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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Muck Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 10 Hit Points 31 (7d6+7) Speed 20 ft., fly 15 ft., swim 25 ft.\n'b' STATS STR: 9 (-1) DEX: 11 (+0) CON: 12 (+1) INT: 8 (-1) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan, Terran Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a muck mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature\xe2\x80\x99s next turn and suffer 2 (1d4) bludgeoning damage (half on a successful save). \n'b' False Appearance . While a muck mephit remains motionless it is indistinguishable from a regular pile of mud. \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. \n'b' Mud Breath (Recharge 6) . A muck mephit can vomit thick mud onto one creature within 5 feet of it. If the target is size Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for one minute and take 3 (1d6) bludgeoning damage (half as much on a successful save). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Muck mephits are creatures of elemental Earth and Water that are slow and unpleasingly irregular in form and which enjoy mournfully complaining and begging relentlessly in Aquan and Terran to anyone who will listen. They are the most resilient of the mephits and are most likely to be found when on the Material Plane in places like marshes, swamps, and the sewer systems of large cities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashen Lizard \n'b' Tiny beast , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 10 (3d4 + 3) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) 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 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 4 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Muck Mephit Oozer \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 40 (9d6+9) Speed 20 ft., fly 15 ft., swim 25 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 13 (+1) INT: 9 (-1) WIS: 11 (+0) CHA: 6 (-2) \n'b'\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 Aquan, Common, Terran Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a muck mephit oozer dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature\xe2\x80\x99s next turn and suffer 3 (1d6) bludgeoning damage (half on a successful save). \n'b' False Appearance . While a muck mephit oozer remains motionless it is indistinguishable from a regular pile of mud. \n'b' Control Mud (1/Day) . As an action, a muck mephit oozer can innately cause the level of all standing mud in an area the size of a cube up to 30 feet on a side to rise by as much as 10 feet, requiring no material components and using Constitution as its spellcasting ability. If the area includes any dry ground then the rising mud will spill over onto it. This will last up to 10 minutes while the Mephit concentrates on it. If the Mephit chooses an area in a large body of mud, it can instead create a 10-foot tall wave that travels from one side of the area to the other and then crashes down. Any Large or smaller creatures or vessels in the wave\xe2\x80\x99s path are carried with it to the other side; vessels have a 25 percent chance of capsizing. \n'b' Summon Mephits (1/Day) . A muck mephit oozer has a 25 percent chance of summoning 2 (1d4) normal muck mephits. A summoned Muck 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. \n'b' Mud Breath (Recharge 6) . A muck mephit Oozer can vomit thick mud onto one creature within 5 feet of it. If the target is size Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for one minute and take 4 (1d8) bludgeoning damage (half as much on a successful save). A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ABOUT \n'b' Muck mephit oozers look much like regular muck mephits but are somewhat larger and continuously have blobs of mud sliding off of them to reveal arcane runes that glow palely like swamp gas. Such creatures are superior to their lesser cousins in most ways and sometimes summon and lead them in activities they cannot accomplish alone. They can speak Aquan, Terran, and Common.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Radiance Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 17 (5d6) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 5 (-3) DEX: 13 (+1) CON: 11 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities necrotic Damage Immunities fire, poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Ignan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a radiance mephit dies, it explodes in a burst of energized flame. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Radiant . Radiance mephits are so bright that it is difficult to look at them and, as a result, melee and ranged attacks are made against them at disadvantage. \n'b' Pulse (1/long Rest) . As an action, a radiance mephit can momentarily pulse with a brightness like that of the sun, causing creatures within 30 feet of it to make a DC 12 Constitution saving throw or be affected as if by the spell Blindness until the end of the victim\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) radiant damage. \n'b' Plasma Breath (Recharge 6) . A radiance mephit can exhale a 30-foot long, 1-foot-wide line of energized flame. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) radiant damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Radiance mephits are composed of elemental Fire and Positive Energy and look like small, brightly incandescent winged humanoids surrounded by auras of light. In addition to Ignan, Radiance Mephits can speak the language of the Positive Energy Plane. Such creatures shed bright light in a 30-foot radius and dim light for an additional 30 feet.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Radiance Mephit Scorcher \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: 6 (-2) DEX: 14 (+2) CON: 12 (+1) INT: 12 (+1) WIS: 11 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Vulnerabilities necrotic Damage Immunities fire, poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Ignan, Quidan Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a Radiance mephit scorcher dies, it explodes in a burst of energized flame. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Radiant . Radiance mephit scorchers are so bright that it is difficult to look at them and, as a result, melee and ranged attacks are made against them at disadvantage. \n'b' Pulse (1/long Rest) . As an action, a Radiance mephit scorcher can momentarily pulse with a brightness like that of the sun, causing creatures within 60 feet of it to make a DC 13 Constitution saving throw or be affected as if by the spell Blindness. It requires no material components and its innate spellcasting ability is Charisma . \n'b' Scorching Rays (1/Day) . A radiance mephit scorcher can innately cast scorching ray , creating three rays of fire and hurling them at one or multiple targets within range. It must make a ranged spell attack at +5 for each ray and, on a hit, the target takes 7 (2d6) fire damage. It requires no material components and its spellcasting ability is Charisma . \n'b' Summon Mephits (1/Day) . A radiance mephit scorcher has a 25 percent chance of summoning 2 (1d4) normal radiance 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 : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) slashing damage plus 3 (1d6) radiant damage. \n'b' Plasma Breath (Recharge 6) . A radiance mephit scorcher can exhale a 60-foot long, 1-foot-wide line of energized flame. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or no damage on a successful one. \n'b'\n'b' ABOUT \n'b' Radiance mephit scorchers are creatures of elemental Fire and Positive Energy that look much like their lesser cousins but which are slightly larger and have hides that swirl with energized flame like the surface of the sun and have dark spots in the form of arcane sigils. Such creatures shed bright light in a 60-foot radius and dim light for an additional 60 feet. \n'b' There are not many places outside of their elemental homelands that they actually like, but on the Material Plane they are drawn to areas like hot, bright deserts and enjoy great glowing spectacles like burning cities and forest fires. \n'b' Radiance mephit scorchers are intellectually superior to normal radiance mephits, can speak Ignan and Common, and often lead and direct activities that weaker creatures would be incapable of on their own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Radiant Steam Mephit \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: 5 (-3) DEX: 11 (+0) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +2 Damage Vulnerabilities necrotic Damage Immunities fire, poison, radiant Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Aquan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a radiant steam mephit dies, it explodes in a cloud of scalding steam. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b' Blurry (1/Day) . A radiant steam mephit can innately cast blur , requiring no material components and using Charisma as its innate spellcasting ability. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) slashing damage plus 2 (1d4) radiant damage. \n'b' Steam Breath (Recharge 6) . A radiant steam mephit can exhale a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) radiant damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Traditional steam mephits are composed of Water and Fire, but they have cousins composed of Water and Positive Energy that originate on the Quasi-Elemental Plane of Steam, where the Elemental Plane of Water and the Positive Energy Plane intersect. \n'b' Radiant steam mephits are also identical in appearance to their para-elemental kin \xe2\x80\x94 leaving trails of hot water wherever they go and hissing with tendrils of steam \xe2\x80\x94 and are drawn to areas like hot springs and other sources of geothermal activity. \n'b' They can speak Aquan and the language of the Positive Energy Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Salt Mephit \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: 12 (+1) CON: 11 (+0) INT: 8 (-1) WIS: 10 (+0) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +3 Damage Vulnerabilities radiant, Water (see below) Damage Immunities poison, necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Ignan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a Salt mephit dies, it explodes in a burst of salt fragments. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 2 (1d4) slashing damage and 2 (1d4) necrotic damage and becoming blinded for one minute upon a failure and taking half damage and not being blinded on a success. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success. \n'b' False Appearance . While a Salt mephit remains motionless it is indistinguishable from a formation or pile of normal salt or crystals of similar appearance. \n'b' Inflict Wounds (1/Day) . A Salt mephit can touch a living victim and destroy fluid in it, inflicting 16 (3d10) necrotic damage on a hit, exactly as per the spell Inflict Wounds . It requires no material components and its innate spellcasting ability is Charisma . \n'b' Destroy Moisture (1/Day) . A Salt mephit can destroy (i.e., vaporize) all atmospheric moisture in a 20-foot radius around itself, to include the non-magical contents of things like canteens and wineskins. It requires no material components and its innate spellcasting ability is Charisma . Any living creature in this area must make a DC 10 Constitution saving throw or become uncomfortably parched and unable to speak (making casting of spells with verbal components impossible). Victims of this effect can reattempt the saving throw at the end of each of their turns, doing so at advantage if they are able to drink something. Significant presence of water in the area will effectively negate this ability and instead cause up to 10 gallons of it to be destroyed. \n'b' Water Susceptibility . A Salt Mephit is very susceptible to being dissolved and will suffer 9 (2d8) acid damage for every gallon of water splashed on it; a waterskin full of water will inflict 4 (1d8) points of damage. Water effects that cause damage inflict double damage to this monster, inflict acid damage to it, and cause it to have disadvantage on saving throws to avoid or reduce damage (e.g., the \xe2\x80\x9cGeyser\xe2\x80\x9d effect of a decanter of endless water will inflict 2d4 acid damage rather than 1d4 bludgeoning damage, but the save to avoid being knocked prone is not made at disadvantage). Water-producing spells that do not normally inflict damage will inflict up to 1d6 acid damage per level of the spell or spell slot used to cast them (e.g., create or destroy water used to make rain fall on a Salt Mephit will inflict 1d6 acid damage if cast with a 1st-level spell slot, 2d6 acid damage if cast with a 2nd-level spell slot, etc.). \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' Salt Breath (Recharge 6) . A Salt mephit can exhale a 15-foot cone of caustic salt. Each creature in that area must make a DC 11 Dexterity saving throw, taking 2 (1d4) slashing damage and being blinded for one minute on a failed save and taking no damage and not being blinded on a successful save. