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Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marsh Hulk \n'b' Large fiend , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10, Perception +7, Stealth +7, Survival +7 Damage Vulnerabilities thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 17 Languages Common, Infernal Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The Marsh Hulk can breathe air and water. \n'b' Horrific Appearance . Any humanoid that starts its turn within 30 feet of the Marsh Hulk and can see him must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the Marsh Hulk\xe2\x80\x99s Horrific Appearance for the next 24 hours. \n'b' Sunlight Sensitivity . While in direct sunlight, the Marsh Hulk has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b' Swamp Camouflage . The Marsh Hulk has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Marsh Hulk makes three attacks: one with its bite and two with its fists. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 29 (4d10 + 6) piercing damage, Fist. Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 4 (3d8 + 6) bludgeoning damage. Any Medium or smaller target is also grappled (escape DC 17). The Marsh Hulk can grapple one Medium or smaller creature with each hand. \n'b'\n'b' ABOUT \n'b' Marsh hulks were exiled to Hell many years ago by a powerful paladin . It is an ugly, loathsome fiend bent on revenge. Even the sight of the monster causes most creatures to flee. \n'b' Party Crasher . Perpetually angry and resentful, this fiend hates celebrations of any kind. It will creep into these joyous events and viciously attack all the participants. \n'b' Home Cooking . The tormented fiend still lives at home with its mother. They live in an underground cave near a gloomy swamp. The two fiends swim through the murky waters and search for prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marsh Jelly \n'b' Medium aberration , unaligned \n'b' Armor Class 13 Hit Points 58 (9d8 + 18) Speed 5 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 Condition Immunities blinded , prone Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the marsh jelly dies, its body bursts in a spray of acid and protoplasm. Each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' Keen Smell . The marsh jelly has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The marsh jelly makes two Tentacle attacks. \n'b' Tentacle . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage. \n'b' Paralyzing Sting (recharge 5-6). The marsh jelly makes a tentacle attack . If the attack hits, the target takes an extra 7 (2d6) poison damage and must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' Reactions \n'b'\n'b' Disorienting Glow . When a creature the marsh jelly can see hits it with an attack, the marsh jelly\xe2\x80\x99s body glows and dims rapidly, disorienting creatures within 5 feet of the marsh jelly. Each creature in that area must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. \n'b'\n'b' About \n'b' This bizarre creature floats slowly through the gloom of swamps and marshes. It has a gelatinous body reminiscent of a jellyfish that is nearly translucent, its four stringy tentacles dangling beneath it in a constant hunt for food. Marsh jellies are roughly man-sized and tend to thrive on giant swamp rats, and other creatures smaller than itself. It is not uncommon however for a marsh jelly or a globe of such creatures to prey on unwary travelers who stray to deeply into open marshland. Marsh jellies are responsible for the strange disappearance of many who enter their swamps for they digest their prey, bones and all, leaving only acid resistant precious metals such as gold behind. \n'b' A marsh jelly looks like a hovering, flying jellyfish with a translucent sickly green body and four long dangling grayish-pink tentacles. Many smaller tentacles ring its body and aid the creature in locomotion as well as detecting scents in the air. A marsh jelly\xe2\x80\x99s body emits a pulsating glow when it is threatened or damaged, and the creature can likewise use this glow to lure prey closer to it. \n'b' Marsh jellies descend on their prey from above, stinging repeatedly with their venomous tentacles. When wounded, their translucent flesh begins to pulse rapidly with a flashing green strobe effect that tends to disorient its prey, and any other creatures who may seek to harm it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Phoenix \n'b' Large undead , neutral evil \n'b' Armor Class 15 \n'b' Hit Points 105 (14d10 + 28) \n'b' Speed 0 ft., fly 90 ft. (hover)\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 15 (+2) INT: 8 (\xe2\x80\x931) WIS: 14 (+2) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +5 \n'b' Skills Perception +5, Stealth +8 \n'b' Damage Vulnerabilities radiant \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic, poison \n'b' Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone \n'b' Senses darkvision 120 ft., passive Perception 15 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke. \n'b' Rejuvenation . If the ash phoenix\xe2\x80\x99s birth site hasn\xe2\x80\x99t been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site. \n'b' Shadow Stealth . While in dim light or darkness , the ash phoenix can take the Hide action as a bonus action. \n'b' Wind Weakness . While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt. \n'b' Ash Talons . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage. \n'b' Ash Storm (Recharge 5\xe2\x80\x936) . The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave. \n'b' Ash phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres. \n'b' Cremated Birth . For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an august rooster (see page 33) or firebird (Tome of Beasts, p. 201), must be mixed into the pyre as it smolders. Necromancers often follow the armies of warring nations in secret, with the blood of a magical bird in hand, for the chance to create such powerful undead. Unfortunately for the necromancers who create them, ash phoenixes are nearly impossible to control, often leaving the creator as the phoenix\xe2\x80\x99s first victim. \n'b' Disturbed Souls . The creation of the ash phoenix disrupts the natural passage of souls into the afterlife, infusing the phoenix with the angry spirits. The presence of these spirits gives the ash phoenix some level of intelligence but also drives it to seek vengeance against all living creatures. Ash phoenixes never stray more than a few miles from their birthplace and are reborn in those same ashes each time they are slain. To end an ash phoenix\xe2\x80\x99s reign in a region, the original site where it was created must be purified and the souls properly put to rest, usually through performing burial rites and casting the hallow spell at the site. \n'b' Undead Nature . The ash phoenix doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Marwolaeth \n'b' Gargantuan monstrosity , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 310 (20d20+100) Speed 40 ft., swim 80 ft.\n'b' STATS STR: 27 (+8) DEX: 20 (+5) CON: 20 (+5) INT: 13 (+1) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +8, Cha +8 Skills Athletics +15, Perception +15, Stealth +12, Survival +15 Damage Vulnerabilities lightning Damage Resistances acid, fire, thunder; bludgeoning, piercing, slashing Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , petrified , poisoned , stunned Senses darkvision 300 ft., passive Perception 25 Languages telepathy 200 ft. Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Dark Sight . Magical darkness doesn\xe2\x80\x99t impede the marwolaeth\xe2\x80\x99s darkvision . \n'b' Freedom of Movement . The marwolaeth ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . \n'b' Hatchlings . A 30-foot radius cloud of parasitic offspring surrounds the marwolaeth. A creature that starts its turn in the area or first enters into the area on a turn must make a DC 20 Dexterity saving throw. On a failure, it takes 14 (4d6) piercing damage and is poisoned until the beginning of its next turn. Humanoids that take 30 or more damage from Hatchlings become infected with marwolaeth spores which turn them into marwolaeths after 1d4 weeks without magical healing or invasive surgery. \n'b' Legendary Resistance (3/Day) . If the marwolaeth fails a saving throw, it can choose to succeed instead. \n'b' Magic Weapons . The marwolaeth weapon attacks are magical. \n'b' Regeneration . The marwolaeth regains 30 hit points at the start of its turn. If it takes lightning damage, this trait doesn\xe2\x80\x99t function at the start of the marwolaeth\xe2\x80\x99s next turn. The marwolaeth dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Siege Monster . The marwolaeth deals double damage to objects and structures. \n'b' Trample . The marwolaeth can use a bonus action to overrun creatures of Huge size or smaller, moving up to half its speed without provoking opportunity attacks. Creatures in the marwolaeth\xe2\x80\x99s path or sharing its space at the end of its movement make a DC 23 Dexterity saving throw. On a failure, a creature takes 26 (4d8+8) bludgeoning damage and is knocked prone . \n'b'\n'b' TACTICS \n'b' A marwolaeth begins combat by hitting the maximum number of targets with a sonic roar before using trample. Once within range of multiple targets, the marwolaeth grabs spellcasters and swallows them. The creature detects and engages the PCs when they are about a quarter of a mile away from the city and they near immediately after killing the creature. \n'b' ACTIONS \n'b'\n'b' Multiattack . The marwolaeth uses its Frightful Presence. It then attacks three times: once with its bite and twice with its claws. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 24 (3d10+8) piercing damage. \n'b' Claws . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 22 (4d6+8) slashing damage. If the target is a creature it is grappled (escape DC 23). \n'b' Sonic Roar (Recharge 4-6) . The marwolaeth erupts with sound that travels in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 90 (20d8) thunder damage on a failed save, or half as much damage on a successful one. \n'b' Swallow . The marwolaeth makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, that creature takes the bite\xe2\x80\x99s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the marwolaeth, and it takes 28 (8d6) acid damage at the start of each of the marwolaeth\xe2\x80\x99s turns. If the marwolaeth takes 40 damage or more on a single turn from a creature inside it, the marwolaeth must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the marwolaeth. If the marwolaeth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 40 feet of movement, exiting prone . \n'b'\n'b' ABOUT \n'b' These massive creatures are far less organic than their terrifying visage might lead one to believe, composed of a strange, otherworldy mix of cybernetics and fell genetics. \n'b' Marwolaeth all begin their existence as a humanoid of some kind (one unfortunate enough to have encountered one of the creatures) but each evolves to look slightly distinct from its kin. Regardless of the monster\xe2\x80\x99s appearance, these predators of the world\xe2\x80\x99s deepest waters are some of the deadliest entities on the planet, their very bodies designed to endlessly prowl the ocean floor at the behest of subtle directives encoded by unfathomable overlords millennia ago. \n'b' Jutting out of the underwater mountain you\xe2\x80\x99ve been steadily swimming up is a titanic outcropping of pipes, structures, and streets made entirely from metallic coral or crustacean plates. All of the mammoth settlement sits neatly under a field of energy similar to the anomaly far behind you and with some relief, you draw closer to dry land-or the closest thing you\xe2\x80\x99ll find to it under the waves-once more. \n'b' Rippling cords of hardened red muscles make up the enormous limbs of the monster that towers before you, easily the size of a country estate. Above its six glowing eyes is a blackened carapace laced with metallic engravings and circuitry that extends down along its shoulders and across its back.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Masked Spirit \n'b' Medium undead , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 99 (22d8) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 10 (+0) INT: 10 (+0) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities cold, necrotic, poison Damage Resistances acid, bludgeoning, piercing and slashing damage from nonmagical attacks, fire, lightning, thunder Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Etherealness . The masked spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b' Incorporeal Movement . The masked spirit can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Cold Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 16 (4d6 + 2) cold damage. \n'b' Masks . As a bonus action, a masked spirit can change its visage. Each visage has different traits, as described below. \n'b' Mask of Terror . All creatures within a 20-foot radius that can see the spirit must make DC 15 Wisdom saving throws or be frightened for one minute. Frightened creatures can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the effect ends or expires, the target is immune to the spirit\xe2\x80\x99s Mask of Terror for 24 hours. \n'b' Mask of the Demon . While wearing this visage, the spirit loses its Cold Touch attack but grows demonic jaws and talons and gains the following actions : Multiattack. The masked spirit makes one Bite attack and one Talons attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (2d10 + 2) slashing damage. \n'b' Mask of the Wraith . While wearing this visage, the spirit loses its Cold Touch attack but gains the following:\n'b'\n'b'\n'b' Life Drain . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 20 (4d8 + 2) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Mask of Beguilement . The masked spirit appears as a loved one or other trustworthy individual to all who can see it. Any attackers who can see the spirit must make a DC 15 Wisdom saving throw or be stunned for one minute. Stunned creatures can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success. If the effect ends or expires, the target is immune to the spirit\xe2\x80\x99s mask of beguilement for 24 hours. \n'b' Mask of Fury . The masked spirit gains the following actions . \n'b' Multiattack . The Masked Spirit makes three Cold Touch attacks. \n'b' Cold Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 19 (5d6 + 2) cold damage. \n'b'\n'b' ABOUT \n'b' Masked spirits are undead entities said to originate directly from the plane of death. They do not appear to be the spiritual remains of living creatures, but rather the product of extreme emotions, momentous events, or great violence. The distillation of many different passions, they are drawn to the living, hoping to elicit similar emotions from their victims. The masked spirit is a fearsome, green-shimmering spirit clad in tattered, glowing robes. Its face is a terrifying skull-like face. \n'b' Masked spirits can change their faces on a whim, creating faces that can elicit love or fear, or allow the spirit to drain their victims\xe2\x80\x99 essence, or attack with unfettered ferocity, mimicking the emotions and events that gave rise to them. The visages described below are typical; others may exist with even stranger effects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Maskenmagier \n'b' Medium fiend , lawful evil \n'b' Armor Class 16 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 17 (+3) CON: 16 (+3) INT: 17 (+3) WIS: 15 (+2) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Int +7, Wis +6 Skills Arcana +7, Deception +9, Insight +6, Perception +6, Sleight of Hand +7 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , poisoned Senses truesight 120 ft., passive Perception 16 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Devour Soul . A maskenmagier can consume the soul of a humanoid it has killed within the last hour requiring the maskenmagier to be within 5 ft. of the corpse for 10 minutes. The victim\xe2\x80\x99s soul is trapped in the maskenmagier for 24 hours. If the maskenmagier dies before then or the soul is subjected to magic that raises the dead, the soul is freed. Otherwise, after 24 hours, the soul is digested, and no mortal magic can restore it. The maskenmagier can digest only one soul at a time. After it has digested a soul, the maskenmagier gains a soul mask in the likeness of the owner of the devoured soul. The maskenmagier can use this mask along with the Shapechanger trait for 13 days. \n'b' Magic Resistance . The maskenmagier has advantage on saving throws against spells and other magical effects. \n'b' Teleport (Recharge 4\xe2\x80\x936) . As its movement, the maskenmagier can teleport to an unoccupied space within 30 feet of it that it can see. \n'b' Quick Cantrip . The maskenmagier can use a bonus action to cast a cantrip. \n'b' Shapechanger . The maskenmagier can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. If the maskenmagier has a humanoid\xe2\x80\x99s soul mask, the fiend can meld the mask with a new humanoid form, allowing the maskenmagier to perfectly pass for that person. The maskenmagier instinctively says and does the right things, including speaking the correct language in the correct accent, if the fiend succeeds at a Charisma ( Deception ) check, which the fiend makes with advantage while wearing the soul mask. Any other equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b' Spellcasting . The maskenmagier is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The maskenmagier knows the following spells and does not require components:\n'b'\n'b'\n'b' Cantrips (at will) : chill touch , mage hand , minor illusion , poison spray, prestidigitation , shocking grasp \n'b' 1st level (4 slots) : charm person , chromatic orb, silent image \n'b' 2nd level (3 slots) : mirror image , phantasmal force \n'b' 3rd level (3 slots) : counterspell, major image \n'b' 4th level (3 slots) : greater invisibility , phantasmal killer \n'b' 5th level (2 slots) : cloudkill , mislead \n'b' 6th level (1 slot) : eyebite \n'b' 7th level (1 slot) : prismatic spray \n'b' 8th level (1 slot) : glibness \n'b' 9th level (1 slot) : weird \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage and 14 (4d6) psychic damage. \n'b'\n'b' ABOUT \n'b' Feline Fiend . The maskenmagier can alter its appearance to take any humanoid form, but it is a cat-headed fiend with a humanoid body. Driven by a desire to grow more powerful, the maskenmagier makes masks and consumes souls. \n'b' Magical Masks . Carved from wood and painted with natural pigments on a neutral base of glue and crushed seashell, the masks a maskenmagier offers portray a beast. Each mask allows the wearer to transform into that animal. \n'b' A maskenmagier is a clever spellcaster artful at negotiation and hungry for power. It offers people the opportunity to escape life\xe2\x80\x99s troubles through mask magic. A deal consists of a proposal that covers the terms each party expects. Accepting the mask seals the agreement and makes the contract binding.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Criocore \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 75 (10d10+20) \n'b' Speed 40 ft., climb 40 ft., fly 60 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 \n'b' Damage Immunities acid \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 3 (700 XP) \n'b' SPECIAL Traits \n'b'\n'b' Acid Webs . At the beginning of their turn, any creature touching or restrained by a criocore\xe2\x80\x99s web takes 7 (2d6) acid damage. \n'b' Charge . If the criocore moves at least 20 feet straight towards a target and then hits it with a ram attack on the same turn, the target takes and extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. \n'b' Spider Climb . A criocore can climb difficult surfaces, including upside down on ceilings, without needed to make an ability check. \n'b' Web Sense . While in contact with a web, the criocore knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The criocore ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The criocore makes two attacks: one with its ram and one with its claws. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage. \n'b' Ram . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 8 (2d4+3) bludgeoning damage. \n'b' Web (Recharge 5-6) . Ranged Weapon Attack : +4 to hit, range 30/60 ft., one creature. Hit : The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage). \n'b'\n'b' ABOUT \n'b' No one is sure what prompted the creation of this horror, other than the sheer malice of the dread Lamashtu. \n'b' Criocores are relentless predators and guardians, and though not evil, they can easily be employed by evil character to dispose of their enemies or guard ancient, haunted ruins. Criocores are nocturnal creatures, dislike daylight, and search isolated places to make their den. \n'b' They most often wait for prey near their webs, but can wander around hunting for food if very hungry. \n'b' A pair of criocores separates just after mating. The female lays her eggs in the charred remains of creatures trapped and corroded by its webs. Mercifully most hosts will be already dead at this point. Newborn criocores go off to fend for themselves as soon as they finish to devour their host\xe2\x80\x99s corpse. Among the webs of a killed criocore adventurers may find the belongings of former victims that were not corroded by acid.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Massive Fiddler Crab \n'b' Large beast , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 20 (+5) INT: 2 (-4) WIS: 10 (+0) CHA: \xc2\xa03 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Con +8 Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses blindsight 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The crab can breathe both air and water. \n'b' Natural Camouflage . While it remains motionless, the crab has advantage on Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crab makes one claw slam attack . In addition, it makes one pincer attack, which it can replace with one crush attack.\xc2\xa0 \n'b' Claw Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target not grappled by the crab. Hit : 26 (4d10 + 4) bludgeoning damage. \n'b' Pincer . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The crab has two pincers, each of which can grapple only one target. \n'b' Crush . Melee Weapon Attack : +7 to hit, reach 5 ft., one target grappled by the crab. Hit : 20 (3d10 + 4) bludgeoning damage and 17 (3d8 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Master of the Hunt \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (+2 studded leather) Hit Points 97 (15d8 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 15 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +7, Dexterity +7, Wisdom +7 Skills Animal Handling +7, Athletics +7, Perception +7, Stealth +7 Senses passive Perception 17 Languages Sylvan, Elvish Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Feral Senses . The master has preternatural senses that help him fight creatures he can\xe2\x80\x99t see. He doesn\xe2\x80\x99t fight at disadvantage against a creature he can\xe2\x80\x99t see. The master is also aware of the location of any invisible creature within 30 ft. of him, provided the creature isn\xe2\x80\x99t hidden from him and he isn\xe2\x80\x99t blinded or deafened. \n'b' Innate Spellcasting . The master\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 15). The master can innately cast the following spells, requiring no components.\n'b'\n'b' At will : druidcraft, hunter\xe2\x80\x99s mark, pass without trace \n'b' 3/day : charm person , fog cloud , mirror image , sleep \n'b' 1/day : detect thoughts , dispel magic \n'b'\n'b' Magic Resistance . The master has advantage on saving throws against spells and other magical effects. \n'b' Speak with Beasts and Plants . The master can communicate with beasts and plants as if they shared a language. \n'b' Actions \n'b' Multiattack . The master makes three attacks. \n'b' Longsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Ethereal Stride . The master magically enters the Ethereal Plane from the Material Plane, or vice versa. \n'b' Wild Leadership (Recharges after a Short or Long Rest) . For 1 minute, the master can utter a special command or warning whenever a member of the Wild Hunt that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the master. A creature can benefit from only one Leadership die at a time. This effect ends if the master is incapacitated. \n'b' Reactions \n'b' Uncanny Dodge . When an attacker that the master can see hits him with an attack , he can use his reaction to halve the attack\xe2\x80\x99s damage against him. \n'b' About \n'b' The sound of hooves echoes through the forest and everyone knows the Wild Hunt has arrived. Eight wild riders and several hounds make up the legendary hunting party. The Master of the Hunt is the leader of this group of hunters in wild pursuit. \n'b' Eight wild riders riding wild horses and wild hounds charge forward with the group. A loud roar and the sound of intense winds sound as the wild hunt passes by. \n'b' Leading the Charge . Their prey is chosen before they embark on the hunt. They are not part of the Seelie or Unseelie Court but do hunt for them at times.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Masterwork Animated Armor \n'b' Medium construct , unaligned \n'b' Armor Class 19 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 11 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Antimagic Susceptibility . The armor is incapacitated while in an area of antimagic, such as an antimagic field . If targeted by a dispel magic spell, the armor must succeed on a Constitution saving throw against the caster\xe2\x80\x99s spell save DC, or fall unconscious for 1 minute. \n'b' False Appearance . While the armor remains motionless, it is indistinguishable from a normal suit of armor. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The armor makes three attacks: two with its halberd and one with its slam. \n'b' Halberd . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mastodon \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 270 (20d12 + 140) Speed 40 ft.\n'b' STATS STR: 28 (+9) DEX: 10 (+0) CON: 24 (+7) INT: 2 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Keen Smell . The mastodon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Trampling Charge . If the mastodon moves at least 20 feet straight towards a creature and then hits with a gore attack on the same turn, that creature must succeed on a DC 19 Strength check or be knocked prone . If the target is prone, the mastodon can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. \n'b' Stomp . