of hair. If the root is pulled from the ground, it wails with such piercing fury that most common folk who hear it die instantly. \n'b' Medicinal Marvel . Were it not for its incredible medicinal properties, the mandrake would never be cultivated at all. If ground into a powder and brewed for a year and a day, the mandrake root becomes an elixir of health, which can cure all poisons and afflictions. \n'b' Great Mandrake . As a magical plant, the mandrake sometimes takes on an unusual appearance if it grows to full flowering. In these cases, the plant becomes thorny and its powers grow substantially. In particular, it gains the power of speech and its shriek becomes far stronger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amoeba Swarm \n'b' Medium swarm of Tiny oozes , unaligned \n'b' Armor Class 13 Hit Points 28 (8d8-8) Speed 10 ft., climb 10 ft., swim 20 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 9 (-1) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , prone , restrained , stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The swarm can breathe both air and water. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening larger than 1 inch without squeezing. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Digest . Melee Weapon Attack : +5 to hit, reach 0 ft., one creature. Hit : 4d4 (10) acid damage, or 2d4 (5) acid damage if the swarm has half or fewer of its maximum hit points .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mandriano, Ancient \n'b' Family: Mandriano \n'b' Huge plant , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d12 + 24) Speed 40 ft.\n'b' STATS STR: 21 (+5) DEX: 8 (-1) CON: 15 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +3, Stealth +2 Damage Vulnerabilities fire Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , poisoned Senses passive Perception 13 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Siege Monster . The ancient mandriano deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The ancient mandriano makes two swipe attacks. \n'b' Swipe . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 15 (3d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained . It can grapple up to three creatures. \n'b' Consume the Spark . As the mandriano, except the target must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a succes. \n'b' Call the Dead (3/day) . The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies and the zombies. The mandriano can control up to twenty zombies at one time. \n'b' About \n'b' Despite its size, the twisted and gnarled tree-man moves precisely and quietly. It cloaks itself in a cape of darkness with only its pale face visible, lit by blue flame eyes. \n'b' Damned Fey . Mandrianos are a perversion of treants grown from soil defiled by ritual sacrifice. Bound to shepherd the undead, they ceaselessly wander their territories, collecting and tending their mindless charges. Beneath their billowing cloaks, their bodies have the gray color of driftwood. A mandriano\xe2\x80\x99s cloak is stitched from leaves of darkness and blows apart as if struck by a gale when the mandriano dies. \n'b' Never Alone . Mandrianos work in pairs or small teams as they gather their flocks of undead and hunt for the living. They drain the essence of living creatures to feed themselves, their deceptively long arms allowing them to quickly snatch up prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manggus \n'b' Large giant (shapechanger), chaotic evil \n'b' Armor Class 14 (hide armor) Hit Points 127 (15d10 + 45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 7 (-2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +6 Skills Intimidation +5 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Roaring Transformation . When the manggus changes from its true form into its hydra form, it unleashes a mighty roar. Each creature within 30 feet of it and that can hear the roar must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. If the target fails the saving throw by 5 or more, it is also paralyzed until the end of its next turn. If a creature\xe2\x80\x99s saving throw is successful, it is immune to the Roaring Transformation of all manggus for the next 24 hours. \n'b' Shapechanger . The manggus can use its action to polymorph into a Large, three-headed hydra, or back into its true form. Its statistics, other than its size , are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. The manggus reverts to its true form if it dies. \n'b' Three-Headed (Hydra Form Only) . The manggus has three heads. While it has more than one head, the manggus has advantage on saving throws against being blinded , charmed , deafened, frightened , stunned, and knocked unconscious. Whenever the manggus takes 15 or more damage in a single turn, one of its heads dies. If all its heads die and the manggus still lives, the manggus immediately reverts to its true form and can\xe2\x80\x99t change into its hydra form again until it finishes a long rest . At the end of its turn, the manggus regrows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The manggus regains 5 hp for each head regrown in this way. \n'b' Actions \n'b' Multiattack . In hydra form, the manggus makes as many bite attacks as it has heads. In giant form, it makes two greataxe attacks. \n'b' Bite (Hydra Form Only) . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b' Greataxe (Giant Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' About \n'b' A multi-headed horror tears out of the body of this tusked, ogre-like brute. \n'b' Manggus are ogre-like shapeshifters that join with tribes of trolls, ogres, trollkin, and other giant races. \n'b' Dominated Tribe . Once a manggus has been accepted into a tribe, it works its way up, eventually becoming the tribe\xe2\x80\x99s leader through intimidation, fear, and the threat of barbaric punishments. The most successful manggus even gather multiple tribes together, uniting the different races into warbands that sweep across the land. \n'b' Rending Transformation . When the manggus changes shape its new form rips through the body of the previous one, an act usually accompanied by a great deal of blood and gore. The pain of the transformation fuels the manggus\xe2\x80\x99 rage, which it lets out in a mighty roar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manitou \n'b' Huge celestial , neutral good \n'b' Armor Class 19 (natural armor) Hit Points 199 (19d12+76) Speed 30 ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 19 (+4) INT: 16 (+3) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +12, Medicine +9, Nature +8, Perception +14, Stealth +14 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks; cold Damage Resistances acid, fire, lightning Condition Immunities paralyzed , petrified Senses darkvision 60 ft., truesight 60 ft., passive Perception 24 Languages Celestial, Common, Sylvan Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The manitou\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect evil and good , lesser restoration \n'b' 3/day : greater restoration , heal \n'b' 1/day : conjure animals , conjure elemental \n'b'\n'b' Invisible . The manitou is naturally invisible . \n'b' Legendary Resistance (3/Day) . If the manitou fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The manitou has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The manitou\xe2\x80\x99s weapon attacks are magical. \n'b' Speak with Animals . The manitou can communicate with beasts. \n'b' Trackless . A manitou can\xe2\x80\x99t be tracked except by magical means. It leaves behind no tracks or other traces of its passage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The manitou makes two fist attacks. \n'b' Fist . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. \n'b' Spirit Passage . The manitou can magically shift from the Material Plane to the Ethereal Plane, or vice versa. \n'b' Spirit Power (Recharge 5-6) . The manitou manifests one of the two following effects:\n'b'\n'b'\n'b' Healing Aura . When it uses this trait and at the beginning of each of the manitou\xe2\x80\x99s turns, the manitou and every nonconstruct, non-undead within 10 feet of it regains 5 Hit Points . This effect continues for 10 minutes, or until it uses spirit power again. The manitou can exclude any creatures it wants from this effect. \n'b' Spirit Stampede . The manitou calls upon animal spirits to attack , affecting a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The manitou can take 2 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 manitou regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Awesome Blow (Costs 2 Actions) . The manitou makes a fist attack . If it hits a creature, the attack is automatically a critical hit, and the creature must make a DC 20 Constitution saving throw. On a failure, the creature is knocked prone . \n'b' Fist . The manitou makes one attack with its fist. \n'b' Heal Self (Costs 2 Actions) . The manitou magically regains 13 (2d8 + 4) hit points. \n'b'\n'b' LAIR ACTIONS \n'b' On initiative count 20 (losing initiative ties), the manitou takes a lair action to cause one of the following effects: \n'b'\n'b' A 20-foot square within 120 feet of the manitou becomes difficult terrain . Creatures in the area when this occurs must make a DC 17 Strength saving throw; on a failure, the creature is restrained . A creature may make a new saving throw at the end of each of its turns; on a success, it is no longer restrained . \n'b' Every creature within a 30-foot radius of a point chosen by the manitou must succeed at a DC 17 Constitution saving throw of take 7 (2d6) bludgeoning damage and become prone . \n'b'\n'b' ABOUT \n'b' A manitou is a powerful, benevolent spirit of nature that safeguards entire regions from danger, heals the sick and wounded, and preserves the balance among all creatures. When not invisible , a manitou looks like a powerfully built, long-haired humanoid with skin made of tree bark and eyes of quartz. A manitou stands 20 feet tall and weighs over 5,000 pounds. \n'b' Spirit of the Land . Manitous are naturally invisible and intangible, merged with the spiritual essence and physical substance of the lands they guard. They can manifest indirectly through subtle movements and actions of the animals and plants within their domain, using breaths of air and the waving of branches and grasses to signify their contentment or displeasure. \n'b' They even may take physical form or directly control animals, plants, or even humanoids within their guarded lands. Most often, they simply observe and move in subtle ways, lying dormant unless need arouses them to action. If danger threatens or destruction is small, they still tend to act through intermediaries or through the use of their magical powers, but when great danger or destruction is imminent, they rise up in the fullness of their power to stand guardian over the lands they claim as their own. They may reward those that aid them with gifts or bounties within the land, hidden secrets of things buried in the earth, or lost knowledge remembered only in the whispers of the wind and the thrumming of the land.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Asanbosam \n'b' Large aberration , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft., climb 15 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 17 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The asanbosam 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 asanbosam makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) poison damage and contract a disease. Until the disease ends, the creature is poisoned . Every 24 hours that elapse, the infected creature must repeat the saving throw. On a success, the disease ends. On a failure, the creature\xe2\x80\x99s hp maximum is reduced by 5 (1d10). This reduction lasts until the disease ends. The target dies if its hp maximum is reduced to 0. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained , and the asanbosam can\xe2\x80\x99t use its Claws on another target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract the disease described in the Bite attack . \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Arboreal Escape . While in a tree, the asanbosam takes the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' A hirsute hulk with bulging, bloodshot eyes perches high in a tree, ready to seize unwary passersby with its rusty, hook-like talons. \n'b' Iron Hooks and Fangs . Asanbosam resemble hairy ogres from the waist up, but with muscular, flexible legs much longer than those of an ogre . These odd appendages end in feet with hook-like talons, and both the creature\xe2\x80\x99s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam\xe2\x80\x99s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while those of the older asanbosams are discolored and rusty. \n'b' Iron Eaters . The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and\xe2\x80\x94in times of desperation\xe2\x80\x94grinding iron filings off their own hooks to slake their cravings. The asanbosams\xe2\x80\x99 taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true). \n'b' Tree Lairs . Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don\xe2\x80\x99t fear magic; most tribes count at least one spellcaster among its members.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manster \n'b' Large monstrosity , neutral evil\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 8 (-1) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft. Skills Perception +3, Stealth +4 Senses darkvision 60 ft., passive Perception 13 Languages Giantish Challenge 3 (700 XP) \n'b' Special Traits \n'b' Invisible in Shadow . While in dim light or darkness, the manster is invisible as long as it does not expend more than half its speed. \n'b' Actions \n'b' Multiattack . The manster makes one attack with its claws and one attack with its bite. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Tactics \n'b' Mansters try to gang up on individual characters, using their ability to become invisible to great advantage. At the first sign of stiff resistance, they will fade back into the shadows and wait until the group decides to split up, or almost everyone goes back to sleep. Then they will attack again. \n'b' Description \n'b' The Pack . While individual mansters will scout for prey, any large group will attract the attention of an entire pack. They will attempt to ambush stray members of the group, waiting patiently in the darkness for an individual to leave the safety of the group. They are often attracted to trade routes, as they understand that they must simply wait for another caravan to come by in order to get fresh meat. \n'b' Invisible in the Night . A manster that remains still or moves slowly in shadows or darkness becomes invisible. They can still be detected by other senses, but cannot be seen unless they are forced to move quickly or reveal themselves to their target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manticore \n'b' Family: Manticore \n'b' Large monstrosity , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Tail Spike Regrowth : The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest . \n'b'\n'b' Actions \n'b'\n'b' Multiattack : The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. \n'b' Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b' Claw : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. \n'b' Tail Spike : Ranged Weapon Attack : +5 to hit, range 100/200 ft., one target. Hit : 7 (1d8 + 3) piercing damage. \n'b'\n'b' About \n'b' This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manticore Divebomber \n'b' Large monstrosity , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 7 (-2) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dive Attack . As a full-round action, the manticore can move 100 feet and attack with his tails spikes at one target during the dive with a +8 to hit and deal 3d8+9 using three tail spikes. \n'b' Ripping Maw . When both claws hit an opponent, the manticore can attempt a bite attack as a bonus action. \n'b' Tail Spike Regrowth . The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : (1d8 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : (1d6 + 3) slashing damage. \n'b' Tail Spike . Ranged Weapon Attack : +5 to hit, reach 100/200 ft., one target. Hit : (1d8 + 3) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manticore King \n'b' Much larger than his kin, the Manticore King\xe2\x80\x99s scarred and wizened visage is punctuated by longsword-length teeth that grind and clatter together when he speaks. His coloration is direst crimson, and his black wings appear too withered for flight. \n'b' Huge monstrosity , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 168 (16d12 + 64) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Constitution +8 Skills Athletics +8, Intimidation +7, Perception +6 Damage Resistances poison Condition Immunities charmed , poisoned Senses darkvision 120 ft., passive Perception 16 Languages Common, Draconic, Dwarvish Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Cursed . The Manticore King may not fly, levitate, or be polymorphed by any spell or effect. \n'b' Legendary Resistance (2/day) . If the Manticore King fails a saving throw, he can choose to succeed instead. \n'b' Magic Weapons . The Manticore King\xe2\x80\x99s weapon attacks are magical. \n'b' Merciless Ferocity . The Manticore King has advantage on all opportunity attacks, and a creature reduced to 0 hp by his attacks has disadvantage on its first death saving throw. \n'b' Penetrating Volley . If the Manticore King moves at least 20 feet in a straight line, all tail spike attacks made this round have advantage. A creature struck by these tail spike attacks must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b' Tail Spike Regrowth . The Manticore King has thirty-six tail spikes. Used spikes regrow when he finishes a long rest . \n'b' Actions \n'b' Multiattack . Mantik makes three attacks: two with his claws and one with his bite or three with his tail spikes. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tail Spike . Ranged Weapon Attack : +6 to hit, range 100/200 ft., one target. Hit : 11 (2d8 + 2) piercing damage and the creature must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. A creature poisoned by the tail spike has its speed halved and can\xe2\x80\x99t take the Dash action. \n'b' Roar of the Barbed King (Recharge 5-6) . The Manticore King unleashes an ground-shaking roar. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be incapacitated for 1d4 rounds. \n'b' Legendary Actions \n'b' The Manticore King 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. Mantik regains spent legendary actions at the start of his turn. \n'b' Move . The Manticore King moves up to his speed without provoking opportunity attacks. \n'b' Growl (Costs 2 Actions) . The Manticore King lets loose a throaty growl. Each creature within 60 feet who can hear him must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn. \n'b' Tail Spike (Costs 2 Actions) . The Manticore King makes a tail spike attack . \n'b' About \n'b' Inside the sandblasted walls of a ruined castle, the king of the manticores roars decrees to the wind. The oldest and most ferocious manticore sits atop the shattered throne of a long-forgotten kingdom. He is loved like a god by a loyal clan of kobolds, who bring the beast treasures and sacrifices.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mantidrake \n'b' Large monstrosity , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 23 (+6) DEX: 15 (+2) CON: 20 (+5) INT: 9 (-1) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +6, Constitution +9, Wisdom +6, Charisma +5 Skills Perception +6 Damage Immunities see table below Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Flyby . The mantidrake doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Smell . The mantidrake has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Draconic Heritage . Roll a d10 and refer to the table below to determine a mantidrake\xe2\x80\x99s draconic parent and breath weapon. \n'b' d10 \n'b' Head Color \n'b' Breath Weapon \n'b' Immunity Type \n'b' 1-2 \n'b' Black \n'b' 60-foot-long, 5-foot-wide line of acid \n'b' Acid \n'b' 3-4 \n'b' Blue \n'b' 60-foot-long, 5-foot-wide line of lightning \n'b' Lightning \n'b' 5-6 \n'b' Green \n'b' 30-foot cone of poisonous gas \n'b' Poison \n'b' 7-8 \n'b' Red \n'b' 30-foot cone of fire \n'b' Fire \n'b' 9-10 \n'b' White \n'b' 30-foot cone of cold \n'b' Cold \n'b' Actions \n'b' Multiattack . The mantidrake makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage. \n'b' Spikes . Ranged Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 16 (4d6 + 2) piercing damage. \n'b' Dragon Breath (Recharge 5-6) . The mantidrake exhales its breath based on the results from the table above. Each creature in the area affected must make a DC 18 Dexterity saving throw, taking 36 (8d8) damage on a failed save, of half as much on a successful one. Damage type determined by the table above. \n'b' About \n'b' This creature resembles a large, powerfully built lion with a dragon\xe2\x80\x99s head where its head would normally be, a