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success. \n'b'\n'b' ABOUT \n'b' Salt mephits are composed of elemental Water and Negative Energy and look like small winged humanoids made from crystal that can range in color from dull white to pale gray to a faded pink. They are especially sharp and bitter in their demeanor. \n'b' Such creatures prefer the very driest environments they can find, including places like deep deserts and salt mines. \n'b' In addition to Aquan, salt mephits can speak the language of the Negative Energy Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crypt Flower \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 10 ft., burrow 20 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (-1) CON: 16 (+3) INT: 5 (-3) WIS: 10 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +2 Damage Resistances acid Damage Vulnerabilities fire Condition Immunities blinded , deafened , exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x94 Challenge 5 (1,800 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The crypt flower makes two vine attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the crypt flower uses its Engulf on it if it is within 5 feet of it. Otherwise it attempts to drag the target to its position. \n'b' Vine . Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage and 13 (2d8 + 4) poison damage. \n'b' Engulf . The crypt flower engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the flower\xe2\x80\x99s turns or take 13 (2d8 + 4) bludgeoning damage and 13 (2d8 + 4) poison damage. If the flower moves, the engulfed target moves with it. The flower can have only one creature engulfed at a time. \n'b' Toxin Splash . Ranged Weapon Attack : +7 to hit, range 20/40 ft., one target and all adjacent targets. Hit : 13 (3d8) poison damage and the target must make a DC 15 Constitution saving throw or become poisoned . While poisoned the target takes 13 (3d8) poison damage at the start of its turn. The poisoned target may repeat the saving throw at the end of its turn to end the poisoned condition. \n'b'\n'b' REACTIONS \n'b'\n'b' Gushing Wound . As a reaction to being hit by a critical hit the crypt flower uses toxin splash against the target if it is within 5 feet of it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Salt Mephit Desiccator \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 11 Hit Points 36 (8d6+8) Speed 30 ft., fly 30 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 12 (+1) 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 radiant, Water (see below) Damage Immunities poison, necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 1 Languages Aquan, Common Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a salt mephit desiccator dies, it explodes in a burst of salt fragments. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 3 (1d6) slashing damage and 3 (1d6) necrotic damage and becoming blinded for one minute upon a failure and taking half damage and not being blinded on a success. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success. \n'b' False Appearance . While a salt mephit desiccator remains motionless it is indistinguishable from a formation or pile of normal salt or crystals of similar appearance. \n'b' Inflict Wounds (1/Day) . A salt mephit desiccator can touch a living victim and destroy fluid in it, inflicting 22 (4d10) necrotic damage on a hit, exactly as per the spell inflict wounds . It requires no material components and its innate spellcasting ability is Charisma . \n'b' Destroy Moisture (1/Day) . A salt mephit desiccator can destroy (i.e., vaporize) all atmospheric moisture in a 30-foot radius around itself, to include the non-magical contents of things like canteens and wineskins. It requires no material components and its innate spellcasting ability is Charisma . Any living creature in this area must make a DC 11 Constitution saving throw or become uncomfortably parched and unable to speak. Victims of this effect can reattempt the saving throw at the end of each of their turns, doing so at advantage if they are able to drink something. Significant presence of water in the area will effectively negate this ability and instead cause up to 20 gallons of it to be destroyed. \n'b' Water Susceptibility . A salt mephit desiccator is very susceptible to being dissolved and will suffer 9 (2d8) acid damage for every gallon of water splashed on it; a waterskin full of water will inflict 4 (1d8) points of damage. Water effects that cause damage inflict double damage to this monster, inflict acid damage to it, and cause it to have disadvantage on saving throws to avoid or reduce damage (e.g., the \xe2\x80\x9cGeyser\xe2\x80\x9d effect of a Decanter of Endless Water will inflict 2d4 acid damage rather than 1d4 bludgeoning damage, but the save to avoid being knocked prone is not made at disadvantage). Water-producing spells that do not normally inflict damage will inflict up to 1d6 acid damage per level of the spell or spell slot used to cast them (e.g., create or destroy water used to make rain fall on a salt mephit desiccator will inflict 1d6 acid damage if cast with a 1st-level spell slot, 2d6 acid damage if cast with a 2nd-level spell slot, etc.). \n'b' Summon Mephits (1/Day) . A salt mephit desiccator has a 25 percent chance of summoning 2 (1d4) salt 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 : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4+1) slashing damage plus 3 (1d6) necrotic damage. \n'b' Salt Breath (Recharge 6) . A salt mephit desiccator can exhale a 20-foot cone of caustic salt. Each creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8) slashing damage and being blinded for one minute on a failed save and taking half damage and not being blinded on a successful save. A blinded creature can repeat this saving throw on each of its turns, ending the effect on itself with a success. \n'b'\n'b' ABOUT \n'b' Salt mephit desiccators look much like regular mephits of their kind but are somewhat larger, are even nastier in disposition, and have shimmering occult runes pulsing faintly just below the surfaces of their hides. Such creatures are superior to their lesser cousins in most ways and sometimes summon and lead them in activities they cannot accomplish alone. \n'b' Salt mephit desiccators can speak Aquan, Common, and the language of the Negative Energy Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soot Mephit \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 30 ft., fly 35 ft.\n'b' STATS STR: 5 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 11 (+0) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4, Deception +1 Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran, Ignan Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a soot mephit dies, it explodes in a cloud of smoke that fills a 5-foot-radius sphere centered on its space and inflicts 2 (1d4) fire damage (with a DC 10 Dexterity save for half damage). This cloud is heavily obscured. Wind disperses the cloud, which otherwise lasts for one minute. \n'b' Master of Illusion . A soot mephit can innately cast the cantrip minor illusion at will. It requires no material components and its spellcasting ability is Intelligence . \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 1d4 fire damage. \n'b' Cinder Breath (Recharge 6) . A soot mephit can exhale a 15-foot cone of smoldering cinders. 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 and take 3 (1d6) fire damage (half on a successful save). \n'b'\n'b' ABOUT \n'b' Soot mephits are creatures of elemental Air and Fire that enjoy tricking other creatures, especially if it harms them or if they can profit from it. \n'b' Soot mephits are drawn to areas with prolific smoke, to include ongoing subterranean mine fires and places being devastated by conflagrations. \n'b' These creatures can speak Auran and Ignan.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Soot Mephit Deceiver \n'b' Family: Mephits \n'b' Small elemental , neutral evil \n'b' Armor Class 13 Hit Points 31 (7d6+7) Speed 30 ft., fly 35 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +5, Deception +1 Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Auran, Common, Ignan Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a soot mephit deceiver dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space and inflicts 3 (1d6) fire damage (with a DC 11 Dexterity save for half damage). This cloud is heavily obscured. Wind disperses the cloud, which otherwise lasts for one minute. \n'b' Master of Illusion . A soot mephit deceiver can innately cast the cantrip minor illusion at will. It requires no material components and its spellcasting ability is Intelligence . \n'b' Smoke and Mirrors (1/Day) . A soot mephit deceiver can innately cast mirror image . It requires no material components and its spellcasting ability is Intelligence . \n'b' Summon Mephits (1/Day) . A soot mephit deceiver has a 25 percent chance of summoning 2 (1d4) normal soot 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 : 4 (1d4+3) slashing damage plus 3 (1d6) fire damage. \n'b' Cinder Breath (Recharge 6) . A soot mephit deceiver can exhale a 20-foot cone of smoldering cinders. Each creature in that area must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the Mephit\xe2\x80\x99s next turn and take 4 (1d8) fire damage (half on a successful save). \n'b'\n'b' ABOUT \n'b' Soot mephits are creatures of elemental Air and Fire that enjoy tricking other creatures, especially if it harms them or if they can profit from it. \n'b' Soot mephits are drawn to areas with prolific smoke, to include ongoing subterranean mine fires and places being devastated by conflagrations. \n'b' These creatures can speak Auran and Ignan. \n'b' Soot mephit deceivers are creatures of elemental Air and Fire that look much like their lesser cousins but which are slightly larger and have arcane runes glowing on their hides. \n'b' They are superior to normal soot mephits in most ways, can speak Auran, Ignan, and Common, and sometimes lead weaker creatures in various activities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vacuum 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: 4 (-3) DEX: 15 (+2) CON: 11 (+0) INT: 10 (+0) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Damage Vulnerabilities radiant Damage Immunities poison, necrotic Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Auran, Nihilistan Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Death Burst . When a vacuum mephit dies, it implodes, leaving a momentary sphere of nothingness in a 5-foot area around it. Each creature within this area must then succeed on a DC 10 Strength saving throw or have anything it is holding ripped from its grasp and deposited in the square where the Mephit was, and must also succeed on a DC 10 Constitution saving throw or pass out and be rendered unconscious . An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc. \n'b' Balloon-Like . Once a vacuum mephit has inflated as a result of using its breath weapon it will remain inflated for a minute. During that time the monster will be immune to bludgeoning damage but will be knocked away from an attacker a number of feet equal to 5 plus the damage from such a source that it would have received. Furthermore, if it suffers piercing or slashing damage air will rush out of its wounds, causing it to briefly spin around in a frenzy, giving it +2 to its AC and allowing it, as a reaction , to make a fist attack at a random target within reach each time it suffers such damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Fists . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4+2) bludgeoning damage plus 2 (1d4) necrotic damage. \n'b' Vacuum Breath (Recharge 6) . A vacuum mephit can inhale a 15-foot cone of air, literally sucking the breath out of living creatures within it. Each creature in that area must succeed on a DC 12 Constitution saving throw or pass out and be rendered unconscious . An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc. \n'b'\n'b' ABOUT \n'b' Vacuum mephits are composed of elemental Air and Negative Energy and look like small, pale, slightly-blue winged humanoids with emaciated, rubbery bodies that swell up like balloons when they use their vacuum breath. \n'b' Vacuum mephits are especially hateful and will generally throttle or do other vile things to victims rendered unconscious by their special abilities. \n'b' In addition to Auran, vacuum mephits can speak the language of the Negative Energy Plane.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Vacuum Mephit Annihilator \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: 16 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Vulnerabilities radiant Damage Immunities poison, necrotic, bludgeoning (see below) 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 vacuum mephit annihilator dies, it implodes, leaving a momentary sphere of nothingness in a 5-foot area around it. Each creature within this area must then succeed on a DC 11 Strength saving throw or have anything it is holding ripped from its grasp and deposited in the square where the Mephit was, and must also succeed on a DC 11 Constitution saving throw or pass out and be rendered unconscious . An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc. \n'b' Balloon-Like . Once a vacuum mephit annihilator has inflated as a result of using its breath weapon it will remain inflated for a minute. During that time the Annihilator will be immune to bludgeoning damage but will be knocked away from an attacker a number of feet equal to 5 plus the damage from such a source that it would have received. Furthermore, if it suffers piercing or slashing damage air will rush out of its wounds, causing it to briefly spin around in a frenzy, giving it +2 to its AC and allowing it, as a reaction , to make a fist attack at a random target within reach each time it suffers such damage. \n'b' Summon Mephits (1/Day) . A vacuum mephit annihilator has a 25 percent chance of summoning 2 (1d4) normal Vacuum 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' Fists . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4+3) bludgeoning damage plus 3 (1d6) necrotic damage. \n'b' Chill Touch . Ranged Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 9 (2d8) necrotic damage. This spell manifests as a small sphere of nothingness that consumes the victim\xe2\x80\x99s essence. Furthermore, if the Mephit chooses it can concentrate on the spell as an action, allowing it to attack with advantage on second and subsequent rounds. \n'b' Vacuum Breath (Recharge 6) . A vacuum mephit annihilator can inhale a 20-foot cone of air, literally sucking the breath out of living creatures within it. Each creature in that area must succeed on a DC 13 Constitution saving throw or pass out and be rendered unconscious . An unconscious creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success, and will thereafter likely need to use multiple actions to stand up, retrieve anything it dropped, etc. \n'b'\n'b' ABOUT \n'b' Vacuum mephit annihilators are monsters of elemental Air and Negative Energy that look much like normal creatures of their sort but which have dull gray sigils appearing and disappearing on their pale hides. \n'b' Their favorite places tend to be enclosed and of the sort that would provoke claustrophobia in those prone to it. \n'b' They are somewhat more clever than regular Vacuum Mephits, can speak Common in addition to Auran and the language of the Negative Energy Plane, and are fairly adept at ambushing foes and using circumstances to their advantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashen Lizard, Giant \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 5 (-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 30 ft., passive Perception 12 Languages none, but can be trained to understand words in Dwarvish or Common Challenge 1/2 (100 XP) \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mercane \n'b' Large aberration , lawful neutral \n'b' Armor Class 14 (natural armor) Hit Points 93 (11d10 + 33) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 20 (+5) WIS: 17 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, History +7, Insight +5, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 120 ft. Challenge 3 (700 XP) \n'b' Special Traits \n'b' Magic Resistance . The mercane has advantage on saving throws against spells and other magical effects. \n'b' Innate Spellcasting . The mercane\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mercane can innately cast the following spells, requiring no material components:\n'b'\n'b' 3/day each : dimension door , invisibility (self only) \n'b'\n'b' 1/day : plane shift \n'b' Actions \n'b' Multiattack . The mercane makes two melee attacks . \n'b' Greatsword . Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' About \n'b' The tall, blue-skinned humanoid is clad in loose, flowing robes. Its alien face has too many eyes and its hands have too few fingers. \n'b' Mysterious merchants of all things magical, mercanes are relatively weak and noncombative for creatures of their size. They prefer to bargain and haggle rather than to fight, but because they wander the planes seeking and trading magical goods, they typically travel with an entourage of hired bodyguards. Mercanes are capable of defending themselves, and often carry masterwork Large glaives. Yet these weapons are primarily for show, as mercanes prefer to let their bodyguards deal with violent opponents. If a situation turns ugly, mercanes typically use their magical abilities to flee, abandoning their hirelings if necessary. \n'b' Mercanes are known throughout the planes as traders in magical items. Each has a secret chest filled with wares stashed away, ready to be pulled out when it\xe2\x80\x99s time to haggle and close a deal (or to bribe a potential obstacle). Mercanes are therefore not easily robbed, and they only surrender the contents of a secret chest when they have no other choice. Mercanes have no interest in mundane goods, no matter how fine or rare. Only magical objects earn their attention and their coin. They\xe2\x80\x99re known for driving hard, but fair, bargains, and for hiring adventurers from time to time to recover certain goods of interest for a fair price. Although they are not particularly brave, they hold contracts sacrosanct and keep their agreements. \n'b' Rumors and legends abound as to the origins of the mercanes and their reasons for seeking out and buying magical items. Their home plane is unknown, and they have wandered between the worlds for as long as any can recall. Stories claim the mercanes feed on the magic items they acquire, or even need them in order to reproduce. There are also tales of a war in a far corner of the planes, with the mercanes serving the roles of arms merchants, aggressors, or defenders, depending on who tells the story. \n'b' Mercanes are 10 feet tall and weigh 500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merchant Captain \n'b' Medium humanoid (any race), any alignment \n'b' Armor Class 15 (studded leather) Hit Points 104 (19d8 + 19) Speed 30 ft.\n'b' STATS STR: 9 (-1) DEX: 16 (+3) CON: 13 (+1) INT: 14 (+2) WIS: 13 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Cha +6 Skills Deception +6, Perception +4, Performance +6, Persuasion +7, Sleight of Hand +6 Senses passive Perception 14 Languages Common, two other languages Challenge 6 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spellcasting . The merchant captain is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It knows the following bard spells:\n'b'\n'b'\n'b' Cantrips (at will) : mage hand , mending , vicious mockery (2d4) \n'b' 1st level (4 slots) : bane , charm person , disguise self , hideous laughter \n'b' 2nd level (3 slots) : detect thoughts , enthrall , suggestion \n'b' 3rd level (3 slots) : hypnotic pattern , major image , tongues \n'b' 4th level (2 slots) : confusion \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The merchant captain casts vicious mockery and attacks with its rapier. \n'b' Rapier . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 3) piercing damage. \n'b' Fast Talk . When the merchant captain uses its action to confuse a creature with a barrage of jargon, quick speech, and big words, its target has disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b' Inspiration (4/Day) . As a reaction , the merchant captain can allow a creature it can see within 30 feet of it to reroll a failed attack roll, saving throw, or ability check. The creature must use the result of the second roll, even if it is lower than the original one. \n'b'\n'b' ABOUT \n'b' Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. Sometimes regarded as glib-tongued shysters, merchant captains come from many walks of life and are as likely to be scrupulously honest merchants as they are to be silver-tongued devils. \n'b' Some merchant captains are retired or semiretired from active caravanning, and they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mercurial \n'b' Small outsider , any chaotic \n'b' Armor Class 16 Hit Points 7 (2d6) Speed : 90 ft. ( fly )\n'b' STATS STR: 7 (-2) DEX: 18 (+4) CON: 12 (+1) INT: 16 (+3) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +5, Perception +4, Survival +4 Senses : darkvision 120 ft., ethereal vision, passive Perception 14 Damage Resistances : acid, fire, lightning, thunder, spell resistance Damage Immunities : poison, bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities : grappled , paralyzed , petrified , poisoned , prone , restrained Languages : Auran, Common, Celestial, Draconic, Infernal plus the native language of any master to whom they are bound Challenge : 1/2 (50) \n'b' Actions \n'b' Bound : A mercurial can travel to a distance away from its master of no more than 500 feet per level of the master. If a mercurial attempts to travel beyond this range, it encounters an unseen and impenetrable barrier. \n'b' Ethereal Sight : The mercurial can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement : The mercurial 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' Actions \n'b' Incorporeal Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., 1 target. Hit : 2 (1d4) force damage, and target loses 1d4 points of Charisma . If Charisma reaches zero, the target stops moving, loses all sense of self and sentience, and is considered an object thereafter. The body begins to shut down and dies within 1d20 minutes unless Charisma is raised above zero, which can be done via restoration, greater restoration , wish , or a similar magical effect (though not cure wounds ). Lost Charisma returns at a rate of 1d6 per short rest or entirely after a long rest . \n'b' About \n'b' A mercurial is an insubstantial spirit from the Methetherial plane, blithe and carefree, existing only to experience visual sensations. They have no physical form, existing as incorporeal creatures. Mercurials have no sense of taste, touch, or smell. They can hear and see normally.