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 48 (6d12 + 9) bludgeoning damage and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the mammoth\xe2\x80\x99s next turn. \n'b' About \n'b' This elephantine beast has a coat of thick fur and stands longer and lower to the ground than a typical pachyderm. Its tusks are long and curved, providing it with formidable natural weapons. \n'b' The great mastodon is a distant relative of the common elephant and is linked to that creature through the woolly mammoth. It is an herbivore and is found primarily in forested areas. Its teeth are rounded and pointed and make excellent \xe2\x80\x9ctools\xe2\x80\x9d for clipping leaves, branches, and twigs though its diet also includes things such as grasses, fruits, berries, and nuts. A typical mastodon consumes 400 pounds of food and 50 gallons of water each day. Mastodons generally deplete an area of its food supply before moving on, traveling in large herds with the young in the center, surrounded by the adults of the herd. \n'b' The mastodon does not have any particular season for reproducing, though most births seem to occur in the winter. \n'b' Young are born with short, thick fur and weigh around 240 pounds. \n'b' A young mastodon reaches maturity at about age ten. \n'b' The mastodon has three naturally occurring predators: the dire wolf, the smilodon, and man. The latter often hunts the great mastodon for its meat, fur, and the ivory of its tusks. Young mastodons are often captured alive and taken into captivity to be trained as mounts or beasts of burden. \n'b' The mastodon is a distant relative to the elephant though it is slightly longer and lower to the ground, with shorter and thicker legs than the common elephant. Its head is slightly longer and taller than an elephant\xe2\x80\x99s and the mastodon\xe2\x80\x99s entire body is covered in thick fur of brown, gray, reddish-brown, yellowish-brown, or black. Its long, upward curving tusks are formed of ivory and are white or yellowish-white in color. Its eyes range from gray to brown to green. An average mastodon stands 20 feet tall. \n'b' Mastodons are generally peaceful creatures and avoid combat. They have no natural fear of any creature, so they do not flee. If threatened or if their young are threatened, mastodons fight by goring with their tusks or trampling foes. Mastodons fight to the death to protect their young. \n'b' Training a Mastodon \n'b' A mastodon must be trained before it can bear a rider in combat. To be trained, a mastodon must have a friendly attitude toward the trainer. (This can be achieved through a successful Animal Handling check.) Training a friendly mastodon requires six weeks of work and another successful Animal Handling check (DC 20). Failure means that the beast is not fully trained and another 2 weeks of effort will be required to try the check again. Riding a mastodon requires an exotic saddle. A mastodon can fight while carrying a rider, but the rider cannot also attack unless he or she makes a successful Strength ( Athletics ) check. Mastodon young are worth 16,000 gp each on the open market. Professional trainers charge up to 2,500 gp to rear or train a mastodon. \n'b' Carrying Capacity . A mastadon is unencumbered up to 5,592 pounds; a lightly encumbered from 5,593 to 11,184 pounds; and encumbered from 11,185 to 16,800 pounds. A mastadon can drag 84,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Masura \n'b' Gargantuan monstrosity (kaiju), neutral good \n'b' Armor Class 20 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft., fly 200 ft.\n'b' STATS STR: 30 (+10) DEX: 14 (+2) CON: 29 (+9) INT: 18 (+4) WIS: 17 (+3) CHA: 28 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +17, Wis +11, Cha +17 Skills Insight +11, Perception +11, Persuasion +17 Damage Resistances acid, cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing weapons attacks by creatures smaller than Gargantuan size Damage Immunities radiant Condition Immunities frightened , paralyzed , petrified Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Gift of Life . Masura has potent healing powers, but she sometimes has the need to give even more of herself when the need is great. As an action, she can use mass heal or true resurrection , but doing so causes her to take 100 points of damage, and this reduces her maximum hit points by the same amount. She cannot heal herself when using these abilities. Her maximum hit point total returns to normal after a long rest, but if she reduces her maximum hit points to 0, she dies. \n'b' Hurricane Flight . When Masura is in flight, all creatures within 60 feet must make a DC 25 Strength saving throw or take 21 (6d6) bludgeoning damage, or half as much on a successful save. In addition, creatures failing their save are shoved 1d6 x 10 feet away from Masura. If they strike a solid barrier, their movement stops and they take 1d6 bludgeoning damage per 10 feet they were blown away. Gargantuan creatures and creatures using freedom of movement have advantage on this saving throw. \n'b' Innate Spellcasting . Masura\xe2\x80\x99s spell casting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dream , enthrall , guiding bolt (as a 5th-level spell) \n'b' 3/day each : greater restoration , mass cure wounds \n'b' 1/day each : astral projection \n'b'\n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . Masura occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. She cannot be grappled , restrained , stunned , knocked prone , or Shoved by creatures smaller than Gargantuan size . \n'b' Siege Monster . Masura deals double damage to objects and structures. \n'b' Rebirth . Masura is a spirit of life and renewal, reproducing herself asexually and growing through a life cycle from larva to cocoon and then maturation into her mature moth form. If she is killed, a massive egg of glowing yellow and blue rings emerges from the remains and disappears, teleporting to hidden location where she will hatch as a new larva within 7 days, slowly growing to maturity once more. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Masura makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +18 to hit, reach 30 ft., one target. Hit : 24 (4d6 + 10) slashing damage. If Masura hits a creature twice in the same round with its claws, it can make a stinger attack against the same creature as a bonus action. \n'b' Stinger . Melee Weapon Attack : +18 to hit, reach 30 ft., one target. Hit : 19 (2d8 + 10) piercing damage plus 4d6 poison damage and 4d6 radiant damage, or half as much with a successful DC 25 Constitution save. A creature that fails its saving throw takes this damage again at the beginning of their next turn; a successful save halves damage and ends the effect. A creature that fails its save glows blue as if shrouded in faerie fire until they succeed on their saving throw. \n'b' Glittering Chaff (Recharges after Long Rest) . Masura can shake loose a cloud of glittering motes in a 150-foot radius cylinder below Masura, up to 300 feet high. Using this ability deals 50 points of damage to Masura and reduces her fly speed to 100 feet. All creatures in this area are outlined in light as faerie fire for 1 minute; this does not require concentration. In addition, this glittering chaff hangs in the air for 1 minute. Vision-based Wisdom ( Perception ) checks have disadvantage in this area, as do ranged weapon or spell attacks. Evil creatures and mechanical or technological creatures like robots in the area take 2d6 force damage, 2d6 lightning damage, and 2d6 radiant damage upon entering the chaff and at the beginning of each turn until they leave the chaff. \n'b' Hurricane Gust (Recharge 4-6) . If Masura hovers in place,shet can create a massive gust of hurricane force filling a 300-foot cone until the beginning of Masura\xe2\x80\x99s next turn. This wind affects creatures as its Hurricane Flight, but deals 42 (12d6) bludgeoning damage, or half as much on a successful saving throw. All fires in the area are extinguished and all ranged weapon attacks passing through the cone automatically miss. Ranged spell attacks have disadvantage on the attack roll. \n'b'\n'b' REACTIONS \n'b'\n'b' Scatter Energy . When an enemy uses an effect that deals cold, fire, force, lightning, or radiant damage against Masura, including area effects, as a reaction she can make a Charisma check to absorb the energy from that effect, against a DC of 10 + the spell level of the effect. Treat a common magic item as a 1st-level spell, an uncommon item as a 3rdlevel spell, a rare item as 5th level, a very rare item 7th level, and a legendary item 9th level. If the effect is not from a spell or magic item, the DC is equal to the Challenge level of the creature that created the effect. If the check succeeds, Masura is not harmed by the effect and instead is healed a number of hit points equal to twice the level of the spell (or equal to the creature\xe2\x80\x99s Challenge). If the enemy is within Masura\xe2\x80\x99s Glittering Chaff, she gains advantage on her ability check to absorb the energy, and if she succeeds she can choose to reflect the effect back at the creature that created it rather than healing herself. That creature is affected as if they were the target (or were within the area) of the effect they used. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Masura 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. Masura regains spent legendary actions at the start of her turn. \n'b'\n'b' Detect . Masura makes a Wisdom ( Perception ) check. \n'b' Light Beam . Masura targets a creature with a guiding bolt . \n'b' Wing Attack (Costs 2 Actions) . Masura beats her wings. Each creature within 15 feet of her must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . Masura can then fly up to half her flying speed. \n'b'\n'b' ABOUT \n'b' Masura, the Empress Moth, is a mystical creature, an entity of life and peace and communion with the world and with nature. \n'b' She appears as an immense blue moth covered in silvery hairs shot through with gold, with luminous silvery wings that glow a radiant blue in response to the intensity of her emotions. At full size , Masura is more than 120 feet long and weighs over 10,000 tons, with a wingspan of nearly 300 feet. \n'b' Circle of Life . Unusual for kaiju, which often are nearly immortal simply due to their great size and power, Masura embodies the natural cycle of life, death, and rebirth. She has died many times throughout the ages, each time giving birth to her own new incarnation first as an egg, then as a massive larva, and finally weaving a cocoon and emerging in her fully grown moth state. She communicates empathically with other kaiju, seeking to quell their rampages or join forces with them against powers that threaten the entire planet, and she even has been known to sacrifice herself to sustain and restore her allies so they can continue the fight. \n'b' Fey Followers . Masura is revered by the fey, and she is sometimes attended by a small cadre of nymphs who observe her life cycle, safeguarding her egg and cocoon when necessary, and negotiating with others who are not receptive to Masura\xe2\x80\x99s empathic overtures. These nymphs often appear identical, though whether they are truly related or simply put on this mask for outsiders is unknown. Their often petition their insectoid mistress in song, pleading for her aid when troubles arise and she must rise from her slumber to aid them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Matrona \n'b' Gargantuan fey , lawful evil \n'b' Armor Class 20 (natural armor) Hit Points 264 (16d20 + 96) Speed 40 ft., fly 40 ft.\n'b' STATS STR: 24 (+7) DEX: 18 (+4) CON: 23 (+6) INT: 16 (+3) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +11, Intimidation +11 Damage Resistances piercing, slashing Condition Immunities exhaustion , paralyzed , petrified Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan; telepathy 120 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The matrona\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 19). The matrona can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 1/day each : charm monster, dominate person , glibness , suggestion \n'b'\n'b' Magic Resistance . The matrona has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The matrona\xe2\x80\x99s weapon attacks are magical. \n'b' Mother Suit . The matrona wears a massive suit made of stone, iron, and the souls of trapped fey creatures. As its mother suit is damaged, the matrona becomes smaller and more agile. When it is reduced to 180 hit points or fewer, the matrona becomes Huge. When reduced to 90 hit points or fewer, it becomes Large. For each size category reduced, the reach of its slam attack is reduced by 5 feet and its speed and flying speed increase by 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The matrona makes three attacks. \n'b' Slam . Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. \n'b' Soul Beam . Ranged Spell Attack : +11 to hit, range 120 ft., one target. Hit : 16 (3d10) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Detach Soul . When the matrona takes at least 30 damage from a single attack or effect, its mother suit is damaged and a fey spirit may break free to attack the matrona\xe2\x80\x99s enemies. The matrona can cast conjure fey with a casting time of one reaction . The spell is otherwise unchanged, and it requires concentration to maintain. \n'b'\n'b' ABOUT \n'b' Matronas are small pixie-like fey creatures with squat bodies and twirled ears. One could be forgiven, though, for mistaking matronas for the magical constructs that they typically inhabit: hulking goliaths of iron and stone who can deliver a devastating punch and summon powerful fey to serve them. \n'b' Matronas are envious of humans, large animals, and other creatures larger than themselves (which happens to be most of them). To compensate for their diminutive figures, matronas craft artificial bodies around themselves. Initially not much larger than the matrona itself, this mother suit provides a modicum of protection and stature. However, the suit is bolstered as the matrona within deceives and cons other fey creatures into building layer after layer on top of the original suit. Once a creature finishes the construction of a layer, the matrona binds the creature into the new layer using a complex ritual. In this way, a matrona is literally encapsulated by the combined efforts of countless indentured spirits. \n'b' A matrona\xe2\x80\x99s mother suit is made of interlocking layers that, when destroyed, release the spirits of the fey creatures trapped within. Disoriented and violent from years of imprisonment, these fey lash out at anything in their way. Once the fight is over, or they are destroyed, the distraught spirit is finally free to return to the fey realm. \n'b' Although magic is the predominant force behind many of the world\xe2\x80\x99s most powerful militaries, some nations still favor science, technology, or sheer firepower when it comes to warfare. Black powder and firearms may have been some of the most significant technological innovations of the current era, but the massive war machines called mechanical artillerists promise to be among the last.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashborn \n'b' Medium undead (revnant), neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 98 (15d8+30) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 7 (-2) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Insight +4, Perception +4, Stealth +5 Damage Vulnerabilities cold Damage Immunities fire, poison Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities charmed , exhausted, poisoned Senses darkvision 120 ft., passive Perception 14 Languages understands the languages it knew in life but cannot speak Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Burning Blood . When an ashborn is damaged by a melee attack , the attacker takes 4 (1d8) points of fire damage. \n'b' Inner Flame . When an ashborn reaches 0 hit points it explodes in a blast of arcane fire. All creatures within 15 feet of the ashborn must attempt a DC 14 Dexterity saving throw, taking 17 (5d6) fire damage and 3 (1d6) spiritual damage on a failed saving throw, or half as much of each type of damage on a successful one. A creature killed by this attack adds +4 to its roll on The Dead Rise table (see page 260), instead of the usual +3 for being slain by one of the Dead. \n'b' Magic Resistance . The ashborn has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The ashborn makes two attacks, one with its claws and one with either its Blazing Aura or Fiery Bolt. \n'b' Searing Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 3 (1d6) slashing damage plus 9 (2d8) fire damage. The target must make a DC 10 Woe save or suffer 1 point of spiritual damage. \n'b' Blazing Aura . All creatures within 5 feet of the ashborn take 10 (3d6) fire damage. \n'b' Fiery Bolt . The ashborn chooses a point within 60 feet that it can see. All creatures within a 5-foot radius of that point must attempt a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half that damage on a successful one. \n'b' About \n'b' An ashborn appears to be freshly and severely burned. Fire flows through its veins and can be seen through the skin, and its eyes are hollow sockets filled with flame. \n'b' Born of Magic . Magic and Woe are closely linked. Channeling arcane forces carries the risk of corruption, and even those who simply have the misfortune to be slain by arcane magic may rise again infused with mystic fire. \n'b' Drawn to Magic . An ashborn is born from the touch of magic and hungers to slay those who wield this power. It can sense spellcasters from up to a thousand feet, and pursues them with an animal cunning. In combat, it focuses its attacks on spellcasters, even if this leaves it vulnerable to melee attackers. \n'b' Undead Nature . An ashborn doesn\xe2\x80\x99t require air, food, drink, or sleep.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mausgeist \n'b' Tiny fiend , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 110 (17d4 + 68) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Int +4, Wis +5 Skills Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages understands Abyssal but can\xe2\x80\x99t speak, telepathy 60 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The mausgeist has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Shapechanger . The mausgeist can use its action to polymorph into a form that resembles a Small humanoid or back into its true form. Other than its size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 2 (1d4) piercing damage and 13 (3d8) psychic damage. \n'b' Arcane Whiskers . The mausgeist uses two of the following effects at random on one or two creatures the mausgeist can see within 90 feet of it. It can use each whisker only once per turn.\n'b'\n'b'\n'b' Eldritch Bolt . The target must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) force damage. \n'b' Fear Blast . The target must succeed on a DC 15 Wisdom saving throw or be frightened of the mausgeist for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the target is aware of the mausgeist, ending the effect on itself on a success. \n'b' Fire Orb . The target must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) fire damage. \n'b' Gripping Shadows . The target must succeed on a DC 15 Strength saving throw or be grappled by shadowy tendrils (escape DC 15) for 1 minute and restrained while grappled in this way. \n'b' Hungry Shadows . The target must make a DC 15 Constitution saving throw. On a failure, shadowy tendrils deal the target 18 (4d8) necrotic damage and render it unable to take reactions until the end of the mausgeist\xe2\x80\x99s next turn. If the save succeeds, the target takes half the damage but no other effect. \n'b' Hypnotic Phantasm . The target must succeed on a DC 15 Intelligence saving throw, or a scintillating phantasm only it sees renders it charmed by the mausgeist for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends if the target takes any damage or if someone else uses an action to shake the target out of the stupor. \n'b'\n'b' ABOUT \n'b' Fiendish Rodent . A mausgeist appears when a powerful spellcaster makes an infernal pact for immortality. Magic imbues each of a mausgeist\xe2\x80\x99s long whiskers, making the creature a deadly opponent.\xc2\xa0A mausgeist hungers for humanoid flesh, wandering cemeteries at night to dig up hearts and livers to feast upon.\xc2\xa0Breaking the curse of a mausgeist\xe2\x80\x99s existence requires it to refrain from killing or devouring humanoid flesh for a thousand days. \n'b' Shifty Appearance . A mausgeist can change its appearance through magical means. The creature retains some rodent characteristics even in humanoid form. \n'b' Jungeist . A jungeist is a mausgeist before any pact gives it more power. This fiend is still a formidable foe, but it\xe2\x80\x99s easier to dispatch than a mausgeist.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Jungeist \n'b' Family: mausgeist \n'b' Tiny fiend , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 49 (9d4 + 27) Speed 30 ft., burrow 15 ft.\n'b' STATS STR: 5 (\xe2\x80\x933) DEX: 15 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages understands Abyssal but can\xe2\x80\x99t speak, telepathy 30 ft. Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing . The jungeist has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage and 7 (2d6) psychic damage. \n'b' Arcane Whiskers . The jungeist uses two of the following effects at random on one or two creatures the jungeist can see within 60 feet of it. It can use each whisker only once per turn\n'b'\n'b'\n'b' Eldritch Bolt . The target must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) force damage. \n'b' Fear Blast . The target must succeed on a DC 13 Wisdom saving throw or be frightened of the jungeist for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the target is aware of the jungeist, ending the effect on itself on a success. \n'b' Sickening Ray . The target must make a DC 13 Constitution saving throw. On a failure, the target takes 9 (2d8) poison damage and is poisoned until the end of the jungeist\xe2\x80\x99s next turn. \n'b' Ripping Shadows . The target must succeed on a DC 13 Strength saving throw or be grappled by shadowy tendrils (escape DC 13) for 1 minute and restrained while grappled in this way. \n'b'\n'b' ABOUT \n'b' Fiendish Rodent . A mausgeist appears when a powerful spellcaster makes an infernal pact for immortality. Magic imbues each of a mausgeist\xe2\x80\x99s long whiskers, making the creature a deadly opponent.\xc2\xa0A mausgeist hungers for humanoid flesh, wandering cemeteries at night to dig up hearts and livers to feast upon.\xc2\xa0Breaking the curse of a mausgeist\xe2\x80\x99s existence requires it to refrain from killing or devouring humanoid flesh for a thousand days. \n'b' Shifty Appearance . A mausgeist can change its appearance through magical means. The creature retains some rodent characteristics even in humanoid form. \n'b' Jungeist . A jungeist is a mausgeist before any pact gives it more power. This fiend is still a formidable foe, but it\xe2\x80\x99s easier to dispatch than a mausgeist.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mavka \n'b' Medium undead , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 18 (+4) INT: 13 (+1) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Dex +6, Con +8, Cha +8 Skills Athletics +9, Nature +5, Perception +5 Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 90 ft., passive Perception 15 Languages Abyssal, Common, Infernal, Sylvan Challenge 12 (8,400 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Mounted Warrior . While the mavka is mounted, her mount can\xe2\x80\x99t be charmed or frightened . \n'b' Nightmare Mount . The mavka has formed a bond with a nightmare . The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka\xe2\x80\x99s spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement. \n'b' Sunlight Hypersensitivity . The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. \n'b' Undead Nature . The mavka doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare , the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks. \n'b' Enervating Slam . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 23 (4d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. \n'b' Necrotic Bolt . Ranged Spell Attack : +8 to hit, range 60 ft., one target. Hit : 26 (4d10 + 4) necrotic damage. \n'b' Flame Burst (Recharge 5\xe2\x80\x936) . While riding a nightmare , the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a DC 16 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Spellcasting . The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b' At will : create or destroy water , dancing lights \n'b' 3/day each : darkness , hold person , silence \n'b' 1/day each : bestow curse , dispel magic \n'b'\n'b' ABOUT \n'b' With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, this creature appears scorched and even frail. Pupilless red eyes gleam in its sockets with a hellish green flame. \n'b' Mavkas are twisted dryads created by undead warlocks and vampiric experiments. \n'b' Death Riders . Mavkas ride nightmares and are fearsome raiders, snatching victims up into the saddle, never to be seen again. They despise and trample foot soldiers as peasants unworthy of attention. \n'b' Hag Killers . Mavkas are the mortal enemies of red hags, who call these undead horrors \xe2\x80\x9cgreenbanes.\xe2\x80\x9d When red hag covens discover vampires and other undead turning local dryads into mavkas, they go on a rampage, destroying all undead they encounter.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Croaker Brute \n'b' Family: Croaker \n'b' Small monstrosity (aquatic), chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 16 (3d6 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Tsathar Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Amphibious . The croaker can breathe air and water. \n'b' Brute . A melee weapon deals one extra die of its damage when the croaker hits with it (included in the attack . \n'b' Keen Smell . The croaker has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Slimy . Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage. \n'b' Standing Leap . The croaker\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The Croaker brute makes one Bite and one Claws attack or one Bite and one Morningstar attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Morningstar . Melee Weapon Attack : +4 to hit, reach 5 ft. one target. Hit : 11 (2d8 + 2) piercing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mazacoatl \n'b' Large monstrosity , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 54 (9d10 + 9) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 13 (+1) INT: 2 (-4) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages \xe2\x80\x94 Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and 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. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 4) piercing damage. \n'b' Inhale . The mazacoatl takes in a breath pulling all creatures within 40 feet towards it that fail a DC 12 Strength saving throw. Creatures that fail the save are moved towards the mazacoatl by 30 feet and are knocked prone . If the target is prone and within reach of the mazacoatl\xe2\x80\x99s bite attack , the mazacoatl can make one bite attack against it as a bonus action. \n'b'\n'b' REACTIONS \n'b'\n'b' Reactive Strike . If a creature that is within reach of the mazacoatl\xe2\x80\x99s bite or gore attack stands from a prone position, the mazacoatl may make a bite or gore attack against that target as appropriate. \n'b'\n'b' ABOUT \n'b' The mazacoatl is a hunter of high mountain valleys and steep cliffs. Their scales run from golden to red to coppery, ending in a narrow rattle. The scales on their belly and head resemble plates of forged metal and their eyes are a jewel green, as is the crest that runs down the back of their skulls. Their heads bear massive crowns of golden antlers, giving them their nickname of \xe2\x80\x9cdeer snakes.\xe2\x80\x9d They rarely venture forth from their caverns, as they have the uncanny ability to draw prey to it through a massive inhalation, creating a sucking wind that can knock even deer and humans off their feet and send them tumbling toward the creature. The mazacoatl is 15 to 20 feet long and weighs over 200 pounds, and when it rears up to strike it stands taller than a human.