pair of large scaly draconic wings, and a long serpentine tail that ends in a volley of sharpened spikes. \n'b' Mantidrakes were born from fell experiments and dark rituals that crossed evil dragons with manticores. The result: a creature that combines the best and worst traits of both of its parents. From a distance, a mantidrake is often mistaken for a normal manticore . Only when opponents close against it do they see that the creature is something different. \n'b' Mantidrakes, like dragons, are territorial predators and often claim a wide expanse of land as their hunting ground. Creatures that wander into a mantidrake\xe2\x80\x99s territory rarely go unnoticed, especially during the daylight hours when the mantidrake spends most of its time hunting. \n'b' Slain prey is either devoured on the spot (if the mantidrake is hungry) or carried back to its lair and stored for later (or fed to the young if such creatures are present). Mantidrakes are generally solitary creatures though sometimes a pair may be encountered. Such an encounter is with a mated pair. \n'b' Female mantidrakes are just as common (or rare depending on how you classify this creature) as males and are just as likely to be encountered as both sexes are skilled hunters. When gestating, a female curtails the time she spends hunting to spend it in the lair preparing both herself and the lair for her young. Young are born live and by 2 years of age, they are independent enough to go out hunting on their own. \n'b' A typical mantidrake is about 10 to 12 feet long and weighs about 1,100 to 1,300 pounds. Its draconic head is scaled and is the same color as its dragon parent. The color slowly fades and meshes with the mantidrake\xe2\x80\x99s leonine body which is covered in dull tan fur, except for its underbelly which is scaled like a true dragon\xe2\x80\x99s. Its wings are of the same color as its dragon parent, dark, almost black (and in the case of a black dragon parent, the wings are actually black in color). \n'b' A mantidrake\xe2\x80\x99s environment varies based on its dragon heritage: black mantidrakes can be found in warm marshes, deserts, or underground; blue mantidrakes favor warm hills and mountains, rarely being found underground; green mantidrake s favor temperate or warm forests and underground settings; red mantidrakes favor warm mountains and underground settings; and white mantidrakes favor cold mountains, cold deserts, and underground environments. \n'b' Mantidrakes are aggressive combatants and begin most attacks with a blast from their deadly breath weapon. This is followed next by a volley of spikes or a claw/claw/bite routine against the closest opponent. \n'b' Mantidrakes prefer to use their powerful wings to stay aloft and fight from the air where it can rain a combination of its breath weapon and deadly spikes down on its opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mantikhoras \n'b'\n'b' Large monstrosity , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 57 (6d10 + 24) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 19 (+4) INT: 7 (-2) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Skills Perception +5, Stealth +6 Senses darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Smell . The mantikhoras has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Mimicry . The mantikhoras can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom ( Insight ) check. \n'b' Pounce . If the mantikhoras moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone . If the target is prone, the mantikhoras can make one bite attack against it as a bonus action. \n'b' Tail Spike Regrowth . The mantikhoras has twenty-four tail spikes. Used spikes regrow when the mantikhoras finishes a long rest . \n'b' Actions \n'b' Multiattack . The mantikhoras makes three attacks: one with its bite, one its claws, and one with its sting, or three with its tail spikes. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Sting . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 10 (1d10 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Tail Spike . Ranged Weapon Attack : +6 to hit, range 50/100 ft., one target. Hit : 6 (1d8 + 2) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This monstrosity is as big as the largest lion, of a red color like cinnabar, and shaggy like a dog. Its face is not that of a wild beast but of a man, and it has three rows of teeth set in its upper jaw and three in the lower; these are exceedingly sharp and larger than the fangs of a hound. Its ears also resemble a man\xe2\x80\x99s except that they are larger and shaggy; its eyes are blue-gray and they too are like a man\xe2\x80\x99s, but its feet and claws are those of a lion. To the end of its tail is attached the stinger of a scorpion and the tail has stings at intervals on either side. \n'b' A typical mantikhoras is about 10 feet long and weighs about 1,000 pounds. The mantikhoras\xe2\x80\x99 scorpion-like tail contains a sting more than a foot long at the end. It has other stings on each side of its tail. If is attacked from a distance, it sets up its tail in front and discharges its stings as if from a bow; if attacked from behind, it straightens it out and launches its stings in a direct line to the distance of a hundred feet. The stings are about a foot long and about as thick as a small rush.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crimson Mist \n'b' A thick crimson haze floats lazily through the air. Every few seconds, some of the mist coalesces into a drop of liquid that spatters beneath it, leaving a thin trail of blood in its wake. \n'b' Medium undead , chaotic evil \n'b' Armor Class 15 Hit Points 68 (8d8 + 32) Speed 0 ft., 60 ft. (hover)\n'b' STATS STR: 3 (-4) DEX: 20 (+5) CON: 18 (+4) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +4, Charisma +2 Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages understands all languages it knew as a vampire, but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Pseudocorporeal . The crimson mist is weightless and can enter a hostile creature\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. \n'b' Sanguine Feast . Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature\xe2\x80\x99s hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest . The creature dies if this effect reduces its hp maximum to 0. \n'b' Vampire Weaknesses . The crimson mist has the following flaws:\n'b'\n'b' Forbiddance . The crimson mist can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b' Harmed by Running Water . The crimson mist takes 20 force damage if it ends its turn above or within running water. \n'b' Sunlight Hypersensitivity . The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. \n'b'\n'b' Actions \n'b' Engulf . The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature\xe2\x80\x99s space. When the mist enters a creature\xe2\x80\x99s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mist enters the creature\xe2\x80\x99s space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is restrained , and takes 15 (4d6) necrotic damage at the start of each of the mist\xe2\x80\x99s turns. When the mist moves, the engulfed creature doesn\xe2\x80\x99t move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time. \n'b' About \n'b' All vampires die horribly when exposed to the sun\xe2\x80\x99s golden rays. Yet when a vampire is killed by sunlight while feeding upon a living victim, its blood-fattened body explodes into a fine, crimson mist. The vampire\xe2\x80\x99s mind and personality are destroyed by the light of the sun, but its unholy lust for blood and hatred of the living persist in the form of a cloud of sanguine mist. \n'b' Bloody Thoughts . A crimson mist begins its existence as an unthinking creature of animalistic instincts. However, as it feeds on the blood of the living, it also feeds on their thoughts. Over years of feeding, fragmented memories from hundreds of victims-and sometimes even memories from the vampire that spawned it-congeal into a patchwork consciousness. The unending torment of fractured thoughts and incoherent schemes only drives the mist deeper into homicidal madness. \n'b' Reclaimed Memories . Some mists overcome the chaos of their thoughts and are able to create a cogent personality from the disparate snapshots of hundreds of lives. These mists gain the ability to speak any language their victims knew and can draw upon dozens of personas as they toy with their victims. \n'b' They occasionally form into humanoid silhouettes, as if trying to regain their lost humanity. A mist that has reformed a personality has an Intelligence score of 17 (+3), a Wisdom score of 15 (+2), and a Charisma score of 18 (+4). Its Wisdom and Charisma saving throws increase to Wisdom +4 and Charisma +6. It also gains the ability to speak all languages it knew in life. \n'b' Undead Nature . The crimson mist doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mantis, Blood \n'b' Medium beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 45 (6d8 + 18) \n'b' Speed 20 ft., climb 20 ft., fly 60 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Perception +3, Stealth +4 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foliage Camouflage . The blood mantis has advantage on Dexterity ( Stealth ) checks made to hide among plants or other greenery. \n'b' Gnaw . If the blood mantis begins its turn with a creature grappled , as a bonus action it can make a bite attack against that creature with advantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage, and if the target is Small or smaller the blood mantis can use a bonus action to make a Strength ( Athletics ) check to grapple the target. Bite. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Pounce (Recharge 5-6) . The blood mantis moves up to its speed and makes two claw attacks. It cannot use this ability while it is grappling a creature. \n'b'\n'b' ABOUT \n'b' Cousin to the simple hunting insects that devour pests and sometimes are kept as pets, these green hunters\xe2\x80\x99 deadly front limbs fold under its head as it lies in wait for food. Giant mantises are feared along caravan tracks that pass through dense woodlands, as despite their size they are masters of hiding in dense undergrowth, almost unnaturally patient as they lie in wait and striking with unsettling speed as unsuspecting meals wander by.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mantis, Giant \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 59 (7d8 + 28) \n'b' Speed 20 ft., climb 20 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 18 (+4) INT: 3 (-4) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +5, Perception +4, Stealth +3 \n'b' Senses darkvision 60 ft., passive Perception 14 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Foliage Camouflage . The giant mantis has advantage on Dexterity ( Stealth ) checks made to hide among plants or other greenery. \n'b' Gnaw . If the giant mantis begins its turn with a creature grappled , as a bonus action it can make a bite attack against that creature with advantage on the attack roll. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The giant mantis can make two claw attacks. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 7 (2d4 + 2) slashing damage, and if the target is Medium or smaller the blood mantis can use a bonus action to make a Strength ( Athletics ) check to grapple the target. \n'b' Lunge . A giant mantis\xe2\x80\x99 limbs are capable of reaching much farther than normal for a creature of its size . If not using multiattack, it can make a single claw attack with advantage on the attack roll and a reach of 20 feet. It cannot grapple a creature with this Lunge unless the target is Small or smaller. \n'b' Pounce (Recharge 5-6) . The blood mantis moves up to its speed and makes a bite attack and two claw attacks with advantage on its attack rolls. It cannot use this ability while it is grappling a creature. \n'b'\n'b' ABOUT \n'b' Cousin to the simple hunting insects that devour pests and sometimes are kept as pets, these green hunters\xe2\x80\x99 deadly front limbs fold under its head as it lies in wait for food. Giant mantises are feared along caravan tracks that pass through dense woodlands, as despite their size they are masters of hiding in dense undergrowth, almost unnaturally patient as they lie in wait and striking with unsettling speed as unsuspecting meals wander by.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mantrid \n'b' Tiny fey , neutral evil \n'b' Armor Class : 20 Hit Points 2 (1d4) Speed : 15 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 10 (0) INT: 15 (+2) WIS: 16 (+3) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Nature +3, Perception +5 (Advantage), Survival +3 Senses : darkvision 60 ft., passive Perception 20 Damage Resistances : bludgeoning, piercing or slashing from weapons that are nonmagical Damage Immunities : none Condition Immunities : charmed , Poisoned, Restrained Damage Vulnerabilities : cold iron Languages : Elven, Gnomish, Sylvan Challenge : 2 (450 XP) \n'b' Special Traits \n'b' Glow : Mantrids can cause their abdomens to glow at will with an eerie green light, illuminating a 10-foot radius centered on the mantrid. \n'b' Keen Sight : A mantrid\xe2\x80\x99s antennae grant it extraordinary perception. Their senses are so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. The mantrid, as a result, has advantage on all Perception checks. \n'b' Spell-like Abilities : 3/long rest \xe2\x80\x93 darkness , detect thoughts , entangle , permanent image, scare, seeming , and summon swarm (praying mantis). Can use up to 4th level spell slots to power these, and the spell save DC is 16. \n'b' Stinger (Ex) : Any humanoid struck by a mantrid\xe2\x80\x99s stinger must succeed at a Wisdom save (CL 5) or be affected as though by a charm person spell (Save DC 16). The mantrid is +15 to hit with its stinger due to its unnatural speed and agility. \n'b' Unnaturally Fast : The reactions of mantrids are so fast that they receive an extra action each round. In addition, their bonus on melee attacks is +10 and they receive advantage on initiative rolls. \n'b' Actions \n'b' Stinger . Melee Weapon Attack : +10 to hit, reach 5 ft., 1target. Hit : 1 point of piercing damage and target is charmed unless it succeeds at a DC 16 Wisdom save \n'b' About \n'b' Mantrids are the fey spirits of the mantis, appearing much like the fearsome insects. Natural tricksters, they have earned a reputation as murderers, though their wrath is only roused when one of their own is harmed. \n'b' Mantrids have six arms, four of which are humanoid and two of which are insectoid claws. They also have four insectoid legs. They are only slightly larger than actual praying mantises, with greenish skin and eyes that are pits of glossy black. At night, their abdomens glow softly, giving the false appearance of feylike innocence from afar.