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mercurial, Greater \n'b' Medium outsider , any chaotic \n'b' Armor Class 15 Hit Points 27 (5d8+5) Speed : 90 ft. fly\n'b' STATS STR: 13 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 17 (+3) WIS: 17 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Arcana +5, Perception +5, Religion +5, Survival +5 Senses : darkvision 120 ft., ethereal vision, passive Perception 16 Damage Resistances : acid, fire, lightning, thunder, spell resistance Damage Immunities : poison, bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities : grappled , paralyzed , petrified , poisoned , prone , restrained Special Vulnerabilities : dispel magic \xc2\xa0(see below) Languages : Auran, Celestial, Common, Draconic, Infernal, native language of its master Challenge : 1 (200 XP) \n'b' Special Traits \n'b' Bound : A mercurial can travel to a distance away from its master of no more than 500 feet per level of the master. If a mercurial attempts to travel beyond this range, it encounters an unseen and impenetrable barrier. \n'b' Dispel Magic : If a mercurial is the target of a dispel magic spell, and it fails a Charisma save (DC=caster\xe2\x80\x99s spell save DC), it is banished back to the methetherial plane for 1d6 hours. The mercurial\xe2\x80\x99s spell resistance does not work against this spell. \n'b' Ethereal Sight : The mercurial can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b' Incorporeal Movement : The mercurial 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' Actions \n'b' Incorporeal Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., 1 target. Hit : 3 (1d6) force damage, and target loses 1d4 points of Charisma . If Charisma reaches zero, the target stops moving, loses all sense of self and sentience, and is considered an object thereafter. The body begins to shut down and dies within 1d20 minutes unless Charisma is raised above zero, which can be done via restoration, greater restoration , wish , or a similar magical effect (though not cure wounds ). Lost Charisma returns at a rate of 1d6 per short rest or entirely after a long rest . \n'b' Supreme Mercurials \n'b' Supreme Mercurials also exist; they have the same statistics as Greater Mercurials except they are Challenge 4 and have 9d8 hit dice (49 hp ). Their spell resistance is effective against dispel magic . They are worth 1,100 XP.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crypt Thing \n'b' Medium undead , neutral \n'b' Armor Class 15 (natural armor) Hit Points 84 (13d8 + 26) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Magic Weapons . The crypt thing\xe2\x80\x99s weapon attacks are magical. \n'b' Actions \n'b' Multiattack . The crypt thing makes two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) slashing damage and 10 (3d6) necrotic damage. \n'b' Teleport Other (1/day) . As an action, the crypt thing can teleport all creatures within 50 feet of it to a randomly determined location. A creature affected by the crypt thing\xe2\x80\x99s Teleport Other must make a DC 15 Wisdom saving throw to avoid being teleported. An affected creature is teleported in a random direction and a random distance (1d10 x 100 feet) away from the crypt thing. Roll randomly for each creature that fails its saving throw. If the affected creature would arrive in a place already occupied by an object or another creature, the affected creature takes 14 (4d6) force damage and is not teleported. \n'b' About \n'b' A skeletal humanoid wearing a dark hooded robe sits in a high-backed chair before you. Its eyes appear as small pinpoints of reddish light. As you approach it, the creature raises a bony hand and points at you. \n'b' Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. \n'b' A crypt thing never initiates combat. It is content to sit (or stand) in its assigned area so long as intruders do not disturb it or anything in the assigned area. At the first sign of disturbance, however, a crypt thing springs to life. Its first order of business is to attempt to remove the interlopers from its assigned area by using its Teleport Other attack. \n'b' Opponents that successfully resist are attacked by the crypt thing that uses its claws to rake and slash its foes. \n'b' A crypt thing\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'Merfolk Guardian \n'b' Family: Merfolk \n'b'\n'b' Medium humanoid (merfolk), neutral \n'b' Armor Class 11 Hit Points 44 (8d8+8) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 14 (+2) DEX: 13 (+1) CON: 12 (+1) INT: 11 (+0) WIS: 11 (+0) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses passive Perception 13 Languages Aquan, Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Amphibious . The merfolk can breathe air and water. \n'b' Aquatic Telepathy . The merfolk can communicate with aquatic beasts within 100 feet using telepathy. The merfolk can comprehend and verbally communicate with aquatic beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. \n'b' Eel Strike . When the merfolk takes the Disengage action, it may make a single weapon attack as a bonus action at any time during its turn. \n'b' Innate Spellcasting . The merfolk\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 1/day : animal friendship, dominate beast (aquatic beasts only), hold monster (aquatic beasts only), message , sending (only through water) \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The merfolk makes two spear attacks. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack . \n'b' Share Breath . The merfolk touches one creature, and that creatures magically gains the Amphibious feature for 10 minutes. \n'b'\n'b' About \n'b' Merfolk guardians are the chosen of nature and its divine protectors. They are more mystical than other merfolk, and also more savage, mysterious, and close to nature. Sometimes, they live among other merfolk as special protectors, but there are entire tribes of merfolk guardians as well. Tribes of these merfolk seem forbidding even to other merfolk.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merfolk King \n'b' Family: Merfolk \n'b' Large humanoid (merfolk), lawful good \n'b' Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 0 ft., swim 50 ft.\n'b' STATS STR: 20 (+5) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +9, Insight +9, Intimidation +10, Perception +9 Senses passive Perception 19 Languages Aquan, Common, Primordial Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The Merfolk King can breathe air and water. \n'b' Brave . He has advantage on saving throws against being frightened . \n'b' Magic Resistance . The Merfolk King has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Merfolk King makes three melee attacks . \n'b' Great Trident . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b' Call of the Sea (3/day) . Each creature of his choice that is within 60 ft. of him and can hear him, gains advantage on their attack rolls until the start of his next turn. He can then make one attack as a bonus action. \n'b' Summon Sharks (1/day) . The Merfolk King can summon 1d8 reef sharks. The sharks will arrive in 1d4 rounds and obey his commands. \n'b'\n'b' ABOUT \n'b' Far beneath the waves is a different world. A stunning, white city carved out of coral sits on the sea floor. At the center of this remote settlement is a magnificent castle. Sitting on its throne is the Merfolk King. \n'b' Regal Royal . The king is a brave, honest merman and loved by his people. He is also a fierce, gruff warrior and few ever challenge his power. The King doesn\xe2\x80\x99t deal with change well and wants the merfolk community to follow the ancient traditions. \n'b' Family Fishman . Sorrow grows in his heart as his wife was killed in a sahuagin raid. He now focuses on raising his seven daughters. All seven are precocious mermaid princesses who want their independence. \n'b' Undersea Palace . His large family, including the many princesses, all live in a coral castle. A company of merfolk knights are based at the castle with a stable of dolphins and sea horses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merfolk Knight \n'b' Family: Merfolk \n'b' Medium humanoid ( merfolk ), lawful good \n'b' Armor Class 16 (merfolk armor) Hit Points 65 (10d8 + 20) Speed 0 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7, Perception +6, Survival +6 Senses passive Perception 16 Languages Aquan, Common Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The merfolk can breathe air and water. \n'b' Brave . The merfolk has advantage on saving throws against being frightened . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The merfolk makes two attacks with its lance or one with its crossbow. \n'b' Lance . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. \n'b' Coral Crossbow . Ranged Weapon Attack : +7 to hit, range 100/400 ft., one target. Hit : 9 (1d10 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Parry . The merfolk adds 2 to its AC against one melee attack that would hit it. To do so, the merfolk must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' The elite troops of the merfolk are the knights. These highly trained warriors can handle almost any opponent. Only the largest, toughest merman are chosen to be a part of this brotherhood. \n'b' Serious Soldiers . King always has merfolk knights guarding him. A sizeable garrison of knights is stationed at the king\xe2\x80\x99s home, a massive coral castle. \n'b' Wise Warriors . These knights are experts in underwater combat. They are also patient, thoughtful creatures, the finest soldiers of the merfolk community. \n'b' Underwater Cavalry . Merfolk knights are often mounted on dolphins or giant sea horses.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merfolk Princess \n'b' Family: Merfolk \n'b' Medium humanoid ( merfolk , shapechanger), chaotic good \n'b' Armor Class 14 Hit Points 44 (8d8 + 8) Speed 30 ft. ( human form), swim 40 ft.\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 17 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Perception +5, Performance +7 Senses passive Perception 15 Languages Aquan, Common Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mermaid can breathe air and water. \n'b' Shapechanger . The mermaid can use her action to polymorph into any Medium human , or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b' Speak with Sea Creatures . The mermaid can communicate with beasts from the sea as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mermaid makes two melee attacks . \n'b' Coral Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Undersea Song (3/day) . The mermaid sings a beautiful song. Any creature within 60 feet of her must succeed on a DC 15 Wisdom saving throw or is charmed by the mermaid for 1 minute. If the mermaid or any of her companions harms the creature, the effect on it ends immediately. \n'b'\n'b' ABOUT \n'b' Swimming past a coral reef is a gorgeous creature. She has the torso of a human female and a long tail like a fish. This is the mermaid princess, one of the many daughters of the Merfolk King. They are part of the merfolk community under the sea. \n'b' Precocious Princess . Mermaids are usually quite self-absorbed and egocentric. However, they are also usually very curious and are especially interested in those creatures that live on land. \n'b' Under the Sea . These beautiful merfolk usually live inside underwater castles or caves deep beneath the waves. They make jewelry and tools out of shells and bones. \n'b' Loyal Companions . Mermaids often have sea creatures as close companions. Dolphins, seals, crabs, and other beasts often befriend them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merfox \n'b' Tiny beast , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 5 (2d4) Speed 30 ft., swim 40 ft.\n'b' STATS STR: 3 (-4) DEX: 16 (+3) CON: 11 (+0) 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, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The merfox can breathe air and water. \n'b' Underwater Senses . The merfox has advantage on Wisdom ( Perception ) checks that rely on hearing, sight, or smell, while it is underwater. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' ABOUT \n'b' Native to coral reefs and the ruins of sunken cities, merfoxes are versatile amphibious beasts with the features of a fox and a fish both. \n'b' Sea elves and merfolk often seek merfoxes as their animal companions, valuing both their keen senses and their swift speed. Though faster and more perceptive underwater, merfoxes are perfectly capable of walking and functioning on land, making them all-round useful for ocean-born explorers that seek to traverse the dry lands beyond the sea. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a merfox for their familiar. \n'b' Awakened Merfoxes . Merfoxes are eligible targets for the awaken spell. Awakened merfoxes often develop an interest in meeting other awakened animals to share experiences and stories from faraway places. A pack of awakened merfoxes might seek to restore a sunken city in its former glory and live there alongside their friends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merha-aptut (Priest of Hapy) \n'b' Medium humanoid ( human ), neutral good \n'b' Armor Class 15 ( bracers of defense , cloak of protection , ring of protection , 23 with Blessing of Hapy and shield of faith ) Hit Points 58 (13d8) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 11 (+0) DEX: 02 (+1) CON: 10 (+0) INT: 03 (+1) WIS: 10 (+5) CHA: 54 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +8, Cha +5 Damage Resistances bludgeoning damage Skills History +4, Insight +8, Perception +8, Religion +4 Senses darkvision 60 ft., passive Perception 18 Languages Common, Khemitian Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Beneath the Waves . Merha-aptut may touch a companion and share his ability to swim and breathe underwater with them. He may do this a number of times equal to his Wisdom modifier, and regains uses following a short rest. \n'b' Blessing of Hapy . If Merha-aptut is attacked in his dwelling, he gains a +6 divine bonus to his attack rolls, ability checks, saving throws, and armor class from Hapy\xe2\x80\x99s nearby fetish. This protection continues for as long as needed without cost to Merha-aptut or negation of any sort by his foes. \n'b' Bonus Proficiency . Merha-aptut has proficiency with Vehicles (Water), and adds double his proficiency bonus to checks with Vehicles (Water) and Strength ( Athletics ) checks to swim. Also, he has advantage on any Strength ( Athletics ) checks to swim. \n'b' Channel Divinity: Call Creatures of the Water . Merha-aptut may use Channel Divinity to bring creatures that live in or near the water to serve him. As an action, he presents his holy symbol and calls upon the creatures of the water. A number of aquatic creatures (including birds, mammals, and reptiles) with the beast type that are appropriate to the environment whose total HD are less than or equal eight appear. These creatures understand his orders and serve him for one minute before dispersing to their usual haunts. \n'b' Disciple of the River . Merha-aptut has a swim speed equal to 30 feet. He may breathe underwater for up to five minutes and regains 5 minutes following a short rest. He also has darkvision to 60 ft., as well as resistance to bludgeoning damage. \n'b' Divine Strike . Once on each of Merha-aptut\xe2\x80\x99s turns when he hits a creature with a weapon attack , he can cause the attack to deal an extra 4 (1d8) cold damage to the target. \n'b' Spellcasting . Merha-aptut is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Merha-aptut has the following spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , mending , spare the dying, thaumaturgy \n'b' 1st level (4 slots) : bless , cure wounds , fog cloud , purify food and drink , sanctuary , thunderwave \n'b' 2nd level (3 slots) : calm emotions , gentle repose , gust of wind , lesser restoration , misty step , prayer of healing \n'b' 3rd level (3 slots) : dispel magic , mass healing word , remove curse , water breathing , water walk \n'b' 4th level (3 slots) : control water , death ward , divination , guardian of faith, hallucinatory terrain \n'b' 5th level (2 slots) : commune with nature , greater restoration , mass cure wounds , raise dead , wall of water* \n'b' 6th level (1 slot) : heal \n'b' 7th level (1 slot) : regenerate \n'b'\n'b' ACTIONS \n'b'\n'b' +1 Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 4 (1d8) cold damage. \n'b'\n'b' GEAR \n'b' +1 dagger, bracers of defense , ring of protection , ring of spell storing (holds shield of faith ), cloak of protection , scroll of 2 spells ( revivify and resurrection ), spell scroll with protection from poison , wand of polymorph , holy symbol , pouch with 125 gp, 3,000 gp (hidden in residence) \n'b' ABOUT \n'b' While Merha-aptut is generally a benign and peaceful fellow, he has a dagger. But he will not usually attack another human with this weapon, preferring instead to use his spells and magic items if attacked. Naturally, he will not initiate violence against any normal creature or fellow human . If attacked in his own dwelling place, he gains a +6 divine bonus to his attack rolls, ability checks, saving throws, and armor class from Hapy\xe2\x80\x99s nearby fetish. This protection continues as long as needed without cost to Merha-aptut or negation of any sort by his foes. Merha-aptut generally requires a service for his fees, for he is constantly helping the needy in Aartuat and hopes one day to build a small temple to Hapy in the village. If the demoncroc is active and slays any villager, then Merha-aptut is prone to assist the characters if they come to him asking for advice and seeking help .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashen Ochre Jelly \n'b' Large ooze , unaligned \n'b' Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24) Speed 10 ft., climb 10 ft.\n'b' STATS STR: 17 (+3) DEX: 6 (-2) CON: 16 (+3) INT: 4 (-3) WIS: 8 (-1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +1, Survival +1 Damage Vulnerabilities cold Damage Immunities acid, fire, lightning, slashing Condition Immunities blinded , charmed , deafened , exhaustion , frightened , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Amorphous . The jelly can move through a space as narrow as 1 inch wide without squeezing (see Adventurers: Combat). \n'b' Spider Climb . The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) acid damage. \n'b' Reactions \n'b' Split . When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points . Each new jelly has hit points equal to half the original jelly\xe2\x80\x99s, rounded down. New jellies are one size smaller than the original jelly. \n'b' About \n'b' Born from volcanic mud and boiling acid puddles, ashen ochre jellies are omnivorous predators that can survive on lichen in the absence of juicier prey. These shapeless creatures-sometimes semi-liquid masses, sometimes crawling things, sometimes blotchy, abstract forms-seem to be a link between nonliving and more complex creatures. \n'b' This variety of ooze is well-known for its alchemical properties. Its juices can double the output of many preparations related to fire or acid, be they potions of resistance to fire or acid, simple acid vials, or even alchemist\xe2\x80\x99s fire. An ooze hunter\xe2\x80\x99s career is fraught with danger, not to mention the fact that they must bring back the components without them degrading, or risk a wasted trip. For this, they greatly appreciate herbalist\xe2\x80\x99s cases, even if it is a creative deviation from the item\xe2\x80\x99s intended use. To store the gooey and corrosive remains of such a creature, one would imagine needing a \xe2\x80\x9cherbalist\xe2\x80\x99s barrel\xe2\x80\x9d instead!'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Meric Eel, Large \n'b' Large beast , neutral \n'b' Armor Class 15 (natural armor) Hit Points 156 (24d10+24) Speed swim 30 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 10 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Meric eels can conceal themselves exceptionally well in their normal environment. When concealed and motionless, they receive advantage on all stealth checks. Only the lure is visible, and only when they desire it to. \n'b' Lure . The meric\xe2\x80\x99s lure is something like a dorsal fin, only situated just behind its eyes. It is long and for the first several feet, black. The end however is shaped vaguely like a sword and possesses a bio-luminesce that allows it to grow in the dark. When the fish is hunting it lays the lure down in the muck, where it starts to glow. Anyone who sees the glow must make a successful Intelligence save (DC 15) or be convinced there a magic sword beneath the water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 20 (3d10+4) piercing damage. \n'b' Lure . The meric\xe2\x80\x99s lure is something like a dorsal fin, only situated just behind its eyes. It is long and for the first several feet, black. The end however is shaped vaguely like a sword and possesses a bio-luminesce that allows it to grow in the dark. When the fish is hunting it lays the lure down in the muck, where it starts to glow. Anyone who sees the glow must make a successful Intelligence save (DC 15) or be convinced there a magic sword beneath the water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 20 (3d10+4) piercing damage. \n'b'\n'b' ABOUT \n'b' These long, sleek beasts grow up to 20 feet in length. Their bodies are thin, though tall, ranging a good six feet from pectoral fin to the dorsal. They are dark-skinned, though speckled deep orange spots line their bodies from head to caudal fin. The meric eel\xe2\x80\x99s dorsal fin is tall, however, easily as tall as its body and spiny, making it rigid. The creature\xe2\x80\x99s mouth is huge and lined with a pharyngeal jaw, a secondary jaw that allows it to grip food better. The most unique feature the meric possesses is the lure, a long protrusion that rises from its head. The lure glows in the dark and possesses the vague shape of a sword or blade. Beneath the murky waters where the eel calls home the lure appears to be a magic sword lying upon the bottom of the lake. \n'b' Death Beneath the Waves . The meric eel dwells in any deep body of water, whether a river, lake, sea or ocean, salt or fresh water. They hunt anything they judge that they can eat, which is fairly much anything that enters the water. They are solitary hunters though on occasion two are encountered and these are always in the process of mating. Their young are born live and close to being full-grown, being 12+ feet at birth. \n'b' Patient Predators . They are dangerous but stationary hunters as they wait for their prey to come to them. As they do not move often, they do not need to feed very often. Usually once a month or even less depending on how much meat they consume. Their favorite prey is humans, humanoids, and demi-humans, anything that is drawn to the lure of magical treasure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Meric Eel, Medium \n'b' Medium beast , neutral \n'b' Armor Class 14 (natural armor) Hit Points 66 (12d8+12) Speed swim 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 12 (+1) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 10 Challenge 1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Meric eels can conceal themselves exceptionally well in their normal environment. When concealed and motionless, they receive advantage on all stealth checks. Only the lure is visible, and only when they desire it to. \n'b' Lure . The meric\xe2\x80\x99s lure is something like a dorsal fin, only situated just behind its eyes. It is long and for the first several feet, black. The end however is shaped vaguely like a sword and possesses a bio-luminesce that allows it to grow in the dark. When the fish is hunting it lays the lure down in the muck, where it starts to glow. Anyone who sees the glow must make a successful Intelligence save (DC 14) or be convinced there a magic sword beneath the water. \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'\n'b' ABOUT \n'b' These long, sleek beasts grow up to 20 feet in length. Their bodies are thin, though tall, ranging a good six feet from pectoral fin to the dorsal. They are dark-skinned, though speckled deep orange spots line their bodies from head to caudal fin. The meric eel\xe2\x80\x99s dorsal fin is tall, however, easily as tall as its body and spiny, making it rigid. The creature\xe2\x80\x99s mouth is huge and lined with a pharyngeal jaw, a secondary jaw that allows it to grip food better. The most unique feature the meric possesses is the lure, a long protrusion that rises from its head. The lure glows in the dark and possesses the vague shape of a sword or blade. Beneath the murky waters where the eel calls home the lure appears to be a magic sword lying upon the bottom of the lake. \n'b' Death Beneath the Waves . The meric eel dwells in any deep body of water, whether a river, lake, sea or ocean, salt or fresh water. They hunt anything they judge that they can eat, which is fairly much anything that enters the water. They are solitary hunters though on occasion two are encountered and these are always in the process of mating. Their young are born live and close to being full-grown, being 12+ feet at birth. \n'b' Patient Predators . They are dangerous but stationary hunters as they wait for their prey to come to them. As they do not move often, they do not need to feed very often. Usually once a month or even less depending on how much meat they consume. Their favorite prey is humans, humanoids, and demi-humans, anything that is drawn to the lure of magical