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mazap\xc3\xa9gul \n'b'\n'b' Tiny fiend , chaotic evil \n'b' Armor Class 13 Hit Points 14 (4d4 + 4) Speed 30 ft.\n'b' STATS STR: 5 (-3) DEX: 17 (+3) CON: 12 (+1) INT: 9 (-1) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The mazap\xc3\xa9gul has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage and the target must make a DC 11 Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target falls unconscious . On a successful save, the target is not poisoned . A sleeping victim can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Dream Invasion . The mazap\xc3\xa9gul climbs upon an unconscious humanoid creature and inserts its mind into their dreams, feasting on the psychic energy of its victim. Each round, the mazap\xc3\xa9gul heals 5 (2d4) hit points . Once the mazap\xc3\xa9gul is at full hit points , any further points are gained as temporary hit points , to a maximum of 8. Once the mazap\xc3\xa9gul has enacted this ability, it can maintain the effects on subsequent rounds as a bonus action. When a humanoid affected by this ability awakens, it gains 1 level of exhaustion . \n'b'\n'b' REACTIONS \n'b'\n'b' Sleep Paralysis . If the victim of the mazap\xc3\xa9gul\xe2\x80\x99s Dream Invasion ability awakens, the mazap\xc3\xa9gul can meet their gaze, if both the mazap\xc3\xa9gul and the humanoid can see each other. The victim must succeed at a DC 12 Charisma saving throw or be paralyzed for 1 minute. A paralyzed victim can repeat the saving throw at the end of each of its turns, ending the effect on a success. While a humanoid is paralyzed by this ability, the mazap\xc3\xa9gul can use its Dream Invasion ability on them. \n'b'\n'b' ABOUT \n'b' These tiny fiends were once benevolent fey, brownies or sprites, captured by demonic forces and twisted into their cruel forms by abyssal rituals. They enjoy terrorizing animals and humanoids, especially those in remote, rural areas. A mazap\xc3\xa9gul will often choose or \xe2\x80\x9cadopt\xe2\x80\x9d a humanoid or family of humanoids, committing all sorts of mischief to them, their household, goods, and livestock, and feeding upon the dreams of the humanoids at night. \n'b' A mazap\xc3\xa9gul is about the size of an average house cat, with similar fur and markings, and curved retractable claws. Its actual form resembles a monkey, with prehensile tail, and long, dexterous fingers and toes. Its face is humanoid, wrinkled and old, looking, with bright, yellow eyes. \n'b' Haunters of Sleep . The mazap\xc3\xa9gul can gain sustenance from the dreams of humanoid creatures. The mazap\xc3\xa9gul climbs on a sleeping victim\xe2\x80\x99s torso, sits, and gazes at the sleeping humanoid, allowing its mind to enter the victim\xe2\x80\x99s dreams, feeding on their psychic energy and giving the humanoid nightmares. Even if its victim awakens, the mazap\xc3\xa9gul can force its will onto the victim, holding it in place in a waking nightmare while it continues to feed. \n'b' Fey Tendencies . Despite their fiendish nature, some mazap\xc3\xa9gul cling to the traditions of their ancestors. Like brownies, they may assist their \xe2\x80\x9cadopted\xe2\x80\x9d humanoids in exchange for the food they receive (even though it is taken without consent). A humanoid may find its sleep terrorized by the presence of a mazap\xc3\xa9gul, only to wake and find the house swept and cleaned, or other chores completed for them.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mboi Tu\xe2\x80\x99i \n'b' Huge monstrosity , neutral \n'b' Armor Class 13 (natural armor) Hit Points 345 (30d12+150) Speed 40 ft. burrow 20 ft., swim 20 ft.\n'b' STATS STR: 24 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 9 (-1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4, Wis +6 Skills Perception +6 Senses passive Perception 16 Languages \xe2\x80\x93 Challenge 11 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Slither . The mboi tu\xe2\x80\x99i does not expend extra movement to move through difficult terrain caused by marsh, swamp, or mud. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mboi tu\xe2\x80\x99i may squawk, then bite or constrict. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 7) piercing damage. \n'b' Constrict . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. and the target is grappled (escape DC 21). Until this grapple ends, the creature is restrained , and the mboi tu\xe2\x80\x99i can\xe2\x80\x99t constrict another target. \n'b' Squawk . Each creature of the mboi tui\xe2\x80\x99s choice that is within 120 feet of it and that can hear it must succeed on a DC 14 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 squawk for the next 24 hours. \n'b'\n'b' ABOUT \n'b' M\xe2\x80\x99boi tu\xe2\x80\x99is live in the wetlands, nesting among trees and high rock outcroppings. They are huge serpentine creatures with the head of a parrot, and one pair of stubby legs it uses to assist in its slithering movement. M\xe2\x80\x99boi tu\xe2\x80\x99is are watchful of their territories, not only pushing out other rivals to their might but attacking any threats it perceives to the natural world. Although unpredictable and cantankerous, the mboi tu\xe2\x80\x99i often has a casual alliance with other intelligent beings who protect nature, such as fey, druids, and magical beasts. \n'b' Territorial . M\xe2\x80\x99boi tu\xe2\x80\x99i are usually submissive toward dragons and other powerful creatures, but do not tolerate the presence of young dragons, behirs, and the like close to their homes. \n'b' Omnivorous . M\xe2\x80\x99boi tu\xe2\x80\x99i live primarily on fruits, shrubbery, and vast amounts of swamp grasses, but also snaps up prey animals, and frequently consumes the bodies of its defeated rivals.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Meat Puppet, Human \n'b' Medium undead , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages ? Challenge 2 (450 XP) \n'b' Actions \n'b' Multiattack . The human meat puppet makes two melee attacks . \n'b' Crush . Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : 10 (2d6 + 3) bludgeoning damage. The target is grappled (escape DC 13) if the meat puppet isn\xe2\x80\x99t already grappling another creature. Until this grapple ends, the target is restrained and takes 12 (2d8 + 3) bludgeoning damage at the start of each of its turns.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Meat Puppet, Otyugh \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 104 (16d10 + 16) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 13 (+1) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Actions \n'b' Multiattack . The otyugh meat puppet makes three attacks: one with its bite and two with its tentacles. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b' Tentacle . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. \n'b' Tentacle Slam . The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t stunned.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechanasphere \n'b' Medium construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 90 (12d8 +36) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 17 (+3) INT: 3 (-4) WIS: 14 (+2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Vulnerabilities acid Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses darkvision 120 ft.; passive Perception 15 Languages understands commands given in Undercommon but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charging Trample . If the mechanasphere moves at least 20 feet straight toward a target and then hits with a rolling slam attack on the same turn, the target suffers an additional 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be forced\xc2\xa0 prone . \n'b' Magic Resistance . The mechanasphere has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mechanasphere\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mechanasphere makes two attacks with its whirling blades or one attack with its whirling blades and one rolling slam. \n'b' Scything Blades . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. \n'b' Tolling Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Whirling Blades (Recharge 5-6) . The mechanasphere can use its action to spin its blades in a series of interweaving arcs, targeting creatures of its choice within 10 feet of it in any direction. Each target must make a DC 14 Dexterity saving throw, taking 21 (4d8 + 3) slashing damage on a failed save or half as much damage on a successful one. \n'b'\n'b' TACTICS \n'b'\n'b' Initial Round -The mechanasphere attacks the creature nearest to the construct\xe2\x80\x99s assigned area, often using its Charging Trample to force intruders back to knock them off-balance. \n'b' Subsequent Round(s) -In later rounds, the construct uses the threat of its trample, or its Whirling Blades attack to drive enemies into nearby traps, pits, and similar obstacles. \n'b' Defensive Round -The mechanasphere has no concern for its own safety. If it senses it has sustained serious damage, it does everything in its power to kill as many intruders as quickly as possible. \n'b' Victorious Round -When all intruders are dead, the mechanasphere returns to its guard post and awaits either additional intruders or new orders from its controller. \n'b' Defeat Round -If a mechanasphere has been defeated, the victors can salvage one of these valuable components from the intact wreckage. See the Mechanasphere Components table for details. \n'b'\n'b' ABOUT \n'b' A mechanasphere is a powerful construct employed by duergar to defend their holy shrines and protect their secrets from intruders (and to a duergar , everything represents a secret). This construct, fashioned from brass and iron and powered by magically-infused crystal shards, obeys its master\xe2\x80\x99s commands without question for centuries. \n'b' Then first encountered, the mechanasphere is likely in its dormant mode, resembling a metallic lattice globe with internal clockwork gear mechanisms. When activated by the presence of intruders, this globe spins to extend a set of three curved blades as well as a blocky mechanical head with glowing red eyes. The duergar jealously guard the secrets to the construction of mechanaspheres. Building one of these constructs demands a considerable outlay in coin, time, and effort. It also requires rare gemstones, precious metals, and magical crystal shards to power the machine. \n'b' A mechanasphere remains intact, functional, and alert for centuries, hyper-vigilantly guarding its assigned location to \n'b'\n'b' d6 \n'b' Mechanasphere Components \n'b'\n'b' 1 \n'b' A silver strut worth 75 gp. \n'b'\n'b' 2 \n'b' A small brass cog worth 100 gp. \n'b'\n'b' 3 \n'b' A large brass cog worth 150 gp. \n'b'\n'b' 4 \n'b' A pair of rubies worth 150 gp apiece. \n'b'\n'b' 5 \n'b' A collection of tiny metallic gears and small precious gemstones worth 300 gp. \n'b'\n'b' 6 \n'b' A vial of oil of slipperiness -d3 applications.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechanical Artillerist \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 3 (-4) WIS: 12 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The artillerist doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Final Detonation . When the artillerist is destroyed, its internal reservoir of black powder explodes. Each creature within 30 feet of the artillerist must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' Sensitive Components . Extreme temperatures can interfere with the mechanical artillerist\xe2\x80\x99s engine. When the artillerist takes cold damage, it doesn\xe2\x80\x99t make a recharge roll on its next turn. If it takes fire damage, its next recharge roll is automatically successful. Once it has taken either fire or cold damage, this trait is disabled until the end of the artillerist\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The artillerist makes two attacks. \n'b' Piston . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (2d12 + 4) bludgeoning damage. \n'b' Artillery Shell . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 17 (2d12 + 4) piercing damage. \n'b' Barrage (Recharge 4-6) . The artillerist makes up to three artillery shell attacks, each against a different target. \n'b'\n'b' Alternate Abilities \n'b' You can create variant mechanical artillerists by replacing its Barrage action with one of the following alternate actions . \n'b'\n'b' Shell Cannon (Recharge 4-6) . The artillerist fires a single large shell in a 120-foot-long, 5-footwide line. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Shrapnel Burst (Recharge 4-6) . The artillerist launches a spray of small projectiles in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Vent (Recharge 4-6) . The artillerist vents a blast of pressurized heat from its internal engine chambers. Each creature within 10 feet of the artillerist must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. The blast ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b'\n'b' ABOUT \n'b' In contrast to their uniform engines, artillerists\xe2\x80\x99 exteriors can vary wildly. Many mechanical artillerists resemble angular, metallic versions of animals such as crabs, bears, and sometimes even humans. Some might bear a single stripe of shell-spewing cannons, while others release gouts of fire from every side. \n'b' Although most commonly encountered in isolation, mechanical artillerists might group together in small squads. In such cases, the constructs usually each bear a few variations and are given specific combat roles, with one artillerist designated as the group\xe2\x80\x99s forward shield, one designated as the primary assault weapon, and one in the rear, loaded with a variety of long-range missiles.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashcloud \n'b' Large undead , neutral evil\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 10 (+0) INT: 10 (+0) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 66 (12d10) Speed fly 30 ft. (hover) Skills Perception +4, Stealth +6 Damage Resistances lightning, necrotic, thunder Damage Immunities fire, poison; bludgeoning, piercing, slashing from non-magical weapons Condition Immunities exhaustion , poisoned Senses blindsight 120 ft., passive Perception 14 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Cold Vulnerability . The ashcloud has disadvantage on saving throws versus cold, and when it fails a saving throw against a cold spell its movement rate is halved and it suffers disadvantage on attack rolls for a number of rounds equal to the spell slot used. A failed save against a cantrip has no further effect. \n'b' Cloudform . The ashcloud has all the benefits of a gaseous form spell, although with a flying speed of 30 feet. This ability is intrinsic and cannot be dispelled. \n'b' Engulf . A creature that begins its turn in the ashcloud\xe2\x80\x99s space takes 18 (4d8) fire damage. \n'b' Flyby . The ashcloud doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Smother . Creatures in the ashcloud\xe2\x80\x99s space are blinded and can\xe2\x80\x99t breathe. When the ashcloud ends its turn in another creature\xe2\x80\x99s space, that creature must make a DC 15 Constitution saving throw, and on a failure is stunned and begins to suffocate. At the end of its turns it can repeat the saving throw and if successful is no longer stunned. The suffocation only ends when it begins a turn outside of the ashcloud\xe2\x80\x99s space. \n'b' Actions \n'b' Multiattack . The ashcloud makes four burning touch attacks. \n'b' Burning Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) fire damage. Flammable objects touched by the ashcloud are ignited. \n'b' Fiery Consummation . The ashcloud consumes the body of a creature it has killed with its smother ability, utterly destroying the body and gaining 1d6 temporary hit points for each Hit Die of the creature. A creature killed this way can only be brought back to life with true resurrection or a wish spell. The ashcloud must occupy the space of the corpse, and undead and constructs are immune. \n'b' Tactics \n'b' The ashcloud exists to consume the living, and will relentlessly pursue quarry, trying to engulf the slowest of them, however it is intelligent enough to use its flyby to harass more powerful foes, or to flee through narrow gaps if its own existence is threatened. It will often inhabit ruins where it can trap creatures in enclosed spaces. Once it renders a target unconscious it will often remain in place to kill and consume the victim. \n'b' Description \n'b' Ashclouds resemble dark dust clouds, moving like swarms of malevolent insects. In pitch darkness their heat produces a faint glow. \n'b' Dust to Dust . A scourge to all, these undead roam deserts and blighted wastelands, sometimes carried along by sandstorms, hunting all living creatures regardless of race or allegiance. The ashcloud\xe2\x80\x99s physical form is seemingly composed of hot, burning ash, and as such it is nearly invulnerable to damage. It attacks either by enveloping a victim, burning and suffocating it to death, or by lashing out with hot tendrils of fiery ash. \n'b' Fiery Furnace . The most frightening aspect of the ashcloud is its horrifying ability to incinerate and feed upon the souls of its victims, leaving behind nothing but wisps of ash. A creature killed this way can not be brought back to life with anything but the most powerful of magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechanical Ma\xc3\xaetre D\xe2\x80\x99 \n'b' Medium construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 16 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish, Elvish, Goblin , Halfling, Sylvan Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Constructed Nature . The ma\xc3\xaetre d\xe2\x80\x99 doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Part of the Architecture . While the ma\xc3\xaetre d\xe2\x80\x99 remains motionless in an urban environment, it has advantage on Dexterity ( Stealth ) checks made to hide and can hide while in plain sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ma\xc3\xaetre d\xe2\x80\x99 attacks twice with its carving knife. \n'b' Carving Knife . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 6 (1d4 + 4) slashing damage. \n'b' Prepare and Serve . The ma\xc3\xaetre d\xe2\x80\x99 retrieves a serving of magic-infused food and drink from its torso compartment and offers it to a creature within 15 feet. A creature can consume the food as a reaction . When it does so, the creature gains one of the following effects, which is chosen by the ma\xc3\xaetre d\xe2\x80\x99. Except for regaining hit points , each effect lasts for 1 hour. Once it has eaten a dish, a creature receives no benefits from eating the ma\xc3\xaetre d\xe2\x80\x99s magical food for 1 hour. A ma\xc3\xaetre d\xe2\x80\x99 can store up to 12 servings of food and drink at a time.\n'b'\n'b'\n'b' The creature regains 18 (4d8) hit points . \n'b' Whenever the creature makes an attack roll or a saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. \n'b' The creature\xe2\x80\x99s carrying capacity is doubled. \n'b' The creature\xe2\x80\x99s speed increases by 10 feet if its speed is not 0. \n'b'\n'b' Noxious Gases (Recharges after a Short or Long Rest) . The ma\xc3\xaetre d\xe2\x80\x99 vents a cloud of putrid gas from its food waste compartment, creating a 20-foot-radius sphere centered on itself. The cloud spreads around corners. A creature that starts its turn entirely inside the cloud must succeed on a DC 13 Constitution saving throw or become poisoned until the start of its next turn. The cloud dissipates after 1 minute or once exposed to strong winds (such as from a gust of wind spell). \n'b'\n'b' ABOUT \n'b' The mechanical ma\xc3\xaetre d\xe2\x80\x99 is one member of a family of constructs that could be playfully described as synthetic servants, constructed companions, or artificial allies. All these constructs are designed by extremely skilled engineers, artificers, and spellcasters from a variety of disciplines for the purpose of entertaining, serving, and protecting their living masters and associates. All share the same basic feature of being highly complex-some might even say \xe2\x80\x9cintelligent\xe2\x80\x9d non-living creatures made of metal and wood. \n'b' Part host, part squire, the mechanical ma\xc3\xaetre d\xe2\x80\x99 is most often seen at the head of the house in luxurious restaurants or behind the bar at swanky drinking establishments. Wherever it resides, the ma\xc3\xaetre d\xe2\x80\x99 dazzles and delights all who meet it, and it serves its master unerringly and with panache. \n'b' A mechanical ma\xc3\xaetre d\xe2\x80\x99 is most often constructed in its creator\xe2\x80\x99s likeness, but a bit larger and with a stout torso designed to hold full dishes of food and glasses of wine and water. Seasoning herbs are kept in each individual finger, and the ma\xc3\xaetre d\xe2\x80\x99 can extend its legs and arms to better reach eager patrons. \n'b' Though primarily tasked with keeping order around a busy inn or bar, a mechanical ma\xc3\xaetre d\xe2\x80\x99 is also responsible for the safety of its guests. If its client\xc3\xa8le are threatened, a mechanical ma\xc3\xaetre d\xe2\x80\x99 can wield cutlery normally reserved for food preparation to deadly effect. In even more dire cases, the construct can vent fetid gases from food waste stored in its body, nauseating enemies long enough for clients to get to safety.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechanical Octopus \n'b' Small construct , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 3 (1d6) Speed 20 ft., climb 10 ft., swim 40 ft.\n'b' STATS STR: 2 (-4) DEX: 15 (+2) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +4 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge ? (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Transform . A creature attuned to the mechanical octopus can speak its command word to cause the octopus to transform into any artisan\xe2\x80\x99s tools or thieves\xe2\x80\x99 tools or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. While in tool form, the octopus can\xe2\x80\x99t take any actions or reactions . \n'b' Synthesize . The octopus can synthesize various compounds and reagents. It can consume a flask of oil during a long rest to produce a vial of acid, a vial of basic poison, a vial of rare ink, or a flask of alchemist\xe2\x80\x99s fire. These compounds are unstable and lose their potency within eight hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Tentacles (true Form Only) . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. The target is grappled (escape DC 10). Until this grapple ends, the octopus can\xe2\x80\x99t use its tentacles on another target. \n'b' Obscuring Cloud (recharge short or long Rest) . A 5-foot-radius cloud of chemicals extends all around the octopus, as ink if it is underwater or smoke otherwise. The area is heavily obscured for 1 minute, although a significant current or wind can disperse the cloud. \n'b'\n'b' ABOUT \n'b' Mechanical octopuses are marvels of engineering, allowing gnome tinkers to travel with all the tools of their workshop at their fingertips. Although these constructs are capable of travel in most types of terrain, mechanical octopuses seem to favor being carried by their creators, often latching onto them like a backpack or belt. \n'b' All-in-one . Mechanical octopuses are built to have the tool for any job. Each of its eight mechanical arms, as well as its head, contain countless instruments, containers, ingredients, and other miscellanea that could be found in various artisans\xe2\x80\x99 toolkits. Mechanical octopuses and their contents are largely waterproof, wear-resistant, and unmarred by the natural aging of their materials. Although favored by the gnomes, even stubborn dwarven smiths and tinkers are fond of mechanical octopuses as well. \n'b' Tinker\xe2\x80\x99s Assistant . Mechanical octopuses kept in use for long enough often end up displaying greater intelligence than they were originally designed with, showing anticipatory preparation for the needs of their creators. Some mechanical octopuses will even continue their creator\xe2\x80\x99s work after they have died. \n'b' The intelligence of these constructs is threatening to some gnome tinkers, and there is a fringe group of gnomes in the Under Dark that believe all of the mechanical octopuses and their blueprints should be destroyed, lest their artificial intellect grow beyond the control of the tinkers themselves.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Croaker Chieftain \n'b' Family: Croaker \n'b' Medium monstrosity (aquatic), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 39 (6d8 +12) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 13 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth (+5) Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Tsathar Challenge 1 (200 XP) \n'b' Special Traits \n'b' Amphibious . The croaker can breathe air and water. \n'b' Fetid Strike . Once on each of the chieftain\xe2\x80\x99s turns when it hits a creature with a weapon attack, it can cause the attack to deal an extra 9 (2d8) poison damage to the target. \n'b' Keen Smell . The croaker has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Leadership (recharges after a short or long rest ). For 1 minute, the chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the chieftain is incapacitated. \n'b' Slimy . Croakers continuously cover themselves with muck and slime. Creatures attempting to grapple a croaker do so with disadvantage. \n'b' Standing Leap . The croaker\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b' Actions \n'b' Multiattack . The croaker chieftain makes one Bite and one Claws attack or one Bite and one Maquahuitl attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a croaker egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw 24 hours after the egg is implanted. A failed saving throw results in the host becoming violently ill, followed by a deep coma-like state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young croaker, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom ( Medicine ) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg. \n'b' Maquahuitl . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mechanoid Emulator \n'b' Medium construct (titanspawn), neutral evil\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 16 (+3) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft. Skills Deception +7, Insight +3, Perception +3 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 13 Languages Titan Speech, plus any three other tongues Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Emulation . A mechanoid emulator can assume the form and identity of any Small or Medium humanoid or beast. It does this by flaying the hide and soft tissue off a freshly killed creature of the correct type and then donning the flesh, in a process requiring 1 hour, reorienting its metallic frame to become the endoskeleton. At the end of the hour, the mechanoid emulator looks exactly like the creature whose skin it now wears. Its statistics, other than its size, are the same in each form. While the emulator wears a creature\xe2\x80\x99s skin, it has advantage on Charisma ( Deception ) checks to maintain its guise. The stolen skin is also sustained by the magic that animates the mechanoid emulator itself, and thus it benefits from the emulator\xe2\x80\x99s Regeneration while it is worn, keeping the skin fresh and intact indefinitely. However, if the emulator is reduced to half its maximum hit points or fewer while emulating a living creature, the fleshy disguise is destroyed and falls away, revealing the emulator\xe2\x80\x99s true form. \n'b' Immutable Form . The mechanoid emulator is immune to any spell or effect that would alter its form. \n'b' Regeneration . The mechanoid emulator regains 5 hit points at the start of its turn. If the emulator takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the emulator\xe2\x80\x99s next turn. The emulator is destroyed only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t regenerate . \n'b' Tool Mastery . The mechanoid emulator is proficient with all types of armor, shields, simple and martial weapons, and with all artisan\xe2\x80\x99s tools, musical instruments, and vehicles. \n'b' Actions \n'b' Multiattack . The mechanoid emulator makes three melee attacks . \n'b' Claw (Construct Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Slam (Construct Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Spike (Construct Form Only) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Javelin . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Tactics \n'b' A mechanoid emulator is straightforward in combat, using the best weapon available to it at the time. Emulators are intelligent, though, and if they feel they are outmatched or in danger of being revealed or defeated, they are more than willing to withdraw or retreat so that they can continue their malevolent plots, perhaps elsewhere. \n'b' Description \n'b' A mechanoid emulator, or \xe2\x80\x9cskeletal host,\xe2\x80\x9d appears in its natural form as a strangely geometric construct composed of a number of random materials in all manner of shapes, sizes, and positions. It might best be described as an ever-shifting assortment of gears, rods, wires, mesh, chains, pulleys, and other unidentifiable machinery. However, most mechanoid emulators wear skin (and possibly clothing and armor) stolen from other creatures in order to disguise their true nature. Only in combat does the disguise sometimes tear away, revealing the inhuman construct beneath. \n'b' Solitary, Cunning Infiltrators . Mechanoid emulators are not mindless constructs, for they possess a vicious will and purpose of their own (or rather, that of their creator). It is rare to encounter an emulator in its true form, for they prefer to assume the identity of living creatures and move among them. If an emulator is careful, it can remain in one disguise for years. Emulators despise \xe2\x80\x9cshambling meat,\xe2\x80\x9d as they call humanoids and other living creatures. They use their influence to cause the greatest harm to the greatest number of people possible once they have reached a position of power. Several notorious villains in the hide a metallic secret beneath their stolen skins. On rare occasions, a small group of them work together for mutual benefit. \n'b' Masters of Tools . Mechanoid emulators are adept at using the natural weapons of their assumed form and are also proficient with manufactured weapons and most sorts of tools. If a host\xe2\x80\x99s true nature becomes known, the kid gloves \xe2\x80\x93 and the skin \xe2\x80\x93 generally come off, revealing the deadly clawed appendages of the construct beneath.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Medooza \n'b' Large ooze , unaligned \n'b' Armor Class 7 Hit Points 153 (18d10 + 54) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX: 5 (-3) CON: 16 (+3) INT: 1 (-5) WIS: 6 (-2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, cold, fire Condition Immunities blinded , charmed , deafened, exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Corrosive Form . A creature that touches or hits the medooza with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the medooza 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. Nonmagical ammunition made of metal or wood that hits the medooza is destroyed after dealing damage. The medooza can eat through 2-inch-thick, nonmagical wood or metal in 1 round. \n'b' Actions \n'b' Multiattack . The medooza makes two Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. \n'b' Petrifying Gaze . One creature that can see the medooza and is within 60 feet of it must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified and turned to unrefined iron. Otherwise, a creature that fails the saving throw begins to change and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Medusa, Greater \n'b' Family: Medusa \n'b' Large monstrosity , lawful evil \n'b' Armor Class 17 (natural armor) Hit Points 250 (20d10 + 140) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 19 (+4) CON: 24 (+7) INT: 16 (+3) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +12, Wisdom +7, Charisma +9 Skills Deception +9, Insight +7, Perception +7, Stealth +9 Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Magic Resistance . The greater medusa has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The greater medusa\xe2\x80\x99s weapon attacks are magical. \n'b' Petrifying Gaze . When a creature that can see the greater medusa\xe2\x80\x99s eyes starts its turn within 30 ft. of the medusa , the medusa can force it to make a DC 17 Constitution saving throw if the medusa isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the greater medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. \n'b' Actions \n'b' Multiattack . The medusa makes either three melee attacks \xe2\x80\x93 one with its snake hair and two with its greatsword \xe2\x80\x93 or two ranged attacks with its longbow \n'b' Snake Hair . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 18 (4d8) poison damage. \n'b' Greatsword . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. \n'b' Longbow . Ranged Weapon Attack : +9 to hit, range 150/600 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Meerkat \n'b' Tiny beast , unaligned \n'b' Armor Class 11 \n'b' Hit Points 2 (1d4) \n'b' Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 4 (\xe2\x80\x933) DEX: 12 (+1) CON: 10 (+0) INT: 2 (\xe2\x80\x934) WIS: 10 (+0) CHA: 4 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances poison \n'b' Senses passive Perception 10 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 0 (10 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Sight . The meerkat has advantage on Wisdom ( Perception ) checks that rely on sight. \n'b' Snake Hunter . The meerkat has advantage on saving throws against being poisoned . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' This tiny, striped mammal stands erect, turning its head back and forth above the grasses. Its large, beady eyes scan the horizon for signs of danger. \n'b' Meerkats are social animals native to hot grasslands and savannahs. Relatives of mongooses, meerkats have pointed snouts and long, tapering tails. Their brindled coats vary between light brown and gray, and their front claws make them natural burrowers. They dwell in rocky crevices in stony, chalky formations and in large burrows with multiple entrances in the open plains. Meerkats are active during the day, mostly in the mornings and afternoons. \n'b' Keen Eyesight . Meerkats have long, horizontal eyes that provide superior vision. They constantly scan their surroundings for unsuspecting prey\xe2\x80\x94or encroaching predators. They communicate using a variety of calls to warn the pack of danger. \n'b' Protection in Numbers . Meerkats live in packs of 25 to 30 individuals and maintain a social hierarchy. Each meerkat comes to the aid of the pack, which bands together to ward off predators that encroach upon their territory. They will swarm snakes and rodents, attacking in numbers to keep the enemy corralled and away from burrows.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megaloceros (Frog God Games) \n'b' Family: Megafauna \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 13 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Charge . If the megaloceros moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, it takes an additional 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . \n'b' Actions \n'b' Ram . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. \n'b' Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one prone creature. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b' Actions \n'b' Powerful and swift land mammals, elk range through the plains, hills, and forests of many wildernesses, in great herds. Related to deer, elk prove important parts of many ecologies, being able to fend off or flee many threats while feeding greater predators. Their size, strength, and antlers-reaching up to 10 feet wide on some males-allow them to contend with most of their environment\xe2\x80\x99s dangers, though herds generally favor flight to combat. \n'b' In some secluded wilds, primeval megaloceros-massive ancestors of the elk-still flourish, standing up to 9 feet tall, with bulks of 1,500 pounds and antlers growing over 12 feet wide. In all species, only male elk grow antlers. Female elk have the same statistics as males, but lack the gore or powerful charge attacks.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megaloceros (Open Design) \n'b' Family: Megafauna \n'b' Huge beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 50 ft.\n'b' STATS STR: 20 (+5) DEX: 13 (+1) CON: 16 (+3) INT: 4 (-3) WIS: 13 (+1) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Flinging Charge . If the megaloceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet away from the megaloceros and forced prone . \n'b' Graceful Leap . With a 10-foot running start, the megaloceros can long jump up to 30 feet. It doesn\xe2\x80\x99t provoke opportunity attacks when it leaps in this way. \n'b' Primal Deer . No deer or other cervids can willingly attack the megaloceros. They can be forced to do so through magical means. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megaloceros makes one gore attack and one kick attack . \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 15 ft., one creature. Hit : 16 (2d10 + 5) piercing damage. \n'b' Kick . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 14 (2d8 + 5) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be forced\xc2\xa0 prone . \n'b'\n'b' ABOUT \n'b' Megaloceroses are living ancestors to smaller deer and elks that roam cold forests. It is an avid protector of the animals in its forest, often coming to their rescue. A megaloceros is also sympathetic to those who get lost in its woods or seem to struggle with survival in the cold. The creature beckons unfortunate travelers to follow it to safety, often just outside a village it knows to be friendly. If a visitor to a forest overseen by a megaloceros has a peaceful encounter with the creature, the megaloceros might later come to that visitor\xe2\x80\x99s aid, protecting it from predatory animals or rescuing it from some natural hazard.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Saber-tooth Cat \n'b' Family: Megafauna \n'b' Large beast , unaligned \n'b' Armor Class 12 Hit Points 76 (9d10+27) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 15 Skills Perception +5, Stealth +6 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Ears The cat has tactical advantage on Wisdom / Perception checks involving hearing. \n'b' Cat\xe2\x80\x99s Pounce If the cat moves 20 feet or more and hits a target with a claw attack , the target must make a DC 16 Str save or be forced prone . If the target falls prone , the cat gains a bonus action to make a bite attack against it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cat makes two attacks: one with its claws, and one with its bite. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2d6+4 slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 2d6+4 piercing damage. If the target is a living creature, it must make a Con save (DC 14) or lose 1d8 hit points at the start of each of its turns due to bleeding. The wound can be stanched with a successful DC 14 Wisdom / Medicine check, or any form of magical healing . \n'b'\n'b' ABOUT \n'b' The legendary \xe2\x80\x9csaber-toothed tiger\xe2\x80\x9d is the most fearsome natural predators. Not only is the cat exceptionally large and strong, it is absolutely without fear and often hunts in packs. Nothing in the wilderness is safe from its attentions. The average saber-tooth cat stands 4 feet high at the shoulder and weighs almost 1,000 pounds. \n'b' The saber-tooth is not actually a tiger, despite its common nickname. And, perhaps surprisingly, its fangs are somewhat fragile-the cat is careful to strike at soft tissue and avoid bone. The fangs are used to inflict deep puncture wounds that bleed out its prey. The saber-tooth cat usually begins its attack with a sudden rush from concealment, pouncing and grabbing its prey just long enough to make sure of its bite, then retreating a short distance to wait for the victim to bleed to death. When attacking a band of humans, the cat tends to make rush after rush, bounding out of cover to bite a new victim and retreat. \n'b' Saber-tooths are notorious gluttons, and often kill more than they can eat.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Short-faced Bear \n'b' Family: Megafauna \n'b' Large beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 95 (10d10+40) Speed 40 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 18 (+4) 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 +5 Senses passive Perception 15 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Nose The bear has tactical advantage on Wisdom / Perception checks involving scent. \n'b' Bear\xe2\x80\x99s Pounce If the bear moves 20 feet or more and hits a target with a claw attack , the target must make a DC 17 Str save or be forced prone . If the target falls prone , the bear gains a bonus action to make a bite attack against it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The bear makes three attacks: two with its claws, and one with its bite. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 2d6+6 slashing damage. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 1d8+6 piercing damage. \n'b'\n'b' ABOUT \n'b' This very large bear has long legs and a short, wide muzzle with powerful jaws. Black ring-like markings mask its eyes. \n'b' The short-faced bear-usually known simply as the \xe2\x80\x9clong bear\xe2\x80\x9d or the \xe2\x80\x9cgreat bear\xe2\x80\x9d by the tribes who share their home-is one of the largest and most aggressive carnivores of the continent, and one of the biggest bears that has ever lived. Only the largest cave bears (or dire bears) top it in size and weight. A typical short-faced bear stands about 5-1/2 feet high at the shoulder and weighs more than 2,500 pounds. Standing upright, it towers almost 11 feet tall. \n'b' Long-legged and tall, the short-faced bear is only distantly related to its brown bear or cave bear cousins. \n'b' It is a fast sprinter with good endurance, and usually runs down its prey on open ground. The bear is also known to aggressively drive lesser predators from their kills, and mammoth hunters in the Lands of the Long Shadow frequently have a harder time dealing with a scavenging bear than killing the mammoth in the first place.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashen Angel \n'b' Large undead , neutral evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 114 (12d10 + 48) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 15 (+2) WIS: 18 (+4) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +7 \n'b' Skills Perception +7 \n'b' Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities poison \n'b' Condition Immunities charmed , exhaustion , frightened , prone , poisoned \n'b' Senses passive Perception 17 \n'b' Languages all \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The ashen angel can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object \n'b' Magic Resistance . The ashen angel has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ashen angel makes two melee attacks \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) slashing damage. \n'b' Decaying Touch (2/day) . The ashen angel touches another creature. The target must make a DC 15 Constitution saving throw, taking 21 (4d8 + 3) necrotic damage on a failed save, or half as much damage on a successful one. If the ashen angel touches an undead creature, that creature regains 21 (4d8 + 3) hit points . \n'b'\n'b' ABOUT \n'b' While the rank and file fiends of the Underhell contentedly left the undead that rose in their wake to their own devices, the lords of the Underhell sought a way to turn this rampant power to a greater purpose. Initial attempts at harnessing these energies proved fruitless, however, leading most lords to abandon this goal for the time being. Only when the gods sent their angels to fight against the Underhell did the fiends find the opportunity they had been waiting for. \n'b' The first angels to arrive faced the forces of the Underhell shortly after the invasion began. These angels , recognizing an enemy unlike any other, fought valiantly and sacrificed their physical forms to slow down the Underhell. The angels fell quickly to the might of the fiends, but their souls returned to the good-aligned planes as normal after destruction on the Material Plane. One of these angels met its demise in an area saturated with the vile energies of the Underhell, but its soul did not cleanly escape the physical realm. A shell of the angel soon rose again: hollow, not truly solid, and without its full faculties. Only the scarred core of the angel\xe2\x80\x99s soul had escaped, leaving a withered and translucent echo behind. This development intrigued the fiend lords of the Underhell and shook the rest of the planes to their core. Never before had it been possible to raise an angel as an undead, for their bodies and souls are one, yet the unliving blasphemy was apparent. \n'b' The lords and their minions took the time to study these energies and eventually discovered a difficult and arduous way to replicate this effect. Even with these limitations, the Underhell has created several undead from the corpses of fallen celestials, beings they call \xe2\x80\x9cashen angels \xe2\x80\x9d due to the pallid skin caused by the reanimation. The ashen angel is an animated planetar whose healing powers the vile power of the Underhell has twisted into necrotic energies capable of restoring its fellow undead. Planetars make up the known ranks of the ashen angels and it is unclear if the lords of the Underhell can reanimate and command other types of angels . If so, the Underhell has chosen to wait to unleash these angels until some future time. Some fallen clerics claim their gods have abandoned their worlds and their people to prevent losing more angels to the ranks of the Underhell.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Stegocentipede \n'b' Family: Megafauna \n'b' Huge beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (9d12 + 18) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , prone , restrained Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spines . A creature that makes a melee attack against a stegocentipede while within five feet of the stegocentipede must make a successful DC 12 Dexterity saving throw or take 6 (1d8 + 2) slashing damage from spines on the stegocentipede\xe2\x80\x99s carapace. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stegocentipede makes one Bite attack and one Sting attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Sting . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned . While poisoned , the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the start of its turn, ending the effect on itself with a success. \n'b'\n'b' ABOUT \n'b' Stegocentipedes are arthropods grown to stunning size . They are rumored among sages to have come to the Material Plane from another plane or dimension, though no proof has been found to support this theory. It is based chiefly on the fact that nothing else like them exists. A typical stegocentipede is 18 feet long, but there is much variety among the species. A stegocentipede raises its spines instinctively when it enters combat, and it moves constantly in a back-and-forth, sawing motion as it fights.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crocodile, Plated \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 45 (6d10 + 12) \n'b' Speed 20 ft., swim 30 ft.\n'b' STATS STR: 16 (+3) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 14 (+2) CHA: 5 (-3) \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 30 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 . The crocodile can hold its breath for 15 minutes. \n'b' Plated Head . The crocodile has resistance to damage dealt by creatures it is grappling. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13).'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megalania \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 189 (18d12+72) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 26 (+8) DEX: 13 (+1) CON: 19 (+4) INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11 Skills Athletics +11, Perception +8 Senses passive Perception 18 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (1/Day) . The megalania can take an additional action on top of its normal action. \n'b' Sunbather . The megalania gains 21 (6d6) hit points for every hour it spends basking in the sunlight, up to its hit point maximum. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megalania makes one bite attack and one tail attack. \n'b' Bite . Melee Weapon Attack : +11 to hit, 1reach 5 ft., one target. Hit : 24 (3d10 + 8) piercing damage plus 7 (2d6) acid damage. \n'b' Tail . Melee Weapon Attack : +11 to hit, 1reach 5 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Within the vast and remote plateaus, mountain valleys, and islands of a fantasy Asia, many \xe2\x80\x9clost worlds\xe2\x80\x9d remain where prehistoric creatures or their scarcely changed descendants still hunt and rule. These savage specimens are typically dangerous and deadly, especially to those more used to dealing with their smaller or more common cousins. \n'b' False Dragons . The immense megalania is often mistaken for a dragon or dinosaur, and the lizard\xe2\x80\x99s aggressive attitude and deep, rumbling roars only encourage such misidentifications. Large enough to catch and eat rhinos and elephants, a megalania prefers hunting much smaller prey that it can gulp down in one greedy swallow. Humanoids are among its favorite meals. A megalania is 20 feet long and weighs 2,000 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megalith \n'b' Huge elemental , neutral \n'b' Armor Class 23 Hit Points 230 (20d12 + 100 Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 6 (?2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +12, Wis +10 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , stunned , unconscious Senses truesight 60 ft., passive Perception 13 Languages Druidic, Terran \n'b' SPECIAL TRAITS \n'b'\n'b' Druidic Strikes . The megalith\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The megalith deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megalith makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 40 (6d10 + 7) bludgeoning damage, and if the target is a creature, it must succeed on a Strength saving throw versus your spell save DC or be forced prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megalith \n'b' Huge elemental , neutral \n'b' Armor Class 23 Hit Points 230 (20d12 + 100) Speed 40 ft.\n'b' STATS STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +15, Con +12, Wis +10 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion , grappled , paralyzed , petrified , stunned , unconscious Senses truesight 60 ft., passive Perception 13 Languages Druidic, Terran \n'b' SPECIAL TRAITS \n'b'\n'b' Druidic Strikes . The megalith\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The megalith deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megalith makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 40 (6d10 + 7) bludgeoning damage and if the target is a creature, it must succeed on a Strength saving throw versus your spell save DC or be knocked prone .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megantereon \n'b' Medium beast , unaligned \n'b' Armor Class 13 \n'b' Hit Points 52 (8d8 + 16) \n'b' Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 3 (\xe2\x80\x934) WIS: 12 (+1) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5 \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Grassland Camouflage . The megantereon has advantage on Dexterity ( Stealth ) checks made to hide in grassland terrain. \n'b' Keen Smell . The megantereon has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pounce . If the megantereon moves at 20 feet straight toward a creature and then hits with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone . If the target is prone , the megantereon can make one Bite attack against it as a bonus action. \n'b' Running Leap . With a 10-foot running start, the megantereon can long jump up to 20 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. If the target is a creature other than an Undead or Construct, it must succeed on a DC 12 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom ( Medicine ) check. The wound also closes if the target receives magical healing . \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' ABOUT \n'b' This brawny predator is nimble and powerful with two long upper canines extending down from its upper jaw. \n'b' An ancient feline, the megantereon\xe2\x80\x99s saber?like fangs inflict deep puncture wounds in its prey, causing it to bleed profusely. They like to leap down from an elevated position, delivering a devastating bite before springing away and waiting for its prey to bleed to death. \n'b' Rosetted Coat . The megantereon\xe2\x80\x99s short fur is covered in small dark spots that help it blend into its grassland home. \n'b' Smaller than lions and saber-toothed tigers, the megantereon can climb and hide in trees, taking a strong position for ambushing prey while remaining safe from larger predators. Like leopards, the megantereon often pulls prey into trees and occasionally muscles leopards out of their trees, feasting on what remains of its smaller cousin\xe2\x80\x99s prey.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megapede \n'b' A massive centipede lifts the upper half of its body off the ground, legs thrashing. Acid drips from hungry mandibles stained with liquid metal. \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 2 (-4) WIS: 7 (-2) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid Senses blindsight 60 ft., darkvision 120 ft., passive Perception 8 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Metal Sense . The megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area. \n'b' Actions \n'b' Multiattack . The megapede makes one stinger attack and one bite attack . It can use its Consume Metal in place of its bite attack . \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can\xe2\x80\x99t make bite attacks against another target. \n'b' Stinger . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. \n'b' Consume Metal . The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed. \n'b' Acid Spray (Recharge 6) . The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled . Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Megapedes are fifteen-foot-long insects that roam underground areas in search of ore to devour. They are particularly fond of softer precious metals. \n'b' Mine Destroyers . Megapedes invade active mines, forcing miners to retreat from their acid-spitting mouths. Ousting an invading megapede becomes a top priority, since the insect eats every vein of ore available. Dwarves train special squads that wear hide armor and wield glass weapons to fight the beasts. \n'b' Taste for Gold . Megapedes prefer the taste of copper, silver, gold, and platinum to other metals. If a morsel of such a metal is nearby, the insect tastes it in the air and abandons all other meals until it can find and consume the treat. Adventurers venturing into megapede lairs should be careful what they carry.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megaraptor \n'b' Huge beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 115 (11d12 + 44) Speed 60 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 18 (+4) INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) \n'b' ACTIONs \n'b'\n'b' Multiattack . The megaraptor makes two attacks: one with its bite and one with its scythe claw. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Scythe Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megaraptor, Blind Fiendish \n'b' Large beast , lawful evil \n'b' Armor Class 15 (natural armor) Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver Damage Immunities fire, poison Condition Immunities poisoned Senses the megaraptor is blind, passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Blind . The megaraptor has disadvantage on all attacks, cannot see, and has advantage on perception checks that rely on hearing or scent. \n'b' Pack Tactics . The megaraptor has advantage on an attack roll against a creature if at least one of the megaraptor\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. \n'b' Actions \n'b' Multiattack . The megaraptor makes one Bite attack and one Claws attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megatherium \n'b' Huge beast , unaligned \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 76 (8d12 + 24) \n'b' Speed 20 ft., climb 10 ft.\n'b' STATS STR: 20 (+5) DEX: 9 (-1) CON: 17 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +3 \n'b' Senses passive Perception 13 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Forester . The sloth has advantage on Dexterity ( Stealth ) checks in forest terrain and its movement is not slowed by trees or undergrowth in forest terrain. Magically manipulated terrain can impede its movement. \n'b' Keen Senses . The megatherium has advantage on Wisdom ( Perception ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megatherium makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) slashing damage, and as a bonus action the megatherium can make a Strength ( Athletics ) check to Shove the target. It can choose to pull a target 5 feet towards itself on a successful check. \n'b' Rending Claws . If the megatherium strikes one creature with two claw attacks in the same round, it deals an additional 7 (2d8) slashing damage to that target.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Megawolf \n'b' Gargantuan beast , neutral \n'b' Armor Class 17 (natural armor) \n'b' Hit Points 290 (20d20+80) \n'b' Speed 70 ft.\n'b' STATS STR: 26 (+8) DEX: 17 (+3) CON: 19 (+4) INT: 11 (+0) WIS: 18 (+4) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +11, Stealth +10, Survival +17 \n'b' Damage Resistances cold; bludgeoning, piercing, and slashing \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities charmed , frightened \n'b' Senses passive Perception 26 \n'b' Languages Common \n'b' Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The megawolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Legendary Resistance (3/Day) . If the megawolf fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The megawolf has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The megawolf\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The megawolf deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The megawolf can use his Frightful Presence. It then attacks twice. It can use its Swallow instead of its bite. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 47 (6d12+8) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained . \n'b' Frightful Presence . Each creature of the megawolf\xe2\x80\x99s choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the megawolf is within line of sight, 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 megawolf\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Swallow . The megawolf makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes the bite\xe2\x80\x99s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the megawolf, and it takes 42 (12d6) bludgeoning damage at the start of each of the megawolf\xe2\x80\x99s turns. If the megawolf takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the megawolf. If the megawolf dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone . \n'b'\n'b' LEGENDARY ACTIONS \n'b' The megawolf 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 megawolf regains spent legendary actions at the start of its turn. \n'b'\n'b' Move . The megawolf moves up to half its speed. \n'b' Chomp (Costs 2 Actions) . The megawolf makes one bite attack or Swallow. \n'b' Destructive Roll (Costs 2 Actions) . The megawolf flings itself at the ground and rolls, crushing everything in an area 30 feet by 30 feet. Each creature in the area must make a DC 23 Dexterity saving throw. A target takes 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' The pack of the world wolf are nearly as large and terrifying as he is. Despite their size megawolves are stealthy hunters and very intelligent, using tactics that capitalize on their immensity. They are also relentless trackers and follow prey across continents, stalking victims for months in wait for the perfect moment to strike.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashen Ankheg \n'b' Large beast , unaligned \n'b' Armor Class 16 (natural armor), 13 while prone Hit Points 60 (8d10 + 16) Speed 30 ft., burrow 10 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 4 (-3) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Survival +3 Damage Vulnerabilities cold Damage Immunities acid, fire Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages body language and pheromones Challenge 3 (700 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Acid Spray (Recharge 6) . The ankheg spits acid in a 30-foot line that is 5 feet wide. It must not be grappling a creature. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Ashen ankhegs are the soldiers and hunters of the colony. They are in charge of security in the tunnels as well as the supply of meat. From their point of view, beasts , monstrosities , and humanoids are all the same. Although they sometimes search for prey on their own, the real threat lies in group assaults, where two or three of them attack a Medium target and quickly neutralize it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crocotta \n'b' Large beast , chaotic evil \n'b' Armor Class 11 (natural armor) Hit Points 59 (7d10 + 21) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Gnoll Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Contend . If the crocotta hits a creature with its bite attack the target must succeed on an opposed Strength ( Athletics ) check or become grappled (escape DC 14). Until the grapple ends, the crocotta can automatically hit the target with its bite, but the crocotta can\xe2\x80\x99t make bite attacks against another target. \n'b' Keen Smell . The crocotta has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Sprinter . The crocotta can use its bonus action to run up to half its speed. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The crocotta makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b'\n'b' About \n'b' A rare crossbreed of gnoll and hyena stock, crocottas embody the bestial violence of their parents. Resembling huge and heavily built hyenas, crocottas take on the role of shock-troops during gnoll raids; breaking through any organized resistance and exposing easier targets for the weaker clan members. Although some have basic language skills they are, for the most part, dumb beasts with the intellect of a hyena .'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mei Jiao Shou \n'b' Gargantuan beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 139 (9d20 + 45) Speed 50 ft.\n'b' STATS STR: 23 (+6) DEX: 7 (-2) CON: 21 (+5) INT: 3 (-4) WIS: 9 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +1 Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 7 (2,900 XP) \n'b' Special Traits \n'b'\n'b' Trampling Charge . If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be\xc2\xa0forced prone . If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Head Bash . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 28 (4d10 + 6) bludgeoning damage. \n'b' Earth-Shaking Thump (Recharge 5-6) . The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is forced\xc2\xa0 prone . On a success, a creature takes half the damage and isn\xe2\x80\x99t forced\xc2\xa0 prone . The area then becomes difficult terrain . \n'b'\n'b' About \n'b' A massive mammalian herbivore with a long neck and a thick, pebbled hide. \n'b' Towering Megafauna . Also called paraceratherium, mei jiao shou are the second largest land mammal after the only slightly larger oliphaunts. They stand around 20 feet tall, nearly 25 feet long and weigh a staggering 12 to 16 tons. \n'b' Vast Herds . The mei jiao shou are native to high grasslands and steppes, and wander the plains in groups of 20 to 50 beasts, grazing on the thick foliage. When together, they fear few predators. Even dragons take caution when hunting a herd of them and more often than not choose to seek easier prey. \n'b' Docile Livestock . Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Melokhryseos \n'b'\n'b' Medium monstrosity , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 9 (2d8) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 10 (+0) CON: 11 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Skills Perception +2 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Charge . If the melokhyrseos moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . \n'b' Sun-Induced Rage (Recharges after a Short or Long Rest) . As a bonus action, the melokhryseos can enter a rage if is in sunlight. This rage lasts for 1 minute. The rage ends early if the melokhyrseos is knocked unconscious or if its turn ends and it hasn\xe2\x80\x99t attacked a hostile creature or taken damage since his last turn. While raging, the melokhryseos gains the following benefits: It has advantage on Strength checks and Strength saving throws; It deals an extra 3 damage when he hits a target with a melee weapon attack ; it has resistance to bludgeoning, piercing, and slashing damage. \n'b' Sure-Footed . The melokhyrseos has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . \n'b' Actions \n'b' Multiattack . The melokhyrseos makes one attack with its ram and one with its bite. \n'b' Ram . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage, and 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. \n'b' About \n'b' This is no ordinary sheep-its wool glistens like gold. A thin trail of spittle drips from its jaws and its eyes are bloodshot with rage. \n'b' Due to their golden coats, melokhryseoi are particularly vulnerable to the heat of the sun. When the sun is at its height, melokhryseoi go into a fit of rage, attacking everything in sight. \n'b' Sacred to Aphrodite . Melokhryseoi are sacred to Aphrodite, who used them as a means of testing Psyche. Convinced the task was impossible, Psyche was ready to throw herself off a cliff before she heard a prophecy from a nearby river, which shared the secret of the golden sheep. Psyche waited until the melokhryseoi were calmed by the afternoon breeze and then snuck past them to a cove of trees where some of their wool was caught clinging to the branches. \n'b' A melokhryseos\xe2\x80\x99 coat, if it can be sheared with special shearing tools, nets 10 st worth of wool.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Memento Devil (Siluvain) \n'b' Family: Devils \n'b' Medium fiend (devil, shapechanger), lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +6 Skills Deception +8, Insight +3 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, telepathy 120 ft. Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Devil\xe2\x80\x99s Sight . Magical darkness doesn\xe2\x80\x99t impede the devil\xe2\x80\x99s darkvision . \n'b' Innate Spellcasting . The memento devil\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : dimension door (self only), invisibility (self only) \n'b' 3/day : charm person \n'b'\n'b' Magic Resistance . The devil has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The devil attacks twice with its claws. \n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. \n'b' Assume Identity . If the memento devil is holding a cherished possession (such as a wedding ring, locket, or weapon) that was buried with a Small or Medium humanoid corpse, the devil magically polymorphs into that creature. While in this form, the devil gains the memories of the item\xe2\x80\x99s former owner, including languages, proficiencies, and nonmagical class features and traits that don\xe2\x80\x99t require spending a resource. Its other statistics are unchanged. Any equipment the devil is wearing or carrying isn\xe2\x80\x99t transformed. If the cherished possession is destroyed or the devil loses it, the devil automatically reverts to its true form. The devil also reverts to its true form if it dies. \n'b' Shatter Hope . The memento devil smashes the cherished possession it is carrying, permanently destroying the item and filling the hearts of all around it with painful anguish. Each creature of the devil\xe2\x80\x99s choice within 60 feet that can see the devil makes a DC 14 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much damage on a successful one. Creatures charmed by the devil or who knew the destroyed memento\xe2\x80\x99s owner in life make this saving throw with disadvantage. \n'b'\n'b' ABOUT \n'b' Memento devils sow discord on the Material Plane by assuming the identities of the dead. So long as it possesses a cherished item (such as a ring, knife, or other memento) buried with the corpse, a memento devil can transform itself into a perfect copy of any deceased mortal. While in this form, the memento devil can access the deceased\xe2\x80\x99s memories and use this knowledge to torment the living. \n'b' A memento devil\xe2\x80\x99s first mission on the Material Plane is to locate a dead person to impersonate. After transforming, the devil hides or otherwise disposes of the deceased\xe2\x80\x99s remains, then explains to the deceased\xe2\x80\x99s loved ones its miraculous return to the ranks of the living. Once it has overcome these obstacles, the memento devil connivingly sets the deceased\xe2\x80\x99s loved ones against each other or spurs them into acts of depravity. \n'b' Different memento devils seem to seek out different kinds of mementos from the dead. Some prefer to torment widows or widowers and so search for heart-shaped lockets or other love charms, while other memento devils prefer the identities of warriors who bore medals of honor or signet rings. \n'b' In its true form, a memento devil appears as a lithe humanoid with matte black skin and smooth, genderless features. \n'b' Before they find a corpse to impersonate, memento devils avoid contact with the living, preferring to slink into the shadows rather than risk discovery. Once it has adopted a disguise, a memento devil becomes furious if unmasked, hurling itself at the creature who revealed it. \n'b' When a mass tragedy like a shipwreck or theatre fire claims the lives of sailors, performers, or other inhabitants whose identities were inextricably tied to the vessel or building in which they perished, the end result is often a malevolent spirit such as a wispy wayfarer. These ghostly beings cling to the Material Plane with a vengeance, assuming billowy shapes that reflect the trappings of their sacred place of work.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Memori Lich \n'b' Medium undead , lawful evil \n'b' Armor Class 18 (plate) Hit Points 228 (24d8 + 120) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 13 (+1) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +8, Con +11, Wis +8 Skills Arcana +7, Athletics +11, Intimidation +8, Perception +8 Damage Immunities necrotic, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned Senses blindsight 10 ft., darkvision 120 ft., passive Perception 18 Languages one or two languages Challenge 19 (22,000 XP) Proficiency Bonus +6 \n'b' SPECIAL TRAITS \n'b'\n'b' Action Surge (Recharges after a Short or Long Rest) . The memori lich takes one extra action. \n'b' Brute . A weapon deals two extra dice of its damage when the memori lich hits with it (included in the attack ). \n'b' Fast Healing . While at 94 or fewer hit points , the memori lich regains 10 hit points at the start of each of its turns. This trait doesn\xe2\x80\x99t function while the lich has 0 hit points . \n'b' Immutable . No effect can alter the memori lich\xe2\x80\x99s form. \n'b' Legendary Resistance (3/Day) . If the memori lich fails a saving throw, it can choose to succeed instead. \n'b' Rejuvenation . If destroyed while its memento skull remains intact, the memori lich gains a new body in 2d4 days, regaining all its hit points and becoming active again. Its new body appears within 5 feet of the memento skull. \n'b' Superior Critical . The memori lich scores a critical hit on a roll of 18\xe2\x80\x9320. \n'b' Turn Resistance . The memori lich has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The memori lich uses stunning presence and makes four attacks. The lich can use wall of fire in place of one attack . \n'b' Greatsword . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Stunning Presence . Each creature of the memori lich\xe2\x80\x99s choice within 120 feet of and aware of it must succeed on a DC 16 Wisdom saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the lich\xe2\x80\x99s Stunning Presence for the next 24 hours. \n'b' Wall of Fire (Recharge 5\xe2\x80\x936) . The memori lich creates a wall of fire on a solid surface within 120 feet of it. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts until the start of the lich\xe2\x80\x99s next turn. When the wall appears, each creature in its area must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. A creature takes 18 (4d8) fire damage when it enters the wall for the first time on a turn or ends its turn there. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The memori lich can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The memori lich regains spent legendary actions at the start of its turn. \n'b'\n'b' Attack . The memori lich attacks with a weapon. \n'b' Move . The memori lich moves up to its speed. \n'b' Binding Curse (Costs 2 Actions) . The memori lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically cursed. Until the curse ends, the target can\xe2\x80\x99t move more than 30 feet from the memori lich and takes 7 (2d6) extra necrotic damage if hit with the memori lich\xe2\x80\x99s weapon attack. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect otherwise ends in 1 minute, if the lich becomes incapacitated or dies, or if the target dies. If the target dies, the lich regains 20 hit points . \n'b' Siphon Vitality (Costs 3 Actions, Recharge 6) . This action has no effect on undead or constructs, but plants have disadvantage on the saving throw. Each creature within 20 feet of the memori lich must make a DC 16 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Lair \n'b' A memori lich might haunt an ancient battlefield or a fortress from which it can lead undead soldiers. On initiative count 20 (losing initiative ties), the memori lich can take a lair action to cause one of the following magical effects. The memori lich can\xe2\x80\x99t use the same effect two rounds in a row. \n'b'\n'b' The ground within 120 feet of the memori lich shakes violently for a moment. Each creature of the memori lich\xe2\x80\x99s choice in that area must succeed on a DC 16 Dexterity saving throw or fall prone . \n'b' Creatures of the memori lich\xe2\x80\x99s choice within 60 feet of the lich can\xe2\x80\x99t regain hit points until initiative count 20 on the next round. \n'b' Shades of those the memori lich has slain swirl around in a 30-foot sphere centered on the lich. This effect goes around corners. The shades help the lich, and so the lich rolls 1d4 with the d20 rolled for any ability check or saving throw, adding the number rolled on the d4 to the result. The apparitions hinder those hostile to the lich and outline them with a faint glow. The area is difficult terrain for such creatures, and they can\xe2\x80\x99t benefit from being invisible while in the area. These benefits last until initiative count 20 on the next round. \n'b'\n'b' ABOUT \n'b' Beyond Death . A warrior who seeks lichdom does so in pursuit of glory in battle beyond death. These skilled fighters enter a bargain with an evil entity to evade the afterlife. Unlike wizards who seek arcane knowledge in their immortality, a warrior desires unmatched strength and prowess in battle. The arcane transformation causes a memori lich\xe2\x80\x99s physical form to decay but, in exchange, the undead form has supernatural strength and can call up fire to divide the battlefield. As with spellcasting liches that have individualized magical talents, each memori lich is unique. \n'b' Memento Skull . To transcend death, a warrior drinks a toxic concoction mixed with the blood of a powerful creature poured into the skull of a defeated enemy. Drinking the fluid causes immediate death and transformation into a memori lich, whose soul is pulled into the skull. \n'b' The memento skull must be fed to sustain its magic. When a memori lich slays an opponent, the opponents fleeting spiritual energy feeds the memento skull through the memori lich. Most memori liches prefer stronger foes who have skills the lich can learn by consuming the stored energy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Memortis \n'b' Medium undead , lawful neutral \n'b' Armor Class 17 (natural armor) Hit Points 204 (24d8 + 96) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 15 (+2) CON: 19 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, History +8, Insight +7 Senses darkvision 60 ft., passive Perception 13 Languages understands Common, Elvish, and Celestial but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Lingering Form . When Memortis drops to 0 hit points , it disappears instead of falling unconscious . Its spirit inhabits a random item with which it has had a connection in the past. This item may be any size and on any plane. Memortis lingers in this resting place for a year and a day, at which point it regains all hit points and returns to its physical form. Its physical form appears within 5 feet of the item. If, in the intervening time, the item inhabited by Memortis is discovered, Memortis can be returned to its physical form early. If the item is destroyed before a year and a day has passed, Memortis is destroyed beyond return. However, if the item is studied and its story learned, Memortis immediately returns to its physical form within 5 feet of the item and regains all its hit points. \n'b' Speaker with the Past . At the end of a 10-minute ritual, Memortis may touch any item considered a relic of the past and attune to it as if it were a magical item. When attuned to an item in this way, Memortis can connect with spirits associated with the item, allowing Memortis to ask one question per day pertaining to the item\xe2\x80\x99s use or history. The spirits connected with the item answer truthfully to the best of their ability. Memortis can be attuned to as many items as it chooses in this way and attunement lasts until Memortis dismisses the connection or relinquishes possession of the item. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Memortis makes one Archaic Sword attack and one Searing Memory attack. \n'b' Archaic Sword . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (3d8) slashing damage plus 9 (2d8) necrotic damage. \n'b' Searing Memory . Ranged Weapon Attack : +9 to hit, range 60/120 ft., one target. Hit : 18 (4d8) force damage. In addition, any creature hit by this attack must succeed on a DC 17 Charisma saving throw or take 13 (3d8) psychic damage and is stunned until the end of their next turn as it is assailed by the voices of hundreds of disparate memories. \n'b' Touch of the Grave . Ranged Spell Attack : +9 to hit, range 120 ft., one creature. Hit : 27 (6d8) necrotic damage, and it can\xe2\x80\x99t regain hit points until the start of Memortis\xe2\x80\x99 next turn. \n'b' Spellcasting . Memortis casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b' At will : arcanist\xe2\x80\x99s magic aura, detect evil and good , false life , sleep \n'b' 1/day each : animate dead , animate objects , phantasmal killer \n'b' 3/day each : blindness/deafness , gaseous form , silence \n'b'\n'b' Summon Memories (Recharge 4-6) . Memortis plucks a memento from their vestments and hisses a word of remembrance, summoning a swarm of living memories. The swarm appears in an unoccupied space within 30 feet of Memortis. The swarm acts as an ally of Memortis and remains for 1 hour, until it or Memortis dies, or until Memortis dismisses it as an action. Memortis can have only one swarm under his control at one time. \n'b' Unerring Arcane Dart . Memortis creates 4 (1d6 +1) phosphorescent missiles of magical force. Each missile hits a creature of its choice that it can see within 120 feet. A missile deals 1d4 + 1 force damage to its target. The missiles all strike simultaneously and Memortis can direct them to hit one creature or several. \n'b'\n'b' TACTICS \n'b' Despite having served a deity of death, Memortis is a mostly benign figure. If approached without hostile intent, it is accepting of any stories or gifts a stranger may have to offer. \n'b' But if challenged, if threatened, or especially if stolen from, Memortis is a formidable foe. \n'b' ABOUT \n'b' Once an acolyte of a deity of death, Memortis walked the line between life and death, the past and the present, the here and the hereafter. But Memortis has since transformed into something more. To encounter this hybrid of mortal and ghost is a rarity. \n'b' Collector of Sorrow . Once upon a time, Memortis was given a sacred mission to travel the multiverse and uncover stories of lives that otherwise would have been lost and forgotten to time. Heroes who died preventing apocalyptic tragedies but who were never remembered by story or song; cultures in remote locations that rose and fell without meeting travelers from afar; adrift and hidden relics of people and places from across the planes. Memortis finds these stories and holds their memories as the sole being to do so. \n'b' Lost to Time . With much of its life spent discovering the remnants of others, Memortis\xe2\x80\x99 sense of time and identity slipped away over the centuries. Long after a mortal body would have withered and died, Memortis lingered on like a ghost . Tragically and ironically, its own story, its true name, and its place of origin have been lost to the mists of time. \n'b' Reliving the Past . Some sages believe that the mementos Memortis has collected somehow grant it long life and strong arcane powers. Memortis can focus on an item from the past and draw forth the memories of those who created or used it, channeling their knowledge into tangible power. In some cases, if Memortis is familiar enough with an item and its past, it can coax the spirits connected with that item into the Material Plane for a short period of time. \n'b' Maximizing Mementos \n'b' Although several possible mementos have been included in the statistics for the swarm of living memories, GMs should feel free to replace the options presented with objects from the campaign. A character\xe2\x80\x99s trinket, an NPC\xe2\x80\x99s prized possession, and an item from a dragon\xe2\x80\x99s hoard are just a few objects that might be substituted for the mementos provided. If an object for the campaign is turned into a memento, the Painful Memories attack can be a great way to convey information about that item that might not otherwise have been revealed. \n'b' The GM may choose to describe the memories experienced by players who are hit by the swarm of living memories\xe2\x80\x99 Painful Memories attack . These descriptions can be brief or highly detailed, but it is advised that GMs respect the boundaries of the players and follow safety rules when elaborating on the memories experienced. \n'b' Living Memories \n'b' In places where memory lingers unheeded, a keen or arcane adept observer might perceive certain oddities. Gentle motion, eddies of dust disturbed or refracted light. Perhaps even the soft whisper of a voice where no soul has abided in centuries. Divided by the gulf of history, memories reach out ineffectually to the living. With no training or natural connection to this form of contact however, most mortals are never aware of their brush with the past. \n'b' In rare cases, usually in areas where intense and concentrated emotion has been experienced, clusters of memories may force themselves to manifest briefly. \n'b' Battlefields, grand ballrooms, schools of innovation and centers for industry. More often than not though, these phenomena take place with no one to observe them. \n'b' When summoned forth from the oblivion of the past by one with proclivity, such as Memortis, an individual memory forms a translucent bubble in the air, projected from the memento that ties it to this realm. This bubble can be viewed as a lens to a long-forgotten past, containing swirling but indistinct images. The memory is weak and fragile on its own and often pops out of existence again without further encouragement. With additional channeling however, the strength and abundance of the images within the bubble can be brought to such a volume that the barriers between past and present are ruptured. \n'b' Images take ethereal form and spill forth into the air \xe2\x80\x93 a swarm of memories is made manifest.