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Manymany \n'b' Small plant , unaligned \n'b' Armor Class 5 Hit Points 2 (1d6 \xe2\x80\x93 1) Speed 0 ft.\n'b' STATS STR: 1 (-5) DEX: 1 (-5) CON: 9 (-1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities radiant, thunder Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charming Scent . A creature that comes within 150 feet of the manymany or ended its turn there must succeed on a DC 10 Wisdom saving throw or be charmed by the flower for a minute. A charmed creature tries to nourish and protect the flower to the best of its ability. The creature repeats its saving throw if it takes damage, ending the condition on itself on a successful one. \n'b' Heavenly Extract . The manymany\xe2\x80\x99s essence is a golden shimmering droplet. It never spoils and it is worth a day of rations. A creature regains 1d4 hit points upon consuming the droplet. \n'b'\n'b' ABOUT \n'b' This flowering plant can\xe2\x80\x99t grow underground, under the sun, or in a windy environment, and can only rarely be found by a lucky few. It resembles a combination of three different flowers; lily, hyacinth, and dandelion.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Nomad \n'b' Medium humanoid , neutral \n'b' Armor Class 13 (leather and chain) Hit Points 30 (3d12 +6) Speed 30 (40 in dust form)\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +5, Wis +5 Skills Perception +6, Survival +5 Senses darkvision Language Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Turn to Dust . Once per round the ash nomad can turn to dust and travel through the sand very quickly reappearing elsewhere in physical form, whilst in dust form they cannot be harmed but can be captured. \n'b'\n'b' ACTIONS \n'b'\n'b' Rusted Short Sword . Melee Weapon Attack : +6 to hit. Hit : 6 (d8 +2). \n'b' Short Bow . Ranged Weapon Attack : +7 to hit, Range 60 ft. Hit : 5 (d6+3).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mapinguary \n'b' Medium monstrosity , neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 68 (8d10 + 24) \n'b' Speed 30 ft., climb 10 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 8 (-1) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +2 \n'b' Damage Resistances bludgeoning, piercing, and slashing damage from weapons that aren\xe2\x80\x99t magical or adamantine \n'b' Senses darkvision 60 ft., passive Perception 12 \n'b' Languages Common \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forest Sprint . In forest terrain, the mapinguary can use a bonus action to Dash . \n'b' Impenetrable Hide . When an enemy scores a critical hit against the mapinguary, if it succeeds on a DC 15 Constitution saving throw it can treat that critical hit as a normal hit. However, its eyes, mouth, and navel are vulnerable spots so if it fails this saving throw by 10 or more against an attack that deals piercing damage, the attack strikes one of those weak points and the attacker rolls damage dice for the critical hit three times rather than twice. \n'b' Stench . The mapinguary has a horrible odor. Living creatures (other than mapinguaries) moving or beginning their turn within 10 feet of it must succeed on a DC 13 Constitution saving throw or become poisoned for as long as they remain within this radius. Once they leave the area, they can attempt a new saving throw each round at the end of their turn to end the condition. Creatures tracking the mapinguary by scent gain advantage on their Wisdom ( Survival ) check. However, creatures with keen scent or a similar ability have disadvantage on their saving throw against its stench and can be affected by it when within 20 feet. \n'b' Woodbreaker . The mapiniguary deals double damage to objects and structures made of wood. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mapinguary makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Bellow (Recharge 6) . The mapinguary unleashes a low-pitched thunderous call that rises to a high-pitched scream. All enemies within 10 feet take 7 (2d6) thunder damage. In addition, enemies within 30 feet must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute and on a DC 13 Wisdom saving throw or become frightened for 1d4 rounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maq-t \n'b' Medium humanoid (human), chaotic evil \n'b' Armor Class 18 (+1 leather, shield) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 29 (+4) CON: 45 (+2) INT: 21 (+0) WIS: 01 (+0) CHA: 03 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +4, Con +4 Skills Acrobatics +6, Perception +2 Senses passive Perception 12 Languages Common, Khemitian Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge . On his turn, Maq-t can take one additional action. Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b' Improved Critical . Maq-t\xe2\x80\x99s weapon attacks score a critical hit on a roll of 19 or 20. \n'b' Second Wind . On his turn, Maq-t can use a bonus action to regain 1d10 + 8 hit points . Once he uses this feature, he must finish a short or long rest before he can use it again. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Nehsi makes two Scimitar attacks or throws two spears. \n'b' +1 Scimitar . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Spear . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b'\n'b' GEAR \n'b' +1 scimitar, slippers of spider climbing , potion of invulnerability, +1 leather armor, shield, spear, light horse, pouch with 25 gp. \n'b' ABOUT \n'b' One of the guards employed by Hept-f-hra, Maq-t is a lanky fellow with pale blue eyes, a renegade from another land pretending to be Khemitian. He is a very cruel and evil person of less than reputable nature. In a tight situation, he runs away as quickly as he can to save his own neck.