treasure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Meric Eel, Small \n'b' Medium beast , neutral \n'b' Armor Class 13 Hit Points 27 (6d8) Speed swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 17 (+3) CON: 11 (+0) INT: 3 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 10 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . Meric eels can conceal themselves exceptionally well in their normal environment. When concealed and motionless, they receive advantage on all stealth checks. Only the lure is visible, and only when they desire it to. \n'b' Lure . The meric\xe2\x80\x99s lure is something like a dorsal fin, only situated just behind its eyes. It is long and for the first several feet, black. The end however is shaped vaguely like a sword and possesses a bio-luminesce that allows it to grow in the dark. When the fish is hunting it lays the lure down in the muck, where it starts to glow. Anyone who sees the glow must make a successful Intelligence save (DC 13) or be convinced there a magic sword beneath the water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) piercing damage. \n'b'\n'b' ABOUT \n'b' These long, sleek beasts grow up to 20 feet in length. Their bodies are thin, though tall, ranging a good six feet from pectoral fin to the dorsal. They are dark-skinned, though speckled deep orange spots line their bodies from head to caudal fin. The meric eel\xe2\x80\x99s dorsal fin is tall, however, easily as tall as its body and spiny, making it rigid. The creature\xe2\x80\x99s mouth is huge and lined with a pharyngeal jaw, a secondary jaw that allows it to grip food better. The most unique feature the meric possesses is the lure, a long protrusion that rises from its head. The lure glows in the dark and possesses the vague shape of a sword or blade. Beneath the murky waters where the eel calls home the lure appears to be a magic sword lying upon the bottom of the lake. \n'b' Death Beneath the Waves . The meric eel dwells in any deep body of water, whether a river, lake, sea or ocean, salt or fresh water. They hunt anything they judge that they can eat, which is fairly much anything that enters the water. They are solitary hunters though on occasion two are encountered and these are always in the process of mating. Their young are born live and close to being full-grown, being 12+ feet at birth. \n'b' Patient Predators . They are dangerous but stationary hunters as they wait for their prey to come to them. As they do not move often, they do not need to feed very often. Usually once a month or even less depending on how much meat they consume. Their favorite prey is humans, humanoids, and demi-humans, anything that is drawn to the lure of magical treasure.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crysallis \n'b' Medium humanoid (crysallis), neutral good \n'b' Armor class 14 (leather armor) Hit Points 38 (7d8 + 7) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception 4, Survival 4 Senses passive Perception 14 Languages Common Challenge 1/2 (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Crystal Glider . The crysallis can move across crystalline or frozen surfaces as normal ground. When specifically on crystalline surfaces, its speed increases by 10 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Sling . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Aurora Dance (2/day) . The crysallis can use its bonus action to waver and glow. Until the start of its next turn, attack rolls made against it have disadvantage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merlin Ambrosius \n'b' Medium humanoid (human), neutral good \n'b' Armor Class 16 (19 with mage armor ) Hit Points 289 (34d8+136) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 22 (+6) WIS: 19 (+4) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +12, Con +12, Int +14, Wis +12 Skills Arcana +14, History +14, Insight +12, Investigation +14, Nature +14, Perception +12, Religion +14, Survival +12 Damage Resistances force, poison Damage Immunities psychic Condition Immunities charmed , frightened , poisoned Senses truesight 200 ft., passive Perception 22 Languages Common, any 12 languages Challenge 25 (75,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ageless . Merlin cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b' Cloak of Displacement . While he is not incapacitated or otherwise unable to move, Merlin appears in a place near his actual location and creatures have disadvantage on attack rolls against him. If Merlin takes damage, this feature ceases to function until the start of his next turn. \n'b' Gun Turrets (1/Long Rest) . By spending an action, Merlin conjures 1d4+1 gun turrets that appear and fire, firing again each turn until he commands them to stop. These gun turrets have AC 17, 80 hit points \xe2\x80\x93 Ranged Weapon Attack : +14 to hit, range 200/800 ft., one target; Hit : 17 (2d10+6) piercing damage. When they are summoned and again at the start of each of his turns, Merlin can exempt himself and up to 6 other creatures as targets. \n'b' Spellcasting . Merlin is a 26th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 22; +14 to hit with spell attacks). Merlin has the following spells prepared from the wizard\xe2\x80\x99s spell list: Cantrips (at will): acid splash , mage hand , mending , message , minor illusion , shocking grasp \n'b'\n'b' 1st-level (4 slots) : detect magic , expeditious retreat , mage armor , magic missile , shield , thunderwave \n'b' 2nd-level (4 slots) : detect thoughts , invisibility , misty step , scorching ray , shatter \n'b' 3rd-level (4 slots) : counterspell, dispel magic , fireball , haste , lightning bolt \n'b' 4th-level (4 slots) : faithful hound, fire shield , ice storm , polymorph , stoneskin \n'b' 5th-level (4 slots) : cone of cold , conjure elemental , hold monster , wall of force \n'b' 6th-level (3 slots) : disintegrate , freezing sphere , irresistible dance , sunbeam \n'b' 7th-level (2 slots) : arcane sword , forcecage , prismatic spray , teleport \n'b' 8th-level (2 slots) : control weather , incendiary cloud , maze , mind blank \n'b' 9th-level (2 slots) : meteor swarm , time stop , wish \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Merlin attacks four times with his technostaff, or he casts a spell and attacks twice with his technostaff. \n'b' Technostaff . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) bludgeoning damage plus 18 (8d8) force damage. \n'b' Technostaff . Ranged Weapon Attack : +13 to hit, range 200/800 ft., one target. Hit : 12 (2d6+5) radiant damage plus 18 (8d8) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Technomagic Brawler . When Merlin has at least one hand free and is the target of a spell, he can use his reaction to roll 1d20; on a result of 5 or higher, Merlin absorbs the magic into his open hand. He can spend a bonus action to fire the magic as a raw beam of energy targeting a creature or object within 100 feet, dealing 2d6 force damage per spell level cantrips count as 1st-level spells). Merlin cannot absorb spells that target an area or spells of 9thlevel, and an absorbed spell dissipates if it is not expended before the end of his next turn. \n'b'\n'b' ABOUT \n'b' The greatest wizard\xc2\xa0 traveled far beyond the wooded isles that were once his home, bearing witness to the rise and fall of empires, the destruction of stars, and so much more. Merlin\xe2\x80\x99s immortal eyes have seen the hubris of humankind and he knows that violence only begets more violence, so the old mage always attempts to understand and negotiate with attackers before resorting to force. Travel between dimensions and across time has also taught him new and different ways to defend himself-he has mastered the arts of technology, and with it at his gloved fingertips few assaults against him last very long. \n'b' Regardless of how much Merlin has learned his curiosity remains and he still seeks out places of power, events of great significance, and individuals destined to play a grand part in history. In the demiplane where his original tower still stands he keeps a horde of artifacts both magical and technological, some of which he trades for knowledge regarding locusts of arcana or secrets he has not (or cannot) pry from reality\xe2\x80\x99s grasp. While he seeks to be an ally to most, Merlin Ambrosius always stands against evil no matter its form.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Merrow \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 10 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 8 (-1) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Aquan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Amphibious : The merrow can breathe air and water. \n'b' Actions \n'b' Multiattack : The merrow makes two attacks: one with its bite and one with its claws or harpoon. \n'b' Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. \n'b' Claws : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. \n'b' Harpoon : Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (2d6 + 4 piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. \n'b' About \n'b' This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Metzpil \n'b' Medium humanoid (half-elf), chaotic neutral \n'b' Armor Class 17 (cipacahuipilli armor, +1 shield, ring of protection ) Hit Points 156 (24d8 + 48) Speed 30 ft.\n'b' STATS STR: 16 (+3) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +9, Cha +8 ( ring of protection ) Skills History +6, Persuasion +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Aztli Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Equipment . Metzpil has a ring of protection , winged boots , a +2 ollitetlacotl (see Appendix C), a +1 shield , cipacahuipilli armor (see Appendix C), and a staff of the python . \n'b' Dark Devotion . Metzpil has advantage on saving throws against being charmed or frightened . \n'b' Mortal Vessel . Metzpil cannot be possessed by another creature. \n'b' Servant of the Serpent . As a bonus action, Metzpil can expend a spell slot to cause his melee weapon attacks to magically deal an extra 21 (6d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If Metzpil expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. \n'b' Spellcaster . Metzpil is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , mending , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bloodbath*, counterattack*, cure wounds , inflict wounds \n'b' 2nd level (3 slots) : augury , hold person , spiritual weapon \n'b' 3rd level (3 slots) : animate dead , flay skin*, tongues \n'b' 4th level (3 slots) : divination , guardian of faith, locate creature \n'b' 5th level (2 slots) : dispel evil and good , insect plague \n'b' 6th level (1 slot) : planar ally \n'b' 7th level (1 slot) : conjure celestial \n'b' 8th level (1 slot) : holy aura * These spells appear in Appendix D. \n'b' War Priest . When Metzpil uses the Attack action, he can make one weapon attack as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' +2 Ollitetlacotl (see Appendix C) . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Last Second . Metzpil adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be holding his shield .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-Go \n'b' Family: Mi-Go \n'b' Medium plant (mythos), neutral evil \n'b'\n'b' Armor Class 15 (natural armor) Hit Points 153 (18d8 + 72) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +5 Skills Perception +5, Deception +4, Medicine +5 Damage Resistances fire, lightning; bludgeoning and piercing from nonmagical attacks. \n'b' Damage Immunities cold Condition Immunities blinded, deafened, frightened Senses blindsight 10ft., darkvision 120ft., passive Perception 15 Languages telepathy 60 ft. (does not speak though there is a humming sound when it uses telepathy) Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Deceptive . A mi-go is a master of deception. It has advantage on Deception and Disguise checks. \n'b' Evisceration (1/turn) . A mi-go\xc3\xaf\xc2\xbf\xc2\xbds claws are capable of swiftly and painfully performing surgical operations upon helpless creatures or those it has grappled. When a mi-go makes a successful Strength (Athletics) check to grapple a target, or hits a grappled, restrained, or incapacitated target, it deals 13 (4d6) slashing damage in addition to any other effects. \n'b' Starflight . A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years (or more, at the GM\xc3\xaf\xc2\xbf\xc2\xbds discretion) \xc3\xaf\xc2\xbf\xc2\xbd provided the mi-go knows the way to its destination. \n'b' Tech-Magic . A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and resources. Each encountered mi-go will have some type of special equipment. Unlike other technological weapons mi-go tech-magic items are biological in nature and require a Wisdom (Medicine) check to figure out (see Alien Technology in Chapter 9 of the Official 5th Edition Guide for Game Masters) \n'b' Actions \n'b' Multiattack . The mi-go makes four claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft.; one target. Hit : 7 (1d8 + 3) piercing damage and the target is grappled (escape DC 13). \n'b' Marro Bonegun (Tech-Magic) . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage. \n'b' About \n'b' Mi-go are both scientists and colonists\xc3\xaf\xc2\xbf\xc2\xbdextraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope. \n'b' Fungi from Beyond . Mi-go are unnaturally graceful creatures has a bulbous, lumpy head, spiny insectoid wings, and a tangle of spiky, clawed legs. Although a mi-go\xe2\x80\x99s shape might suggest it is an arthropod, the creature is, in fact, a highly evolved form of extraterrestrial fungus. Mi-go communicates via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads. A typical mi-go is roughly the size of a human but weighs only 90 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-Go \n'b' Family: Mi-Go \n'b' Medium plant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 95 (10d8 + 50) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 19 (+4) CON: 21 (+5) INT: 25 (+7) WIS: 15 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +6, Con +8, Cha +4 Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 Damage Resistances cold, radiant Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Common, Void Speech Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Deathly Spores . When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. \n'b' Void Traveler . The mi-go doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mi-go makes two Claw or Psychic Bolt attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) slashing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. \n'b' Psychic Bolt . Ranged Spell Attack : +10 to hit, range 120 ft., one target. Hit : 17 (3d6 + 7) psychic damage. \n'b' Spore Burst (Recharge 5\xe2\x80\x936) . The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ABOUT \n'b' This fungal, insectoid creature has stubby wings, multiple limbs, and a nightmarish head. \n'b' The mi-go are a space-faring people of great skill and vast malevolence. They travel in large numbers between worlds, somehow covering astronomical distances in months rather than decades. \n'b' Strange Technology . Their technology includes powerful techniques to implant mi-go elements and minds in others\xe2\x80\x99 bodies (or to extract them). They also have unparalleled mastery of living tissue in both plant and animal form. Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials. They work these materials into fantastic objects such as void-crossing solar wings, glowing lampfruit, and purple starvines, which induce sleep. \n'b' World Colonizers . While they have their own secrets and goals, the mi-go also serve ancient powers from between the stars. They are devoted followers of Shub-Niggurath, goddess of fecundity and growth, and take their evangelical mission seriously. They colonize entire worlds in Shub-Niggurath\xe2\x80\x99s name, planting and harvesting entire species according to her will. \n'b' Brain Cylinders . The brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body, is the apex of mi-go technology. Safely isolated in a mi-go cylinder, a humanoid brain can travel safely between the stars. They deploy, fill, and retrieve these cylinders according to mysterious schedules and for purposes. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-Go Dimension Walker \n'b' Family: Mi-Go \n'b' This hideous crustaceous creature possesses multiple jointed limbs extending from its carapace and folded, fanlike wings. Its head is a brainy protuberance covered with tiny bristles that constantly cycle through a nauseating array of clashing colors. \n'b' Medium plant , neutral evil \n'b' Armor Class 15 (20 with shield) \n'b' Hit Points 212 (25d8 + 100) \n'b' Speed 30 ft., fly 20 ft.\n'b' STATS STR: 18 (+4) DEX: 21 (+5) CON: 18 (+4) INT: 25 (+7) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +12, Wis +9, Cha +7 \n'b' Skills Arcana +12, Deception +7, Medicine +9, Stealth +10, Yog-Sothothery +9 \n'b' Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical attacks \n'b' Damage Immunities cold \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14 \n'b' Languages Mi-Go, any seven other languages \n'b' Challenge 14 (11,500 XP) \n'b' Special Traits \n'b' Basic Star Travel . The mi-go can fly through space at great speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 months, or to another star system within 3d20 years. \n'b' Maddening Hyphae (Recharge 5-6) . When the mi-go inflicts sneak attack damage on a foe, it can extend swiftly stinging filaments of fungal matter from its body to infect the wound. The target must succeed on a DC 17 Wisdom saving throw or become confused (as per the confusion spell) as the spores injected by the filaments spread through the victim\xe2\x80\x99s nervous system. The target may attempt this Wisdom save at the end of each of its turns to end the confusion. This effect lasts until the target succeeds on this saving throw, to a maximum of 1 minute. \n'b' Sneak Attack (1/turn) . The mi-go deals an extra 7 (2d6) damage when it hits a target with a weapon attack if it had advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn\xe2\x80\x99t incapacitated, and the migo didn\xe2\x80\x99t have disadvantage on the attack roll. Its evisceration attack automatically deals this damage (included below). \n'b' Spellcasting . The dimension walker is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has the following wizard spells prepared. \n'b' Cantrips (at will) : acid splash, chill touch, mending, minor illusion, prestidigitation \n'b' 1st level (4 slots): charm person, detect magic, fog cloud, shield \n'b' 2nd level (3 slots): mirror image, see invisibility, suggestion \n'b' 3rd level (3 slots): dispel magic, slow, vampiric touch \n'b' 4th level (3 slots): banishment, dimension door, fire shield, ice storm \n'b' 5th level (2 slots): cloudkill, seeming, teleportation circle, transport to Yondo \n'b' 6th level (1 slot): wave of oblivion \n'b' 7th level (1 slot): plane shift, project image \n'b' Unbreathing . The mi-go doesn\xe2\x80\x99t need to breathe. \n'b' Actions \n'b' Multiattack . The dimension walker either makes two attacks with its pincers or casts three cantrips. \n'b' Pincer . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage and the creature must succeed on a DC 18 Dexterity saving throw or be grappled (escape DC 14). \n'b' Evisceration . Melee Weapon Attack : +10 to hit, reach 5 ft., one target creature grappled by the mi-go. Hit : 30 (4d8 + 5 + 2d6) slashing damage and one of the target\xe2\x80\x99s ability scores of the dimension walker\xe2\x80\x99s choice is reduced by 1d4 until it finishes a long rest . If the target\xe2\x80\x99s ability score is reduced to 0, it dies and the mi-go can extract the target\xe2\x80\x99s brain intact. \n'b' About \n'b' Mi-go, commonly called the fungi from Yuggoth, are mainly fungoid in nature, but externally they have many features in common with crustaceans, such as multiple jointed limbs and a carapace. Folded against their bodies when not in use, their fan-like wings allow them to fly rapidly through space or clumsily in an atmosphere, and their heads are brain-like excrescences covered with small bristles which can change color for communication. \n'b' Mi-go develop custom spores and fruiting bodies, thus giving rise to endless varieties of their species. There are some mi-go whose hyphae grasp and feed from the very universe and the void of space itself, though most use these filaments to feed on animals and minerals. Their hyphae can sting and induce madness as they eat prey. \n'b' Most mi-go modify themselves surgically, magically, and genetically. Some are little more than gigantic brains while others are heavily-armored mi-go warriors. Adventurers typically encounter mi-go scouts, who are by no means the most advanced of their kind. \n'b' Masters of Technology . These highly intelligent creatures have advanced knowledge and skill in chemical and biological processes. Their brain cylinders and sensory machines are common examples of the many wonders they can create. As such, it is difficult to prepare for and know what to expect when encountering the mi-go. One could wield a new weapon a mi-go scientist developed to kill a specific person, which it does with unnerving efficiency. Another could spread madness-inducing spores modeled after the mi-go\xe2\x80\x99s own hyphae.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-Go Priest \n'b' Family: Mi-Go \n'b' Medium plant (mythos), chaotic evil \n'b'\n'b' Armor Class 17 (natural armor) plus bramble armor 7 (1d6 + 4) Hit Points 247 (26d8 + 130) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 20 (+5) CON: 21 (+5) INT: 14 (+2) WIS: 21 (+5) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Wis +10 Skills Deception +7, Medicine +14, Religion +12 Damage Resistances fire, lightning; bludgeoning and piercing from nonmagical attacks. \n'b' Damage Immunities cold, poison Condition Immunities blinded, deafened, frightened Senses blindsight 10ft., darkvision 120ft., passive Perception 17 Languages telepathy 60 ft. (does not speak though there is a humming sound when it uses telepathy) Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Deceptive . A mi-go priest is a master of deception. It has advantage on Deception and Disguise checks. \n'b' Droning Pipes . Enemies within 30 feet of mi-go priest have disadvantage on Wisdom saving throws while they can hear its prayers to its alien gods. \n'b' Evisceration (1/turn) . As a mi-go. \n'b' Magic Resistance . A mi-go priest has advantage on saving throws against spells and other magical effects. \n'b' Starflight . As a mi-go. \n'b' Tech-Magic . As a mi-go. \n'b' Wooden Fists . A mi-go has fists as hard as wood covered in tiny thorns. Treat its claws as magical weapons. \n'b' Actions \n'b' Multiattack . A mi-go priest makes two claw attacks and may use its Cosmic Shock-Staff in place of a claw attack. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 5 ft.; one target. Hit : 9 (1d8 + 5) piercing damage plus target is grappled (escape DC 13). \n'b' Cosmic Shock-Staff (Tech-Magic) . Melee Weapon Attack : +10 to hit, reach 5 ft.; one target. Hit : 7 (1d8 + 3) bludgeoning damage plus one of the following effects: Physical Shock: Add 13 (2d12) poison damage and the target gains one level of exhaustion. A target that makes a DC 18 Constitution save takes half damage and does not gain a level of exhaustion. \n'b' Psychic Shock : Add 13 (2d12) lightning damage and the target is confused for 1d3 rounds. A target that makes a DC 18 Wisdom save takes half damage and is not confused. \n'b' Fleshworm Infestation (Recharge 5-6) . The mi-go priest vomits up ravenous fleshworms in a 50-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. \n'b' Summon Monstrous Aid (1/Day) . A mi-go priest may call an earth elemental \xc3\xaf\xc2\xbf\xc2\xbd which appears as a cross between an eel and an octopus made from soggy fungus \xc3\xaf\xc2\xbf\xc2\xbd but is otherwise treated as a normal earth elemental. \n'b' About \n'b' Mi-go are both scientists and colonists\xc3\xaf\xc2\xbf\xc2\xbdextraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope. \n'b' Fungi from Beyond . Mi-go are unnaturally graceful creatures has a bulbous, lumpy head, spiny insectoid wings, and a tangle of spiky, clawed legs. Although a mi-go\xe2\x80\x99s shape might suggest it is an arthropod, the creature is, in fact, a highly evolved form of extraterrestrial fungus. Mi-go communicates via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads. A typical mi-go is roughly the size of a human but weighs only 90 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashen Regikheg \n'b' Huge beast , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d12 + 48) Speed 20 ft., burrow 10 ft.