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Memory Thief \n'b' Medium humanoid (any), any non-good \n'b' Armor Class 15 (studded leather) Hit Points 71 (13d8 + 13) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Cha +6 Skills Arcana +3, Stealth +5 Damage Immunities psychic Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish, Umbral Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sunlight Sensitivity . While in sunlight, the memory thief has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The memory thief has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put them to sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The memory thief makes two Shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b' Stolen Spell . The memory thief casts a spell it has stolen, using its Perfect Copy reaction , by making an Intelligence ( Arcana ) check with advantage (DC equal to 10 + the level of the spell). The memory thief retains the spell on a failed check. Their innate spellcasting ability score is Charisma (save DC 14, +6 to hit with spell attacks). \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Steal Memory . The memory thief attempts to steal a memory from one creature they can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw, or it temporarily loses one precious memory. The target has disadvantage on attack rolls, ability checks, or saving throws (memory thief\xe2\x80\x99s choice) until the end of its next turn. If the target is a spellcaster that fails the saving throw by 5 or more, it loses one random spell slot of 3rd level or lower until it finishes a long rest. \n'b'\n'b' REACTIONS \n'b'\n'b' Perfect Copy . Immediately after a creature casts a spell that targets the memory thief or includes them in its area of effect, the memory thief can force the creature to make a DC 15 saving throw with its spellcasting ability modifier. On a failed save, the memory thief negates the spell\xe2\x80\x99s effects and steals the knowledge of the spell. The memory thief knows the spell and can cast it using the Stolen Spell action. The memory thief forgets the spell after they cast it or after 8 hours have passed. They can only retain one spell at a time using this ability. The target can\xe2\x80\x99t cast a stolen spells until it finishes a long rest. \n'b'\n'b' ABOUT \n'b' Someone in black leather crouches over the head of an unconscious creature. She is making an arcane gesture with one hand, and a strange purple smoke spirals from the unconscious creature into the thief\xe2\x80\x99s hand. \n'b' Blessed by shadow fey, hags, or other magical creatures, memory thieves are humanoids who are trained in the art of magically capturing the memories and knowledge of other creatures. \n'b' Headhunters . The art of stealing memories first originated in the Shadow Realm in response to the shadow fey\xe2\x80\x99s demand for distilled emotions and experiences. While many fey would claim they bargain fairly for the memories they enjoy, the black market for their wares continues to thrive. \n'b' Trade Network . While memory thieves have perfected the art of stealing memories, they rely on others to refine and store their acquisitions, to package and sell them. For this reason, memory thieves are almost always in the employ of a shadow fey, hag, enchanter, or other capable spellcaster with the proper tools to distill memories.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Memory-Eater \n'b' Medium undead , chaotic evil\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. Skills Deception +3, Insight +3, Perception +3 Damage Immunities poison Condition Immunities exhaustion , poisoned Senses passive Perception 13 Languages any languages it knew in life Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Create Spawn . Creatures slain by a memory-eater arise in 1d6 days as new memory-eaters. Spawn are not under the control of the memory-eater who created them. The spawn do not possess any of the abilities they had in life. \n'b' Memory Eating . When devouring a victim, the memoryeater consumes some images and memories of the victim. The memory-eater cannot distinguish these memories from any others it had before and assumes the new memories are its own. \n'b' Quick to Take Offense . If a memory-eater is engaged in conversation immediately prior to combat it has advantage on initiative rolls, and creatures with whom it was speaking must succeed at a DC 12 Charisma saving throw or be surprised. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The memory-eater makes 2 claw attacks and one bite attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b'\n'b' Tactics \n'b' A rejected memory-eater will invariably attack, but first it will prey on the emotions of the living to blunt their reactions by reminding them of their shared past. Once enraged, it will not stop attacking until there is nothing living in sight. \n'b' Description \n'b' From afar this creature seems to be a person who stumbles with exhaustion or drunkenness, or perhaps frantically searching for something. As it nears, though, its sunken and rotting visage, chunks of missing flesh, and the stink of the grave reveal it to be no mortal creature. \n'b' I\xe2\x80\x99ve Been Better. How About You? This type of ghoul retains some of its former intelligence, as well as fragments of memories, to the point of not recognizing \xe2\x80\x93 or not being willing to accept \xe2\x80\x93 its undead state.\xc2\xa0Cursed to wander the land, wracked by the anguish of the dead and a yearning for its lost life, a memory-eater often seeks out clothing, possessions, and especially companions to which it retains some lingering connection, and will try to resume the life cut short. When rebuffed, and forced to acknowledge the truth, a memory-eater will fly into a berserk killing rage with a hatred proportional to its former affection. Its victims then arise as new memory-eaters, and the cycle begins anew. \n'b' Horror Begets Horror . To further complicate the memory-eater\xe2\x80\x99s sad existence, when the memory-eater feeds on those it kills it also acquires some of the victim\xe2\x80\x99s memories. It cannot distinguish between its own memories and these new ones, leading to yet more tragedy.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Shadow \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+1) INT: 12 (+2) WIS: 10 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Vulnerabilities radiant Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Auran, Ignan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of shadowy energy. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' Shadow Stealth . While in dim light or darkness, the mephit can take the Hide action as a bonus action. \n'b' Innate Spellcasting (1/Day) . The mephit can innately cast invisibility , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. \n'b' Shadow Breath (Recharge 6) . The mephit exhales a 15-foot cone of necrotic energy. Each creature in that area must make a DC 10 Dexterity saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful save.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 22 (5d6+5) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-2) DEX: 13 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities radiant Damage Immunities fire, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Ignan, Nihilistan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When an ash mephit dies, it explodes in a burst of coarse ash. Each creature within 5 feet of it must then succeed on a DC 11 Constitution saving throw or be blinded for one minute and take 3 (1d6) points of necrotic damage (half if the save is successful). A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' False Appearance . While an ash mephit remains motionless it is indistinguishable from a pile of normal ashes. \n'b' False Life (1/day) . An Ash mephit can innately cast false life upon itself, gaining 6 (1d4+4) temporary hit points for an hour. It requires no material components and its innate spellcasting ability is Constitution . \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) bludgeoning damage plus 2 (1d4) necrotic damage. \n'b' Ash Breath (Recharge 6) . An Ash mephit can exhale a 15-foot cone of ash. Each creature in that area must succeed on a DC 11 Dexterity saving throw or be blinded until the end of the Mephit\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Ash mephits are composed of elemental Fire and Negative Energy and look like small, mottled gray winged humanoids formed from the refuse of forgotten hearths. They are particularly cold, sour, and unpleasant and are among the least attractive creatures of their sort. \n'b' Ash mephits can speak Ignan and Nihilistan, the language of the Negative Energy Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ash Mephit Remnant \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 31 (7d6+7) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 9 (-1) DEX: 14 (+2) CON: 13 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities radiant Damage Immunities fire, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Ignan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When an ash mephit remnant dies, it explodes in a burst of coarse ash. Each creature within 5 feet of it must then succeed on a DC 11 Constitution saving throw or be blinded for one minute and take 4 (1d8) points of necrotic damage (half if the save is successful). A blinded creature can repeat this save at the end of each of its turns, ending the effect on itself with a success. \n'b' False Appearance . While an ash mephit remnant remains motionless it is indistinguishable from a pile of normal ashes. \n'b' False Life (1/Day) . An ash mephit remnant can innately cast upon itself false life , gaining 11 (1d4+9) temporary hit points for an hour. It requires no material components and its spellcasting ability is Constitution . \n'b' Drain Life (1/Day) . An ash mephit remnant can innately cast vampiric touch (requiring no material components and using Constitution as its spellcasting ability). It can inflict 10 (3d6) necrotic damage upon a hit, regaining hit points equal to half the amount of necrotic damage dealt. For up to a minute if it maintains concentration the mephit can make the attack again on each of its turns as an action. \n'b' Summon Mephits (1/Day) . An ash mephit remnant has a 25 percent chance of summoning 2 (1d4) ash mephits. Each summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Ash Breath (Recharge 6) . An ash mephit remnant can exhale a 20-foot cone of ash. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded until the end of the Mephit\xe2\x80\x99s next turn. \n'b'\n'b' ABOUT \n'b' Ash mephit remnants look much like their lesser cousins but are a bit larger and constantly have patches of residue sloughing off their hides, revealing glowing red arcane runes beneath them. These ugly little monsters are drawn to particularly dismal places like ruined forges, abandoned crematoria, and once-great buildings destroyed by fire. They speak Common and Ignan.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crocotta \n'b' Medium monstrosity , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +4 Damage Resistances bludgeoning, piercing, and slashing from metal weapons Condition Immunities blinded , charmed Senses passive Perception 15 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Mimicry . The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Paralyzing Gaze . When a creature that can see the crocotta\xe2\x80\x99s eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn\xe2\x80\x99t incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn. \n'b' Pounce . If the crocotta moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the crocotta can make one bite attack against it as a bonus action. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) piercing damage. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b'\n'b' About \n'b' A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth. \n'b' Disturbing Grin . The crocotta\xe2\x80\x99s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds. \n'b' Dog Hater . The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. \n'b' Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape. \n'b' Oracular Eyes . The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta\xe2\x80\x99s eye is placed under a creature\xe2\x80\x99s tongue within five days of the crocotta\xe2\x80\x99s death, the creature experiences omens of the future similar to those produced by the augury spell. A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see the crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save. \n'b' Canines are immune to the crocotta\xe2\x80\x99s paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashen Ankheg, Elite \n'b' Large beast , unaligned \n'b' Armor Class 19 (natural armor), 16 while prone Hit Points 104 (11d10 + 44) Speed 40 ft., burrow 10 ft.\n'b' STATS STR: 20 (+5) DEX: 11 (+0) CON: 18 (+4) INT: 8 (-1) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +4 Skills Nature +3, Perception +4, Stealth +3, Survival +4 Damage Vulnerabilities cold Damage Immunities acid, fire Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13 Languages body language and pheromones, Sylvan Challenge 7 (2,900 XP) \n'b' Actions \n'b' Multiattack . The ashen elite ankheg makes two bite attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 4 (1d8) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Acid Spray (Recharge 6) . The ankheg spits acid in a 40-foot line that is 5 feet wide. It must not be grappling a creature. Each creature in that line must make a DC 16 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Ashen ankhegs are the soldiers and hunters of the colony. They are in charge of security in the tunnels as well as the supply of meat. From their point of view, beasts , monstrosities , and humanoids are all the same. Although they sometimes search for prey on their own, the real threat lies in group assaults, where two or three of them attack a Medium target and quickly neutralize it.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dust Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities fire, radiant Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xc2\xa0Terran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a necrotic dust mephit dies it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for one minute and take 3 (1d6) points of necrotic damage (half if the save is successful). A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Ray of Corruption (1/Day) . A necrotic dust mephit can innately cast ray of corruption, making a ranged spell attack at +3 against a target within 60\xe2\x80\x99. A hit target takes 9 (2d8) necrotic damage and must make a DC 10 Constitution saving throw; if it fails, the target is also poisoned until the end of the mephit\xe2\x80\x99s next turn (suffering disadvantage on attack rolls and ability checks). Its innate spellcasting ability is Wisdom . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage. \n'b' Blinding Breath (Recharge 6) . A necrotic dust mephit can exhale a 15-foot cone of thick, blinding dust. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Dust mephit corpseraisers are malign creatures of elemental Earth and Negative Energy that look much like their inferior cousins but which are somewhat larger and have sickly greenish sigils pulsing on their death-gray skin. They sometimes summon and direct the efforts of regular dust mephits, which they are mentally superior to, and can wield more potent magical abilities. While they enjoy lurking in graveyards and catacombs, dust mephit corpseraisers are also drawn to places like battlefields and anywhere else they can find the corpses they love to animate and use for all sorts of mischief. They can speak Common and Terran. \n'b' Traditional dust mephits are composed of Earth and Air, but they have cousins made up of Earth and Negative Energy that originate on the Quasi-Elemental Plane of Dust, where the Elemental Plane of Earth and the Negative Energy Plane intersect. These malign creatures especially enjoy lurking in graveyards and catacombs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Dust Mephit Corpseraiser \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 24 (7d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 6 (-2) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Vulnerabilities fire, radiant Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common, Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a dust mephit corpseraiser dies it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for one minute and take 4 (1d8) points of necrotic damage (half if the save is successful). A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. \n'b' Ray of Corruption (1/Day) . A dust mephit corpseraiser can innately cast ray of corruption, making a ranged spell attack at +3 against a target within 60\xe2\x80\x99. A hit target takes 13 (3d8) necrotic damage and must make a DC 11 Constitution saving throw; if it fails, the target is also poisoned until the end of the mephit\xe2\x80\x99s next turn (suffering disadvantage on attack rolls and ability checks). Its innate spellcasting ability is Wisdom . \n'b' Animate Dead (1/Day) . A dust mephit corpseraiser can innately cast animate dead , requiring no material components and using Wisdom as its spellcasting ability. It is able to see through the eyes of its Undead creations. \n'b' Summon Mephits (1/Day) . A dust mephit corpseraiser has a 25 percent chance of summoning 2 (1d4) dust mephits. Each summoned Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4+2) slashing damage plus 3 (1d6) necrotic damage. \n'b' Blinding Breath (Recharge 6) . A dust mephit corpseraiser can exhale a 20-foot cone of thick, blinding dust. Each creature in that area must succeed on a DC 12 Dexterity saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Dust mephit corpseraisers are malign creatures of elemental Earth and Negative Energy that look much like their inferior cousins but which are somewhat larger and have sickly greenish sigils pulsing on their death-gray skin. They sometimes summon and direct the efforts of regular dust mephits, which they are mentally superior to, and can wield more potent magical abilities. While they enjoy lurking in graveyards and catacombs, dust mephit corpseraisers are also drawn to places like battlefields and anywhere else they can find the corpses they love to animate and use for all sorts of mischief. They can speak Common and Terran. \n'b' Traditional dust mephits are composed of Earth and Air, but they have cousins made up of Earth and Negative Energy that originate on the Quasi-Elemental Plane of Dust, where the Elemental Plane of Earth and the Negative Energy Plane intersect. These malign creatures especially enjoy lurking in graveyards and catacombs.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 35 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Auran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When an ice mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While an ice mephit remains motionless it is indistinguishable from an ordinary fragment of ice. \n'b' Fog Cloud (1/Day) . An ice mephit can innately cast fog cloud , requiring no material components and using Charisma as its spellcasting ability. Its own vision is not impeded by the opaque fog created by mephits. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4+1) slashing damage plus 3 (1d6) cold damage. \n'b' Frost Breath (Recharge 6) . An ice mephit can exhale a 15-foot cone of cold air. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Ice mephits are frigid monsters of elemental Air and Water that transcend all other creatures of their kind in viciousness, and which are drawn to the very coldest places, including glaciers, ice caverns, icebergs, and frozen tundras. They can speak Aquan and Auran.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ice Mephit Frostbiter \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 28 (8d6) Speed 30 ft., fly 35 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Auran, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When an ice mephit frostbiter dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. \n'b' Fog Cloud (1/Day) . An ice mephit frostbiter can innately cast fog cloud , requiring no material components and using Charisma as its spellcasting ability. Its own vision is not impeded by the opaque fog created by mephits. \n'b' False Appearance . While an ice mephit frostbiter remains motionless it is indistinguishable from an ordinary fragment of ice. \n'b' Control Ice (2/Day) . An ice mephit frostbiter can innately control ice in various ways, with durations ranging from instantaneous to concentration up to one minute. One of its favorite instantaneous effects of this sort is causing 1d3 size Small icicles to fall from the ceiling onto victims.The icicles are +3 to hit victims directly beneath the icicles and inflict 2 (1d4) piercing damage for each 10 feet fallen on a hit, up to 15 (6d4). A concentration-based tactic is to animate a frozen corpse, which then typically has statistics similar to those of a Zombie (but with +2 to AC for its icy hardness and no Undead Fortitude). It requires no material components and uses Charisma as its spellcasting ability. \n'b' Summon Mephits (1/Day) . An ice mephit frostbiter has a 25 percent chance of summoning 2 (1d4) regular ice mephits. Each summoned Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4+2) slashing damage plus 3 (1d6) cold damage. \n'b' Frost Breath (Recharge 6) . An ice mephit frostbiter can exhale a 20-foot cone of cold air. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Ice mephit frostbiters are, like their lesser cousins, cold and aloof monsters of elemental Air and Water that surpass all other creatures of their kind in pitiless cruelty, and which have pale blue runes pulsing just beneath the surfaces of their translucent icy hides. They are drawn to, and are most comfortable in, the coldest places, including glaciers, ice caverns, icebergs, and frozen tundras. \n'b' Monsters of this sort sometimes summon and direct the activities of normal ice mephits when they need to do things that go beyond what they can accomplish on their own. They can speak Aquan, Auran, and Common.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lightning Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities necrotic Damage Immunities \xc2\xa0lightning, poison, radiant,\xc2\xa0thunder Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a lightning mephit dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Energy Bolt (1/Day) . A lightning mephit can innately cast energy bolt. Treat this as a Fire Bolt cantrip that inflicts lightning damage instead of fire damage. It requires no material components and its spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) slashing damage. \n'b' Lightning Breath (Recharge 6) . A lightning mephit can exhale a 30-foot long, 1-foot-wide line of lightning. Each creature in that area must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Lightning mephits are composed of elemental Air and Positive Energy, look like small winged creatures with bright blue skin, and are the very quickest monsters of their kind. In addition to Auran, lightning mephits can speak the language of the Positive Energy Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Lightning Mephit Stormrider \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 36 (8d6+8) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities necrotic Damage Immunities \xc2\xa0lightning, poison, radiant,\xc2\xa0thunder Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a lightning mephit stormrider dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Levitate (1/Day) . A lightning mephit stormrider can innately cast levitate . It requires no material components and its spellcasting ability is Charisma . \n'b' Energy Bolt (1/Day) . A lightning mephit stormrider can innately cast energy bolt. Treat this as a Fire Bolt cantrip that inflicts lightning damage instead of fire damage. It requires no material components and its spellcasting ability is Charisma . \n'b' Summon Mephits (1/Day) . A lightning mephit stormrider has a 25 percent chance of summoning 2 (1d4) normal Lightning Mephits. A summoned Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other Mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Shocking Grasp . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d8) lightning damage. A lightning mephit stormrider has advantage on this attack roll if the target is wearing metal armor. \n'b' Lightning Breath (Recharge 6) . A lightning mephit stormrider can exhale a 40-foot long, 1-foot-wide line of lightning. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Lightning mephit stormriders are creatures of elemental Air and Positive Energy that look much like their lesser cousins but which are slightly larger and have arcane runes flickering electrically across their hides. \n'b' They are intellectually superior to normal Lightning Mephits, can speak Auran and Common, and often lead and direct activities that weaker creatures would be incapable of on their own. They relish frisking through thunder storms and flying up as high as they can into the windswept nighttime sky.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magma Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 22 (5d6+5) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Ignan, Terran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a magma mephit dies, it explodes in a burst of lava. Each creature within 5 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. \n'b' False Appearance . While a magma mephit remains motionless it is indistinguishable from an ordinary mound of magma. \n'b' Heat Metal (1/Day) . A magma mephit can innately cast heat metal , choosing a manufactured metal object that it can see within 60 feet and causing it to glow red-hot. It requires no material components and its spellcasting ability is Constitution . Any creature in physical contact with the object takes 9 (2d8) fire damage when the Mephit casts the spell. Until the spell ends and as long as the Magma Mephit maintains concentration, it can use a bonus action on each of its subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a DC 11 Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until the start of the mephit\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. \n'b' Lava Breath (Recharge 6) . A magma mephit can exhale a 15-foot cone of lava. Each creature in that area 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. \n'b'\n'b' ABOUT \n'b' Magma mephits are creatures of elemental Earth and Fire that have dark red skin that pulses with inner heat and which are most comfortable in volcanoes and areas where large-scale eruptions are taking place. \n'b' They are among the least intelligent of the mephits but can speak Ignan and Terran within the limits of their intellects.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Magma Mephit Destroyer \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 31 (7d6+7) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 9 (-1) DEX: 13 (+1) CON: 13 (+1) INT: 8 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Ignan, Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a magma mephit destroyer dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While a magma mephit destroyer remains motionless it is indistinguishable from an ordinary mound of magma. \n'b' Heat Metal (1/Day) . A magma mephit destroyer can innately cast heat metal , choosing a manufactured metal object that it can see within 60 feet and causing it to glow red-hot. It requires no material components and its spellcasting ability is Constitution . Any creature in physical contact with the object takes 3d8 fire damage when the Mephit casts the spell. Until the spell ends and while the Magma Mephit Destroyer maintains concentration, it can use a bonus action on each of its subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 11 Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until the start of the mephit\xe2\x80\x99s next turn. \n'b' Summon Mephits (1/Day) . A magma mephit destroyer has a 25 percent chance of summoning 2 (1d4) normal magma mephits. A summoned Magma Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage plus 3 (1d6) fire damage. \n'b' Bomb . Ranged Weapon Attack : +3 to hit, range 40/80 ft., one target. Hit : 6 (2d4+1) bludgeoning damage plus 6 (1d12) fire damage. Every creature within 10 feet of where the bomb lands \xe2\x80\x94 including the primary target \xe2\x80\x94 must make a DC 11 Dexterity saving throw, suffering 2 (1d4) bludgeoning damage and 3 (1d6) fire damage if they fail (and half if they succeed). \n'b' Lava Breath (Recharge 6) . A magma mephit destroyer can exhale a 20-foot cone of lava. Each creature in that area must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Magma mephit destroyers are creatures of elemental Earth and Fire that look much like their lesser cousins but which are slightly larger and have orange arcane runes continuously erupting and then streaming down their dark red hides like lava. They are superior to normal magma mephits in most ways, sometimes summon and lead them in activities they cannot accomplish alone, and can speak Terran, Ignan, and Common. \n'b' Magma mephit destroyers are most comfortable in volcanoes and areas where large-scale eruptions are taking place.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Air \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 11 (+0) DEX: 17 (+3) CON: 10 (+0) INT: 6 (-2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 2 (1d4) bludgeoning damage and be forced\xc2\xa0 prone . \n'b' Innate Spellcasting (1/day). The mephit\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast blur , requiring no material components. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Wind Breath (recharge 6). The mephit exhales air in a 15-foot cone. Each creature in the area must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away and forced\xc2\xa0 prone . \n'b'\n'b' About \n'b' Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Candlelight Daemon \n'b' Medium fiend , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 170 (20d8 + 80) Speed 50 ft., fly 50 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 14 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +7, Insight +6, Investigation +5, Perception +6, Stealth +7 Damage Immunities poison Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 16 Languages Infernal Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Candle Dependence . The daemon remains on the Material Plane only while the candle that summoned it burns. \n'b' Innate Spellcasting . The daemon\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The daemon can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : detect magic , hunter sense, knock \n'b' 1/day each : counterspell, darkness , dispel magic , shield , suffocate \n'b'\n'b' Magic Resistance . The daemon has advantage on saving throws against spells and other magical effects. \n'b' Nether Step . As its movement for its turn, the candlelight daemon can teleport to an unoccupied space within 30 feet of it, provided the space it\xe2\x80\x99s teleporting to and from are both in dim light or darkness. The daemon doesn\xe2\x80\x99t need to see the destination. \n'b' Shadow Stealth . While in dim light or darkness, the daemon can take the Hide action as a bonus action. \n'b' Slayer\xe2\x80\x99s Advantage . The candlelight daemon has advantage on attack rolls against any creature that hasn\xe2\x80\x99t had a turn in combat. \n'b' Slayer\xe2\x80\x99s Attack (1/Turn) . The candlelight daemon deals an extra 35 (10d6) damage when it hits a target with an attack and has advantage on the attack roll. With the suffocate spell, the daemon deals this damage as extra bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The daemon makes two claw attacks and one gore attack. It can use hurl fire in place of any of these attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage and 4 (1d8) fire damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage and 4 (1d8) fire damage. \n'b' Hurl Fire . Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 13 (3d8) fire damage. \n'b'\n'b' ABOUT \n'b'\n'b' DC 10 Intelligence ( Religion ) : Candlelight daemons return to the Netherworld if their candle goes out. \n'b' DC 15 Intelligence ( Arcana ) : Candlelight daemons have immunities and resistances typical of fiends, including immunity to poison and resistance to cold, fire, lightning, and nonmagical weapon attacks. The daemon is also resistant to magic and capable of countering spells. \n'b' DC 20 Intelligence ( Arcana ) : A candlelight daemon is most effective in shadows or darkness, which allow the fiend to hide easily and bring its murderous talents to bear. \n'b'\n'b' ABOUT \n'b' Candle Bound . The candlelight daemon can be summoned only by the lighting of a specially prepared candle, and then only at night. Once the candle is snuffed or burns out, the daemon must return to the Netherworld. But such daemons can do their job in a short time. \n'b' Despicable Cost . To create a candle to summon a candlelight daemon, a spellcaster must make a candle during the new moon using the rendered fat of one murderer, the ashes of three humanoids who burned alive, and the blood of thirteen cats. The caster must also expend a 6th-level spell slot.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Caryatid Column \n'b' Medium construct , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 45 (6d8 + 18) Speed 20 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances piercing and slashing damage from nonmagical weapons that aren\xe2\x80\x99t adamantine Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' Special Traits \n'b' Immutable Form . The caryatid column is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The caryatid column has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The caryatid column\xe2\x80\x99s weapon attacks are magical. \n'b' Shatter Weapons . Whenever a character strikes a caryatid column with a non-adamantine, nonmagical weapon, the character must succeed on a DC 14 Strength saving throw or the weapon shatters into pieces. \n'b' Actions \n'b' Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. \n'b' About \n'b' An exquisitely sculpted and chiseled statue of a beautiful female warrior adorns the area, longsword in her hand. \n'b' A caryatid column is akin to the stone golem in that it is a magical construct created by a spellcaster. Caryatid columns are always created for a specific defensive function. The caryatid column stands 7 feet tall and weighs around 1,500 pounds. The column always wields a weapon (usually a longsword) in its left hand. The weapon itself is constructed of steel but is melded with the column and made of stone until the column animates. When melded, the sword is likely to be overlooked (DC 20 Perception check to see it). \n'b' Caryatid columns are programmed as guardians and activate when certain conditions or stipulations are met or broken (such as a living creature enters a chamber guarded by a caryatid column). A caryatid column attacks its opponents with its longsword. It does not move more than 50 feet from the area it is guarding or protecting.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Crone Queen \n'b' Medium undead , neutral evil \n'b' Armor Class 18 (natural armor) Hit Points 210 (20d8+80) Speed 30 ft.\n'b' STATS STR: 23 (+6) DEX: 20 (+5) CON: 24 (+7) INT: 19 (+4) WIS: 17 (+3) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Con +12, Dex +10, Str +11 Skills Insight +8, Intimidation +9, Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Senses darkvision 60 ft., passive Perception 18 Languages Aklo, Common, Draconic, Giant, Sylvan Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bitter Cold . A creature that starts its turn adjacent to a crone queen or successfully hits one with a melee weapon attack takes 7 (2d6) cold damage. \n'b' Legendary Resistance (3/day) . If the crone queen fails a saving throw, it can choose to succeed instead. \n'b' Magic Resistance . The crone queen has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crone queen can use its Frightful Presence. It then makes three ice staff attacks or two claw attacks. \n'b' Ice Staff . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage plus 14 (4d6) cold damage. If a creature is hit with two ice staff attacks in one turn it must succeed a DC 18 Constitution saving throw or gain a level of exhaustion . \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (4d6 + 6) slashing damage plus 14 (4d6) cold damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b' Frightful Presence . Each creature of the crone queen\xe2\x80\x99s choice that is within 120 feet of the crone queen and aware of it must succeed on a DC 18 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 linnorm\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The crone queen 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. \n'b' The crone queen regains spent Legendary Actions at the start of its turn. \n'b'\n'b' Detect . The crone queen makes a Wisdom ( Perception ) check. \n'b' Shield of Frost . The crone queen creates a shield of ice which causes the next attack roll against her to have disadvantage. \n'b' Winter\xe2\x80\x99s Chill (Costs 2 Actions). The crone queen casts cone of cold , requiring a DC 18 Constitution saving throw. \n'b'\n'b' ABOUT \n'b' Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga\xe2\x80\x99s daughters. \n'b' Dispossessed by their witchy progenitor, they form shadow queendoms of their own in arctic reaches and crumbling ruins where winter never ceases, and the chill of the air above is matched only by the chill of the graves below. They look ever for new subjects to rule to satiate their lust for dominion that eluded them in life. A crone queen is tall and gaunt, standing 6 feet tall and weighing 150 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Dust \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage\xc2\xa0Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran, Terran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst : When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. \n'b' Innate Spellcasting (1/Day) : The mephit can innately cast sleep , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' Actions \n'b'\n'b' Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Blinding Breath (Recharge 6) : The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Aeon \n'b' Large celestial , neutral \n'b' Armor Class 22 Hit Points 212 (17d10 + 119) Speed 0 ft., fly 60 ft.\n'b' STATS STR: 24 (+7) DEX: 20 (+5) CON: 24 (+7) INT: 19 (+4) WIS: 22 (+6) CHA: 25 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +11, Constitution +13, Intelligence +10, Wisdom +12, Charisma +13 Skills Arcana +10, Insight +12, Medicine +12, Nature +10, Perception +12, Religion +10 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing damage Damage Immunities cold, poison Condition Immunities poisoned Senses truesight 120 ft., passive Perception 22 Languages \xe2\x80\x93 Challenge 20 (25,000 XP) \n'b' Special Traits \n'b'\n'b' Extension of All . The aeon can never fail an Intelligence check, including ones such as opposed checks while using detect thoughts , as long as it is not inside an antimagic field or is otherwise trapped within a space that blocks divination effects, such as an imprisonment spell. \n'b' Innate Spellcasting . The aeon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can cast the following spells without material components.\n'b'\n'b'\n'b' At will : create food and water , detect thoughts , major image , mending , stone shape , telekinesis \n'b' 5/day each : creation , darkness , daylight , freedom of movement , plane shift , plant growth , remove curse \n'b' 3/day each : blight , disintegrate \n'b' 1/day : wish \n'b'\n'b' Legendary Resistance (3/day) . If the aeon fails a saving throw, it can choose to succeed instead. \n'b' Spellcasting . The aeon is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC20, +12 to hit with spell attacks). It has the following cleric spells prepared.\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , sacred flame \n'b' 1st level (4 slots) : command , detect evil and good , detect magic , protection from evil and good \n'b' 2nd level (3 slots) : calm emotions , hold person , lesser restoration \n'b' 3rd level (3 slots) : clairvoyance , dispel magic , remove curse , sending \n'b' 4th level (3 slots) : banishment , divination , locate creature \n'b' 5th level (3 slots) : dispel evil and good , greater restoration , scrying \n'b' 6th level (2 slots) : forbiddance , heal \n'b' 7th level (2 slots) : divine word , regenerate \n'b' 8th level (1 slot) : antimagic field \n'b' 9th level (1 slot) : gate \n'b'\n'b' Void Form . While not incorporeal, the aeon\xe2\x80\x99s form is only a semi-tangible manifestation of something greater. Its AC includes its Constitution bonus. \n'b'\n'b' Actions \n'b'\n'b' Energy Touch . Melee Spell Attack : +13 to hit, reach 10 ft., one target. Hit : 74 (15d8 + 7) radiant or necrotic damage (aeon\xe2\x80\x99s choice). \n'b' Sphere of Creation (Recharges after a Short or Long Rest) . The aeon summons a 2-foot diameter sphere of white energy in an unoccupied space next to it. The sphere remains summoned for 1 minute. As a bonus action, the aeon can move the sphere in any direction up to 15 feet away, out to a maximum range of 300 feet. Wherever the sphere travels, it warps and bends existing matter, reforming it into new matter. All objects, structures, or creatures that come into contact with the sphere are also transformed. Any creature that touches the sphere or starts its turn within 5 feet of the sphere must succeed on a DC 19 Constitution saving throw. On a failed save, the creature\xe2\x80\x99s body begins to change and reform into random materials, reshaping it, inflicting 45 (10d8) force damage on the creature in the process. The creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is completely transformed. A creature that is transformed dies and can only be returned to normal with a wish spell. \n'b' Sphere of Oblivion (Recharges after a Short or Long Rest) . The aeon summons a 2-foot-diameter sphere of utter darkness in an unoccupied space within 5 feet of it. The sphere remains summoned for 1 minute. As a bonus action, the aeon can move the sphere in any direction up to 15 feet away, out to a maximum range of 300 feet. The sphere disintegrates all matter it passes through and all matter then passes through it. Any creature that touches the sphere or starts its turn within 5 feet of the sphere must succeed on a DC 19 Constitution saving throw. On a failed save, the target takes 85 (10d6 + 50) necrotic damage, or half as much on a success. If this damage reduces the target to 0 hit points , it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to pile of fine gray dust. The creature can be restored to life only by means of true resurrection or a wish spell. \n'b'\n'b' Legendary Actions \n'b' The aeon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The aeon regains spent legendary actions at the start of its turn. \n'b'\n'b' Cast a spell . The aeon can cast one spell. \n'b' Move Sphere (Costs 2 Actions) . The aeon can move one sphere it has summoned up to 15 feet, up to its maximum range of 300 feet away from the aeon. \n'b' Summon Spheres (Costs 3 Actions) . The aeon summons one or both of its unsummoned spheres.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashen Custodian \n'b' Medium fey , neutral \n'b' Armor Class 15 \n'b' Hit Points 99 (18d8 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 21 (+5) CON: 12 (+1) INT: 14 (+2) WIS: 15 (+2) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4 \n'b' Skills Nature +5, Perception +5 \n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities fire \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Elvish, Sylvan \n'b' Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Fire Controller . As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn. \n'b' Forest Cleanser . When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage. \n'b' Magic Resistance . The ashen custodian has advantage on saving throws against spells and other magical effects. \n'b' Warming Presence . When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp , the creature regains an extra 1d6 hp . \n'b' Innate Spellcasting . The ashen custodian\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : druidcraft, produce flame \n'b' 3/day each : burning hands , cure wounds , flame blade , fog cloud \n'b' 1/day each : conjure elemental (fire elemental only), wall of fire \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The ashen custodian makes two cleansing strike attacks. \n'b' Cleansing Strike . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage plus 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 5 (1d10) fire damage at the start of each of its turns.\n'b'\n'b'\n'b' Alternate Critical (Source: Monster Crits for 5e) . When the ashen custodian scores a critical hit, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature has disadvantage on saving throws against fire damage, and it takes an additional 4 (1d8) damage from any attack that deals fire damage. This effect lasts for 1 minute. \n'b'\n'b' ABOUT \n'b' A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth. \n'b' Wardens of Wildfire . This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, forest drakes (Creature Codex, p. 128) are sometimes found in their company or service. The drakes enjoy acting as intermediaries between a forest\xe2\x80\x99s ashen custodian and local druid circles. \n'b' Life from the Ashes . Ashen custodians are born out of the fallen forms of dryads who lost their trees to wildfires. The custodians emerge from the ashes of their charred mothers with new purpose. \n'b' Double-Edged Fire . Ashen custodians set fires to cleanse old growth forests and allow new growth, but they do not revel in forest fires. An ashen custodian is just as likely to prevent a forest fire as she is to set one. The ashen custodian values the role of fire in a forest\xe2\x80\x99s life cycle and severely punishes those who start or prevent fires outside of this cycle.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Earth \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Terran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Death Burst . When the mephit dies, it explodes in a burst of earthen fragments. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) bludgeoning damage. \n'b' Innate Spellcasting (1/day). The mephit\xe2\x80\x99s innate spellcasting ability is Charisma . It can innately cast enlarge/reduce (self only, enlarge only), requiring no material components. \n'b' Actions \n'b' Fists . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. \n'b' Earthen Breath (recharge 6). The mephit belches chunks of earth in a 15-foot cone, and the ground in that area becomes difficult terrain until cleared away. Each 5-foot square portion of the area requires at least 1 minute to clear by hand. \n'b' About \n'b' Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Fire \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 27 (6d6 + 6) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Ignan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Death Burst . When the mephit dies, it explodes in a burst of flame. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 5 (1d10) fire damage. \n'b' Innate Spellcasting (1/day). The mephit\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast heat metal , requiring no material components. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. \n'b' Fire Breath (recharge 6). The mephit exhales fire in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Fire \n'b' Family: Mephits \n'b' Small elemental , neutral \n'b' Armor Class 11 Hit Points 22 (5d6 + 5) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' A Death Burst . When the mephit dies, it explodes in a burst of flames. Each creature within 5 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. \n'b' False Appearance . While the mephit remains motionless, it is indistinguishable from an ordinary fire. \n'b' Innate Spellcasting (1/Day) . The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. \n'b' Fire Breath (Recharge 6) . The mephit exhales a 15-foot cone of fire. Each creature in that area 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. \n'b'\n'b' ABOUT \n'b' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Ice \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Auran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst : When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. \n'b' Innate Spellcasting (1/Day) : The mephit can innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' Actions \n'b'\n'b' Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. \n'b' Frost Breath (Recharge 6) : The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Ice \n'b' Family: Mephits \n'b' Small elemental , neutral \n'b' Armor Class 11 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 13 (+1) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. \n'b' Innate Spellcasting (1/Day) . The mephit can innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. \n'b' Frost Breath (Recharge 6) . The mephit exhales a 15-foot cone of cold air. Each creature in that area must make a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Lightning \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 10 (+0) INT: 6 (-2) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +5 Damage Immunities lightning, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Auran Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a flare of lightning in a 15-foot radius. Creatures in the area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a successful saving throw, or half as much damage on a failed one. \n'b' Innate Spellcasting . The meph i t\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast shocking grasp at will requiring no material components. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 2 (1d4) lightning damage. \n'b' Lightning Breath (Recharge 6) . The mephit exhales lightning in a 15- foot line that is 1-foot wide. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This small creature appears to be a humanoid-shaped being composed of electricity. Bluish-white lighting arcs in small bursts from its body. \n'b' Lightning mephits come from the Elemental Plane of Air and Elemental Plane of Lighting. Rarely are they encountered elsewhere unless summoned or called by a spellcaster. If encountered on the Material Plane it is usually in the employ of some spellcaster who has called it to do his or her bidding. Occasionally, however, a lightning mephit stumbles into the Material Plane by way of a lightning storm (when said storm reaches into the Plane of Air and opens a temporary portal). Lightning mephits found anywhere except their home plane will be encountered in areas where lightning and storms are most prevalent. A lightning mephit is about 4 feet tall and weighs about 1 pound. \n'b' A lightning mephit begins combat with a lightning bolt attack, targeting the opponent closest to it. On the following round it breathes a cone of lightning on its foes if most are within range; otherwise, it moves to melee combat. Once in melee, a lightning mephit uses its natural attacks and shocking grasp , as well as its breath weapon (if it can catch most of its opponents in the cone). \n'b' A lightning mephit\xe2\x80\x99s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Lightning \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 21 (6d6) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 11 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities necrotic Damage Immunities thunder, poison, radiance Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran, Quidan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a Lightning Mephit dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Innate Spellcasting (1/day) . A Lightning Mephit can innately cast Witch Bolt. It requires no material components and its spellcasting ability is Charisma. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Lightning Breath (Recharge 6) . A Lightning Mephit can exhale a 30-foot long, 1-foot-wide line of lightning. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Lightning Mephits are composed of elemental Air and Positive Energy and look like small winged creatures with bright blue skin. They are the very quickest monsters of their kind. In addition to Auran, Lightning Mephits are also able to speak Quidan, the language of the Positive Energy Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Cryoceros \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 11 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Damage Resistances bludgeoning, cold Senses passive Perception 11 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Snow Camouflage . The cryoceros has advantage on Dexterity ( Stealth ) checks made to hide in snowy terrain. \n'b' Trampling Charge . If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the cryoceros can make one stomp attack against it as a bonus action. \n'b' Actions \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage. \n'b' Stomp . Melee Weapon Attack : +7 to hit, reach 5 ft., one prone creature. Hit : 20 (3d10 + 4) bludgeoning damage. \n'b' Shards of Ice (Recharge 4-6) . The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one. \n'b' About \n'b' This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar. \n'b' Elemental-Touched Rhino . A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature\xe2\x80\x99s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach. \n'b' Slow Metabolisms . Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don\xe2\x80\x99t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them. \n'b' Cantankerous Mounts . Gentleness and a regular source of food temporarily earns the cryoceroses\xe2\x80\x99 trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Lightning (Stormrider) \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 36 (8d6+8) Speed 30 ft., fly 40 ft.\n'b' STATS STR: 8 (-1) DEX: 17 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Vulnerabilities necrotic Damage Immunities thunder, poison, radiance Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Auran, Common, Quidan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a lightning mephit stormrider dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one. \n'b' Levitate (1/day) . A lightning mephit stormrider can innately cast Levitate. It requires no material components and its spellcasting ability is Charisma. \n'b' Summon Mephits (1/day) . A lightning mephit stormrider has a 25 percent chance of summoning 1d4 normal Lightning mephits. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b' Witch Bolt (1/day) . A lightning mephit stormrider can innately cast Witch Bolt. It requires no material components and its spellcasting ability is Charisma. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Shocking Grasp . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d8) lightning damage. A lightning mephit stormrider has advantage on the attack roll if the target is wearing armor made of metal. \n'b' Lightning Breath (Recharge 6) . A lightning mephit stormrider can exhale a 40-foot long, 1-foot-wide line of lightning. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Lightning mephits are composed of elemental Air and Positive Energy and look like small winged creatures with bright blue skin. They are the very quickest monsters of their kind. In addition to Auran, lightning mephits are also able to speak Quidan, the language of the Positive Energy Plane. \n'b' Lightning mephit stormriders are creatures of elemental Air and Positive Energy that look much like their lesser cousins but which are slightly larger and have arcane runes flickering electrically across their hides. They are intellectually superior to normal Lightning Mephits, are able to speak Auran, Quidan, and Common, and often lead and direct activities that weaker creatures would be incapable of on their own. They relish frisking through thunder storms and flying up as high as they can into the windswept nighttime sky.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Magma \n'b' Family: Mephits \n'b' This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile . \n'b' Small elemental, neutral evil \n'b' Armor Class 11 Hit Points 22 (5d6 + 5) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 7 (-2) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Ignan, Terran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst : When the mephit dies, it explodes in a burst of lava. Each creature within 5 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. \n'b' False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. \n'b' Innate Spellcasting (1/Day) : The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' Actions \n'b'\n'b' Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. \n'b' Fire Breath (Recharge 6) : The mephit exhales a 15-foot cone of fire. Each creature in that area 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. \n'b'\n'b' About \n'b' Born from earth and fire, magma mephits appear spontaneously in volcanoes, rising from bubbles that burst on the surface of the lava. Roughly humanoid , they resemble a sketch of a living magma sculpture. They have an unpredictable temperament, sometimes indolent, sometimes violent or playful. Travelers even claim to have been helped by magma mephits. It sometimes seems that their disposition is pure chance (see Magma Mephit Moods). \n'b' Naturally driven to gather, they are rarely alone and often united; whole groups can even follow the same short-lived goal. \n'b' They live only in the present, in the here and now. \n'b' Some even say that mephits have neither memory nor knowledge of the past, future, or the passage of time. \n'b' They are not afraid to die, because death is a foreign concept for an elemental that can exist again by being reborn from magma. They exist as a physical and psychological embodiment of extreme heat, as offshoots of a volcano that does not need them to expand or pour out its torrents of lava. \n'b' Magma Mephit Moods \n'b'\n'b' d6 \n'b' Mood \n'b'\n'b' 1 \n'b' Hostile . For a reason known or unknown to humanoids, this mephit has decided to harm those who pass through its territory. \n'b'\n'b' 2 \n'b' Dangerous Hoaxer . This mephit wants to see how travelers will react to an ambush it has prepared. Its behavior is similar to a child\xe2\x80\x99s who would destroy an anthill just to see what\xe2\x80\x99s inside or how ants move. \n'b'\n'b' 3 \n'b' Cunning . This mephit is playing a double game. It pretends to be a Gadfly, an Idle Witness, or Generously Inclined, but it really means to attack travelers (Hostile) or play a very bad joke on them (Dangerous Hoaxer). \n'b'\n'b' 4 \n'b' Gadfly . This mephit has decided to accompany travelers. It entertains itself by imitating the movements of one of them, searching one of their bags, sitting on the back of a mule, etc. Even if it isn\xe2\x80\x99t hostile, proximity to a fiery elemental can cause problems, and the situation may get out of hand. \n'b'\n'b' 5 \n'b' Idle Witness . The mephit has better things to do than wear itself out by interacting with travelers. It keeps to its lava bath, hot steam sauna, or basalt ball games. It is not hostile, and may even answer in a civilized manner if asked a question. \n'b'\n'b' 6 \n'b' Generously Inclined . In the Askamor region, it is said that benevolent mephits are touched by the grace of the protective god Blacksmith. Followers of druidic traditions see it as a blessing from Eana. Others are simply puzzled and hope that the mephit will not change its mind.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Salt \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 27 (6d6 + 6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Terran Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of salt crystals. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 2 (1d4) slashing damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Dehydrate (1/day). The mephit draws moisture from an area centered on itself. Living creatures within a 20-foot radius of the mephit must succeed on a DC 11 Constitution saving throw or take 9 (2d8) necrotic damage. Plant creatures and magical plants make the saving throw with disadvantage, and the effect does maximum damage to them if they fail. Nonmagical plants within the area simply wither and die. \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. \n'b' Salt Breath (recharge 6). The mephit exhales a spray of salt crystals in a 15-foot cone. Each creature in the area must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' About \n'b' Salt mephits are commonly found on the Plane of Earth. These mephits are cruel and aloof.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Ashen Khegon \n'b' Small beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 28 (8d6) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 14 (+2) DEX: 11 (+0) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Survival +2 Damage Vulnerabilities cold Damage Immunities acid, fire Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages body language and pheromones Challenge 1/2 (100 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the khegon can bite only the grappled creature and has advantage on attack rolls to do so. \n'b' Acid Spray (Recharge 6) . The khegon spits acid in a 20-foot line that is 5 feet wide. It must not be grappling a creature. Each creature in that line must make a DC 10 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' Khegs are mostly known around the world as ravagers of Canker. However, a few uncorrupted specimens still exist, like those who dwell at the foot of Askamor. Their chitinous shells, pincers, and six legs make khegs similar to small arthropods, of which they are a natural giant version. \n'b' Adapted to the volcanic environment, khegs form colonies whose way of life is not unlike that of ants or termites. They cultivate mushrooms for food, build tunnels to ensure a constant and pleasant temperature and humidity, and they hunt and harvest on the surface to supplement their reserves. To ensure the survival of the group, the food is transformed into a honeydew with very high energetic qualities, and which keeps remarkably well. \n'b' This honeydew is one of Askamor\xe2\x80\x99s most famous products. To harvest it, some particularly daring people learn to become kheculturists. They make sure that their kheg colony is healthy and regularly harvest (or steal) honeydew. The work is not without danger, because kheculturists must be familiar with the kheg body language, who communicate mainly via pheromones. It is advisable to try and pass as a member of the colony! Kheg soldiers, or ankhegs, are in charge of defense: they are temperamental and can attack intruders very quickly. \n'b' Some ashen kheg colonies venture outside Krat\xc3\xa6r\xe2\x80\x99s Garden, but for now they have only been sighted near the Fortress. Perhaps they need the volcano\xe2\x80\x99s heat or toxic fumes? \n'b' Occasionally, rather than digging tunnels, khegs take over existing areas, such as abandoned mines, which can be quite a nuisance for anyone wanting to rehabilitate such areas\xe2\x80\xa6 or a godsend for a budding kheculturist.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Sand \n'b' Family: Mephits \n'b' Small elemental , neutral \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 9 (-1) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Terran Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a swirl of sand. Each creature within 5 feet of it must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. \n'b' Innate Spellcasting (1/Day) . The mephit can innately cast sleep (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Blinding Breath (Recharge 6) . The mephit exhales a 15-foot cone of blinding sand. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Smoke \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 10 (+0) INT: 6 (-2) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +4 Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 14 Languages Ignan Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a cloud of smoke. Each creature within 5 feet of the mephit must make a successful DC 10 Constitution saving throw or take 1d4 fire damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' Innate Spellcasting .The mephit can innately cast blur 1/day, requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). \n'b'\n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. \n'b' Sooty Breath (Recharge 5-6) . The mephit exhales black soot in a 15- foot cone. All creatures within that area must make a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Ember Storm (1/day) . A smoke mephit can create a downpour of white-hot embers that affects a 20-foot radius sphere centered on itself. All creatures caught in the storm must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along. \n'b' Smoke mephits are generally only encountered on the Plane of Molten Skies, though it is believed they originate from a plane or para-plane comprised entirely of smoke. They are generally lazy, but quick to anger. \n'b' When encountered on the Material Plane it is usually because they have been summoned or called by a spellcaster to perform some task or chore. \n'b' On such planes, smoke mephits generally prefer warmer climates and are never found in cold areas (unless specifically called by a spellcaster). \n'b' Smoke mephits enjoy combat and rush headlong into it, slashing with their claws. If a smoke mephit can draw its opponents to within 20 feet of its position, it uses its spell-like abilities to create an ember storm. \n'b' A smoke mephit stands about 4 feet tall and weighs about 2 pounds.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Steam \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 10 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 11 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Aquan, Ignan Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Death Burst : When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. \n'b' Innate Spellcasting (1/Day) : The mephit can innately cast blur , requiring no material components. Its innate spellcasting ability is Charisma . \n'b' Actions \n'b' Claws : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) slashing damage plus 2 (1d4) fire damage. \n'b' Steam Breath (Recharge 6) : The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Tar \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 6 (-2) WIS: 11 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of scalding tar. Each creature within 5 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. \n'b' False Appearance . While the mephit remains motionless, it is indistinguishable from an ordinary bubbling puddle of tar. \n'b' Innate Spellcasting (1/day) . The mephit can innately cast tar arrow (as acid arrow but with fire damage) (spell save DC 10, +2 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' Actions \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage. \n'b' Tar Breath . The mephit exhales a 15-foot cone of scalding tar. Each creature in that area must make a DC 11 Dexterity saving throw or take 7 (2d6) fire damage and its speed is reduced by 10 feet until the end of the creature\xe2\x80\x99s next turn. The creature takes half as much damage on a successful save and does not suffer a reduction in speed.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Tenebrous \n'b' Family: Mephits \n'b' Small elemental (shadow), neutral or neutral evil \n'b' Armor Class 12 \n'b' Hit Points 13 (3d6 + 3); Wound Threshold 5 \n'b' Speed 30 ft., flight 30 ft.\n'b' STATS STR: 7 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 \n'b' Damage Vulnerabilities fire, radiant \n'b' Damage Resistances necrotic, poison \n'b' Condition Immunities poisoned \n'b' Senses darkvision 60 ft., passive Perception 13 \n'b' Languages Primordial \n'b' Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the tenebrous mephit dies, it explodes in a burst of darkness. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 4 (1d8) necrotic damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While the tenebrous mephit remains motionless in a dimly lit area, it is indistinguishable from an ordinary shadow. \n'b' Innate Spellcasting (1/Day) . The tenebrous mephit can innately cast darkness , requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 10). \n'b' Sunlight Sensitivity . While in sunlight, the tenebrous mephit 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' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. \n'b' Tenebrous Breath (Recharge 6). The tenebrous mephit exhales a 15-foot cone of darkness. Each creature in that area must make a DC 11 Dexterity saving throw. On a failed save, a creature takes 3 (1d6) necrotic damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' Taking approximately humanoid shapes, these small, nimble beings are made of thick, dark vapor, bringing to mind the patterns formed by a drop of black ink spreading through water. \n'b' They come into being in places entirely devoid of light, such as dark dungeons, subterranean ruins, or Netherworld caverns. The more prevalent the darkness, the more numerous tenebrous mephits are likely to be. \n'b' Amidst shadows, mephits are hard to spot, but they are strongly attracted to lit areas, their passion for extinguishing lights making them likely to come out in plain sight. \n'b' Certain communities of the Netherworld have learned to maintain small colonies of tenebrous mephits in side passageways through which bold adventurers might access strategic areas (mining depots, supply caches, weapon and explosive stashes, etc.). In so doing, Subterranians save time and resources usually allocated to maintaining and recharging physical or magical traps. The tenebrous mephits enthusiastically harass intruders, harrowing them, disorienting them, and slowing down their progression, alerting watchers and giving reinforcements time to gather and organize.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Void \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 33 (6d6 + 12) Speed 10 ft., fly 30 ft.\n'b' STATS STR: 11 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 6 (-2) WIS: 11 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Immunities cold, necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages abyssal Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of void fragments. Each creature within 5 feet of the mephit must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) necrotic damage. \n'b' Innate Spellcasting . The mephit\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12). The mephit can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : disguise self \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage. \n'b' Void Breath (Recharge 6) . The mephit belches a cloud of void energy in a 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw. A creature takes 5 (2d4) necrotic damage and 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b' A void mephit is a minor void spirit trapped in an impish body. Quite often, they are used as guards and spies by other denizens of the void. When not in the employ of other creatures, they will follow their own whims and will only rarely be seen away from their home plane. \n'b' Void mephits use their innate magical abilities to disguise themselves, which aids in their spying or guarding missions, as they blend in with their surroundings. They cannot keep the disguise up under closer scrutiny, however, and if discovered will almost always attack.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Amoeba, Giant \n'b' Small ooze , unaligned \n'b' Armor Class 8 Hit Points 39 (6d6+18) Speed 10 ft., climb 10 ft., swim 20 ft.\n'b' STATS STR: 12 (+1) DEX: 6 (-2) CON: 16 (+3) INT: 1 (-5) WIS: 7 (-2) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Immunities acid Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages \xe2\x80\x93 Challenge 1/2 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The giant amoeba can move through a space as narrow as 1 inch wide without squeezing. \n'b' Amphibious . The giant amoeba can breathe both air and water. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : 5 ft., +3 to hit, 1d6+1 (4) bludgeoning damage and 2d6 (7) acid damage, and the target is grappled if it is Medium or smaller (escape DC 11). Until this grapple ends, the target is restrained and the giant amoeba can\xe2\x80\x99t make pseudopod attacks on another creature. \n'b'\n'b' ABOUT \n'b' A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. Although happy to prey on creatures smaller than it, the giant amoeba\xe2\x80\x99s constant hunger often drives it to attack larger prey, such as humanoids. \n'b' Amoeba Swarms . An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba. \n'b' When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. A giant amoeba in the space of an amoeba swarm takes no damage from the swarm\xe2\x80\x99s attacks and does not run the risk of becoming distracted as a result of being in the swarm.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mephit, Wind \n'b' Family: Mephits \n'b' Small elemental , neutral \n'b' Armor Class 10 Hit Points 21 (6d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 11 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge \xc2\xbc (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When the mephit dies, it explodes in a burst of wind. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be pushed 15 feet away. \n'b' Innate Spellcasting (1/Day) . The mephit can innately cast blur , requiring no material components. Its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 2 (1d4) slashing damage plus 2 (1d4) magical slashing damage. \n'b' Wind Breath (Recharge 6) . The mephit exhales a 15-foot cone of air. Each creature in that area must make a DC 10 Dexterity saving throw, taking 3 (1d6) bludgeoning damage and being pushed 15 feet away on a failed save, or half as much damage and not pushed on a successful one. \n'b'\n'b' ABOUT \n'b' Mephits are elemental creatures, called from their primordial plane and given shape. They are roughly humanoid in form, with impish features such as wings, claws or horns. They are creatures inseparable from their elemental nature, and personify the temperament of their quintessential environments.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mineral Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 (natural armor) Hit Points 22 (5d6+5) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 10 (+0) DEX: 11 (+0) CON: 12 (+1) INT: 11 (+0) WIS: 10 (+0) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Vulnerabilities thunder, necrotic Damage Immunities fire, poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages \xc2\xa0Terran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a mineral mephit dies, it explodes in a burst of jagged stone and crystals. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 5 (2d4) slashing damage and 2 (1d4) radiant damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While a mineral mephit remains motionless it is indistinguishable from a natural formation of rock and crystals. \n'b' Stone Ward (1/Day) . As an action, a mineral mephit can innately cause its hide to harden and additional clusters of hard crystals to emerge on it, giving it resistance to nonmagical bludgeoning, piercing, and slashing damage for one minute. This effect does not require concentration. It requires no material components and its innate spellcasting ability is Charisma . \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage plus 2 (1d4) radiant damage. \n'b' Crystal Breath (Recharge 6) . A mineral mephit can exhale a 15-foot cone of crystal fragments. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Mineral mephits are composed of elemental Earth and Positive Energy, look like small, sturdy, winged creatures made of rock and covered with clusters of crystals, and are among the most attractive and self-assured monsters of their sort. They are also the strongest of the mephits, although this is not saying much in absolute terms. In addition to Terran, mineral mephits can speak the language of the Positive Energy Plane.'} |
Generate a DND 5e Monster | {Generate a DND 5e Monster :b'Mineral Mephit Petrifier \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 (natural armor) Hit Points 31 (7d6+7) Speed 30 ft., fly 20 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities thunder, necrotic Damage Immunities fire, poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Terran Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a mineral mephit petrifier dies, it explodes in a burst of jagged stone and crystals. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) slashing damage and 3 (1d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' False Appearance . While a mineral mephit petrifier remains motionless it is indistinguishable from a natural formation of rock and crystals. \n'b' Stone Ward (1/Day) . As an action, a mineral mephit petrifier can innately cause its hide to harden and for additional clusters of hard crystals to emerge on it, giving it resistance to nonmagical bludgeoning, piercing, and slashing damage for two minutes. This effect does not require concentration. It requires no material components and its innate spellcasting ability is Charisma . \n'b' Petrify (1/Day) . As an action, a mineral mephit petrifier can innately attempt to temporarily turn to stone one creature that it can see within 60 feet, requiring no material components and using Charisma as its spellcasting ability. If the target\xe2\x80\x99s body is made of flesh it must make a DC 12 Constitution saving throw. On a successful save, the creature is not affected; on a simple failed save its flesh begins to harden and it is restrained ; and on a save failed by five or more places it is turned to stone for the duration. If the creature is physically broken while petrified it suffers from similar deformities if it reverts to its original state. Duration is concentration up to a minute, and the restrained or petrified condition is dispelled at the end of this period or if the Mephit\xe2\x80\x99s concentration is broken. \n'b' Summon Mephits (1/Day) . A mineral mephit petrifier has a 25 percent chance of summoning 2 (1d4) normal mineral mephits. A summoned Mineral Mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cannot summon other mephits. It remains for one minute, until it or its summoner dies, or until its summoner dismisses it as an action. \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6+1) bludgeoning damage plus 3 (1d6) radiant damage. \n'b' Crystal Breath (Recharge 6) . A mineral mephit petrifier can exhale a 20-foot cone of crystal fragments. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Mineral mephit petrifiers look much like their lesser cousins but are somewhat larger and have hides studded with crystals clustered in the shapes of arcane sigils of various sorts. Such creatures often have access to largely worthless hoards of white, red, purple, and other crystals that they will cheerfully misrepresent the value of and attempt to use as trade goods or currency. \n'b' If the situation warrants, they will attempt to summon regular mineral mephits and direct them in activities they would be unable to accomplish on their own. \n'b' In addition to Terran, mineral mephit petrifiers can speak Common and the language of the Positive Energy Plane.'} |
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