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Margoyle, Advanced \n'b' Medium elemental , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 95 (10d8 + 50) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 21 (+5) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine Damage Immunities poison Condition Immunities exhaustion , petrified , poisoned Senses darkvision 120 ft., passive Perception 11 Languages Terran Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' False Appearance . When the margoyle remains motionless, it is indistinguishable from an inanimate statue. \n'b' Actions \n'b' Multiattack . The margoyle makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 24 (2d6 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 24 (2d6 + 4) slashing damage. \n'b' About \n'b' A margoyle is a slightly larger version of the standard gargoyle. It is meaner, eviler, and deadlier than the normal gargoyle. Margoyles are most often encountered in subterranean regions and often have a pack of gargoyles with them. In such cases, the margoyle is looked upon as the master or leader of the group. \n'b' Several different varieties of gargoyles exist, and each is detailed below. For all their differences, they do share some common traits. They prefer to remain still and then suddenly attack or dive into their prey. Green guardians attempt to hold their victims and then fly off with them. A group of margoyles and/or gargoyles works in unison to bring down their opponents.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mari Lwyd \n'b' Large undead , neutral \n'b' Armor Class 15 (natural armor) Hit Points 66 (7d10 + 28) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 19 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Cha +4 Skills Intimidation +4, Performance +6 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion , frightened , poisoned , unconscious Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Elvish, Giant, Primordial Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Turn Resistance . The mari lwyd has advantage on saving throws against any effect that turns undead. \n'b' Turned by Rhyme . A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma ( Performance ) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage. \n'b' Innate Spellcasting . The mari lwyd\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : chill touch , mage hand \n'b' 3/day each : animate dead , hideous laughter , suggestion \n'b'\n'b' Actions \n'b' Multiattack . The mari lwyd makes one bite attack and one hooves attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. \n'b' Hooves . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' About \n'b' A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it. \n'b' Unwelcome Lodger . A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn\xe2\x80\x99t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves. \n'b' A mari lwyd may accompany itself with a \xe2\x80\x9cretinue\xe2\x80\x9d of skeletons. It refuses to animate zombies, because it doesn\xe2\x80\x99t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts. \n'b' Expelled by Rhyme . Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature. \n'b' The mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric\xe2\x80\x99s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality. \n'b' Undead Nature . A mari lwyd doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marid \n'b' Large elemental , chaotic neutral \n'b' Armor Class 18 (natural armor) Hit Points 230 (20d10 + 120) Speed 30 ft., fly 40 ft., swim 90 ft.\n'b' STATS STR: 16 (+3) DEX: 24 (+7) CON: 22 (+6) INT: 15 (+2) WIS: 13 (+1) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +8, Wisdom +6, Charisma +9 Skills Deception +9, History +9, Performance +9, Persuasion +9 Damage Immunities cold, lightning Senses darkvision 120 ft., passive Perception 11 Languages Aquan Challenge 13 (10,000 XP) \n'b' Special Traits \n'b' Amphibious . The marid can breathe air and water. \n'b' Elemental Demise . If the marid dies, it disintegrates into a spray of bubbles and water, leaving behind only equipment the marid was wearing or carrying. \n'b' Frigid Aura . At the start of each of the marid\xe2\x80\x99s turns, each creature within 10 feet of it takes 7 (2d6) cold damage. A creature that touches the marid or hits it with a melee attack while within 10 feet of it takes 7 (2d6) cold damage. A creature must succeed on a DC 17 Constitution saving throw each minute it spends in the aura or gain one level of exhaustion . \n'b' Innate Spellcasting . The marid\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b' At will : create or destroy water , detect evil and good , detect magic , speak with animals (water-based creatures only) \n'b' 3/day each : control water , tongues , water walk , water breathing \n'b' 1/day each : conjure elemental (water elemental only), gaseous form , invisibility , major image , plane shift Riptide. If a creature is more than 10 feet away from the marid and it hits the marid with an attack, it must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet closer to the marid. \n'b' Actions \n'b' Multiattack . The marid makes one Scimitar attack and one Water Whip attack . \n'b' Scimitar . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage plus 10 (3d6) cold damage. \n'b' Water Whip . Melee Weapon Attack : +12 to hit, reach 25 ft., one target. Hit : 12 (2d4 + 7) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the marid. \n'b' Whirlpool (recharge 5-6). Water swirls rapidly around the marid. Each creature within 20 feet of the marid must make a DC 17 Dexterity saving throw. On a failure, a creature takes 56 (16d6) cold damage and is knocked prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crinaea \n'b' Medium fey , neutral \n'b' Armor Class 13 Hit Points 44 (8d8 + 8) Speed 30 ft., swim 60 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Damage Resistances fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Crinaea\xe2\x80\x99s Curse . The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . \n'b' Water-bound Form . The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion . It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source. \n'b' Watery Form . While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing. \n'b' Innate Spellcasting . The crinaea\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : poison spray \n'b' 3/day each : create food and water , purify food and drink (water only) \n'b' 1/day each : disguise self , fog cloud , protection from poison \n'b'\n'b' Actions \n'b' Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage. \n'b' About \n'b' A beautiful figure made of water and plants steps from the lake and smiles. \n'b' Crinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains. \n'b' Water-bound Fey . Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies. \n'b' Friendly but Poisonous . One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. \n'b' The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marra \n'b' Medium fiend (shapechanger), neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 40 ft.\n'b' STATS STR: 14 (+2) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 15 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Animal Handling +5, Deception +6, Insight +5, Stealth +5 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Condition Immunities frightened Senses darkvision 120 ft., passive Perception 12 Languages one national language, Abyssal, Infernal, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The marra\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : animal friendship, phantasmal force, sleep \n'b' 1/day : dream , phantasmal killer \n'b' Magic Resistance . The marra has advantage on saving throws against spells and other magical effects. \n'b' Shapechanger . The marra can use its action to polymorph into a moth or back to its true form. While in moth form, the marra is Tiny, has a speed of 5 feet and a fly speed of 40 feet, and can\xe2\x80\x99t speak, but its other statistics are unchanged. Anything the marra is wearing or carrying transforms with it. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The marra makes two attacks with its claws. It can use crushing presence in place of one of these attacks. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or fall prone . \n'b' Crushing Presence . Melee Spell Attack : +5 to hit, reach 5 ft., one prone creature. Hit : 13 (3d6 + 3) psychic damage, the marra enters the target\xe2\x80\x99s space and sits on its chest, the target is grappled (escape DC 14), and the target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is paralyzed while grappled by the marra. Otherwise, a creature that fails the save is restrained and can\xe2\x80\x99t stand up while grappled by the marra. If still restrained at the end of its next turn, the creature must repeat the saving throw, becoming paralyzed on a failure. Each time the creature ends its turn grappled by the marra, the marra can deal the creature 13 (3d6 + 3) psychic damage. The marra can grapple only one creature at a time. \n'b'\n'b' ACTIONS \n'b' Nightmare Spirits . These nocturnal visitors sit on a sleeping victim\xe2\x80\x99s chest, drawing out personal fears and driving poor souls to panic before suffocating them.\xc2\xa0Those who have survived a marra attack testified that when the creature came to visit, the victim felt a heavy weight on their chest before losing the ability to move.\xc2\xa0Survivor accounts also report the marra can shapechange, often becoming moths. In this form, a marra can enter rooms through keyholes or other tiny openings. \n'b' Night Riders . Marra steal horses and other mounts, riding off into the twilight in search of victims. The animals are left exhausted and covered in sweat by dawn.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marrow Knight \n'b' Large undead , neutral evil\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 18 (plate) Hit Points 75 (10d10 + 20) Speed 60 ft. Skills Intimidation +5 Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Ledean but does not speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Charge of the Skeletal Brigade . If the marrow knight moves at least 20 feet straight towards a creature it has advantage on any lance attacks against that creature for that turn, and any hit does an additional 14 (3d6 + 4) piercing damage. \n'b' Actions \n'b' Multiattack . The marrow knight makes two greatsword or two greatbow attacks. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage. This weapon has disadvantage against opponents within 5 ft. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b' Greatbow . Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Tactics \n'b' The marrow knights\xe2\x80\x99 favored attack is to charge in as a group and strike with their lances, then lay about indiscriminately with their greatswords. They will only use their bows if they are unable to engage in melee combat, whether due to terrain or orders. \n'b' Description \n'b' A tall creature looms ahead, seeming to be the skeleton of a centaur or other man-beast. It is armored in steel plate, carries a mighty lance in its hands and has a great sword slung over its shoulder. Wicked bone spurs protrude from its joints. \n'b' Blind Obedience . Marrow knights have a measure of intelligence, even sentience, but they have no independent thought of their own. \n'b' Through the rites of their creation they are compelled to obey necromancers; they possess no other ambition. \n'b' Marrow knights are not sophisticated tacticians, but those under a necromancer\xe2\x80\x99s direct command gain the benefit of their master\xe2\x80\x99s intelligence and can follow more complicated instructions. On their own, without direct orders, they may come up with creatively illogical interpretations of their duties, invariably leading to horror and slaughter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marsh Dire \n'b' Medium undead , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 142 (15d8 + 75) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 20 (+5) INT: 7 (-2) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Damage Resistances fire, necrotic Damage Immunities poison Condition Immunities charmed , exhaustion , poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Cloying Stench . Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire\xe2\x80\x99s Cloying Stench for the next 24 hours. \n'b' Actions \n'b' Multiattack . The marsh dire makes three attacks: two with its claws and one with its strangling vine. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b' Strangling Vine . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can\xe2\x80\x99t breathe, speak, or cast spells with verbal components; is restrained ; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire\xe2\x80\x99s turns. The marsh dire has three vines, each of which can grapple only one target. \n'b' About \n'b' This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body. \n'b' Drowned Dead . Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as zombies. Their continuously waterlogged state gives them a modicum of protection against fire, and, in dry areas, their footfalls are accompanied by a disquieting squelch. \n'b' Marsh Rot . A marsh dire exudes a persistent odor, combining the smell of rotting flesh and foul marsh gasses. Creatures exposed to the stench must constantly resist nausea. The overwhelming power of the odor prevents the marsh dire from successfully hiding unless it is hidden among other swamprotted organic matter. \n'b' Slow Spawning . A marsh dire seeks to kill creatures in the same way it was killed, attacking them from the water, where it can drown them. The vines it uses to hold its struggling victims oozes a vile liquid that rots flesh in a fashion similar to the rot undergone by the marsh dire. When a marsh dire kills a creature, it leaves the body in shallow water, where the body makes the same transformation it once did. Two months later, the body rises as a new marsh dire, independent of the creature that started the process. \n'b' Death cults devoted to deities or fiends that champion decay often \xe2\x80\x9cseed\xe2\x80\x9d nearby swamps with marsh dires by deliberately drowning sacrificial victims. Some cults have learned the hard way that the newly-created marsh dire offers them no loyalty for its creation. Soon, such cults join the marsh dire\xe2\x80\x99s ranks to carry out their master\xe2\x80\x99s presumed wishes. \n'b' Undead Nature . A marsh dire doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
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