\n'b' STATS STR: 21 (+5) DEX: 9 (-1) CON: 18 (+4) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +3, Wis +5 Skills Animal Handling +8, Insight +8, Perception +8, Survival +8 Damage Vulnerabilities cold Damage Immunities acid, fire Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 18 Languages body language and pheromones, Sylvan Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Broodmother . The regikheg uses pheromones to command all of the colony\xe2\x80\x99s khegs. Her orders spread via pheromones over 60 feet every round. Once per round on its turn, it can use the Incite action (see Adventurers: Combat, Actions in Combat: Incite) freely. \n'b' Actions \n'b' Crush . The regikheg topples over on one side in a space that is 5 feet away from it. All Large or smaller creatures in that space must succeed on a DC 16 Dexterity save or be crushed under the regikheg. A crushed creature takes 45 (10d8) bludgeoning damage and becomes grappled by the regikheg (escape DC 16). Until this grapple ends, the creature is also restrained . When the regikheg makes another crush, it releases all creatures that were previously crushed beneath it. \n'b' Lay Khegon (Recharge 5-6) . The regikheg lays an ashen khegon. \n'b' Mandible Bite . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 19 (4d6 + 5) slashing damage plus 6 (1d12) acid damage, and the target must succeed on a DC 16 Strength saving throw or be pushed 20 feet away from the regikheg and become prone . \n'b' Acid Spray (Recharge 6) . The regikheg spits acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. \n'b' About \n'b' 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'Mi-Go Scout \n'b' Family: Mi-Go \n'b' Medium plant , neutral evil \n'b' Armor Class 15 \n'b' Hit Points 93 (11d8 + 44) \n'b' Speed 30 ft., fly 20 ft.\n'b' STATS STR: 17 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 21 (+5) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Medicine +6, Stealth +8, Yog-Sothothery +6 \n'b' Damage Resistances fire \n'b' Damage Immunities cold \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages Aklo, Common, Mi-Go \n'b' Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Basic Star Travel . The mi-go can fly through space at great speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 months, or to another star system within 3d20 years. \n'b' Maddening Hyphae (Recharge 5-6). When the mi-go inflicts sneak attack damage on a foe, it can extend swiftly stinging filaments of fungal matter from its body to infect the wound. The target must succeed on a DC 14 Wisdom saving throw or become confused (as per the confusion spell) as the spores injected by the filaments spread through the victim\xe2\x80\x99s nervous system. The target may attempt this Wisdom save at the end of each of its turns to end the confusion. This effect lasts until the target succeeds on this saving throw, to a maximum of 1 minute. \n'b' Sneak Attack (1/turn) . The mi-go deals an extra 7 (2d6) damage when it hits a target with a weapon attack if it had advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn\xe2\x80\x99t incapacitated, and the migo didn\xe2\x80\x99t have disadvantage on the attack roll. Its evisceration attack automatically deals this damage (included below). \n'b' Unbreathing . The mi-go doesn\xe2\x80\x99t need to breathe. \n'b' Actions \n'b' Multiattack . The mi-go attacks twice with its pincers. \n'b' Pincer . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 13). \n'b' Evisceration . Melee Weapon Attack : +8 to hit, reach 5 ft., one target creature grappled by the mi-go. Hit : 30 (4d8 + 5 + 2d6) slashing damage and one of the target\xe2\x80\x99s ability scores of the mi-go\xe2\x80\x99s choice is reduced by 1d4 until it finishes a long rest . If the target\xe2\x80\x99s ability score is reduced to 0, it dies and the mi-go can extract the target\xe2\x80\x99s brain intact. \n'b' About \n'b' This hideous crustaceous creature possesses multiple jointed limbs extending from its carapace and folded, fanlike wings. Its head is a brainy protuberance covered with tiny bristles that constantly cycle through a nauseating array of clashing colors. \n'b' Mi-go, commonly called the fungi from Yuggoth, are mainly fungoid in nature, but externally they have many features in common with crustaceans, such as multiple jointed limbs and a carapace. Folded against their bodies when not in use, their fan-like wings allow them to fly rapidly through space or clumsily in an atmosphere, and their heads are brain-like excrescences covered with small bristles which can change color for communication. \n'b' Mi-go develop custom spores and fruiting bodies, thus giving rise to endless varieties of their species. There are some mi-go whose hyphae grasp and feed from the very universe and the void of space itself, though most use these filaments to feed on animals and minerals. Their hyphae can sting and induce madness as they eat prey. \n'b' Most mi-go modify themselves surgically, magically, and genetically. Some are little more than gigantic brains while others are heavily-armored mi-go warriors. Adventurers typically encounter mi-go scouts, who are by no means the most advanced of their kind. \n'b' Masters of Technology . These highly intelligent creatures have advanced knowledge and skill in chemical and biological processes. Their brain cylinders and sensory machines are common examples of the many wonders they can create. As such, it is difficult to prepare for and know what to expect when encountering the mi-go. One could wield a new weapon a mi-go scientist developed to kill a specific person, which it does with unnerving efficiency. Another could spread madness-inducing spores modeled after the mi-go\xe2\x80\x99s own hyphae.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-Go Warrior \n'b' Family: Mi-Go \n'b' This hideous crustaceous creature possesses multiple jointed limbs extending from its carapace and folded, fanlike wings. Its head is a brainy protuberance covered with tiny bristles that constantly cycle through a nauseating array of clashing colors. \n'b' Large plant , neutral evil \n'b' Armor Class 18 (natural armor) \n'b' Hit Points 151 (14d10 + 56) \n'b' Speed 30 ft., fly 20 ft.\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 21 (+5) WIS: 17 (+3) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances fire \n'b' Damage Immunities cold \n'b' Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 \n'b' Languages Aklo, Common, Mi-Go \n'b' Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Basic Star Travel . The mi-go can fly through space at great speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 months, or to another star system within 3d20 years. \n'b' Unbreathing . The mi-go doesn\xe2\x80\x99t need to breathe. \n'b' Actions \n'b' Multiattack . The mi-go warrior makes three attacks: two with its pincers and one with its claws. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. \n'b' Pincer . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the creature is restrained , and the mi-go warrior can\xe2\x80\x99t attack another target with that pincer. \n'b' Evisceration . Melee Weapon Attack : +9 to hit, reach 5 ft., one target creature grappled by the mi-go. Hit : 41 (8d8 + 5) slashing damage and one of the target\xe2\x80\x99s ability scores of the warrior\xe2\x80\x99s choice is reduced by 1d4 until it finishes a long rest . If the target\xe2\x80\x99s ability score is reduced to 0, it dies and the warrior can extract the target\xe2\x80\x99s brain intact. \n'b' Reactions \n'b' Spore Burst . When the mi-go warrior takes bludgeoning, piercing, or slashing damage, it releases a burst of acid spores. Each non-plant creature within 5 feet of the mi-go must make a DC 16 Dexterity saving throw, taking 7 (2d6) acid damage on a failure, or half as much damage on a success. The creature that dealt the damage that released the spores automatically fails its saving throw. \n'b' About \n'b' Mi-go, commonly called the fungi from Yuggoth, are mainly fungoid in nature, but externally they have many features in common with crustaceans, such as multiple jointed limbs and a carapace. Folded against their bodies when not in use, their fan-like wings allow them to fly rapidly through space or clumsily in an atmosphere, and their heads are brain-like excrescences covered with small bristles which can change color for communication. \n'b' Mi-go develop custom spores and fruiting bodies, thus giving rise to endless varieties of their species. There are some mi-go whose hyphae grasp and feed from the very universe and the void of space itself, though most use these filaments to feed on animals and minerals. Their hyphae can sting and induce madness as they eat prey. \n'b' Most mi-go modify themselves surgically, magically, and genetically. Some are little more than gigantic brains while others are heavily-armored mi-go warriors. Adventurers typically encounter mi-go scouts, who are by no means the most advanced of their kind. \n'b' Masters of Technology . These highly intelligent creatures have advanced knowledge and skill in chemical and biological processes. Their brain cylinders and sensory machines are common examples of the many wonders they can create. As such, it is difficult to prepare for and know what to expect when encountering the mi-go. One could wield a new weapon a mi-go scientist developed to kill a specific person, which it does with unnerving efficiency. Another could spread madness-inducing spores modeled after the mi-go\xe2\x80\x99s own hyphae.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crysmal \n'b' Small or Medium elemental , lawful neutral \n'b' Armor Class 16 (natural armor) Hit Points 55 (10d8 + 10) Speed 30 ft., burrow 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 6 (-2) WIS: 10 (+0) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Damage Immunities cold, fire, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Change Form . During a long rest, a crysmal can change their form to vaguely resemble a Small or Medium terrestrial or aquatic (bottom- dwelling) beast they have seen before. They retain their crystalline composition and abilities, only taking on the rough shape of the beast and gaining none of its abilities. \n'b' False Appearance . While the crysmal remains motionless and at rest, they are indistinguishable from a normal pile of crystals. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crysmal makes two Slam/Sting/Claw or two Psychic Burst attacks. \n'b' Slam/Sting/Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning, piercing, or slashing damage, as appropriate to their form. \n'b' Psychic Burst . Melee or Ranged Spell Attack : +3 to hit, reach 5 ft. or range 120 ft., one target. Hit : 11 (2d10 + 1) psychic damage. \n'b' Sonokinesis . A crysmal can manipulate sound at will. They can target an existing sound from a source within 300 feet and substitute it for one they have heard before (or they can create new sounds, as the minor illusion cantrip). Alternatively, they can either silence or magnify that sound to a degree that drowns out all other sounds. If a crysmal attempts to duplicate the voice of a specific individual, they must make a Charisma ( Deception ) check against the passive Wisdom ( Insight ) of any listeners. Success indicates listeners believe the sound was real and not inherently suspicious. \n'b' Spellcasting (Psionics) . The crysmal casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 11):\n'b'\n'b'\n'b' At will : mage hand , minor illusion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Stone Traveler (2/Day) . As a bonus action while in contact with earth, rock, crystal, metal, or a similar surface, the crysmal disappears into the material and reappears in an unoccupied space they can see with similar composition within 120 feet. A small pile of the material appears, and quickly absorbs back into the surface, at the origin and destination when they travel. \n'b'\n'b' It is impossible to cast spells with a verbal component around a crysmal if they don\xe2\x80\x99t want you to.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mi-go, Starcrown \n'b' Family: Mi-Go \n'b' Medium plant (extraterrene), neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 85 (10d8+40) Speed 30 ft., fly 50 ft.\n'b' STATS STR: 14 (+2) DEX: 19 (+4) CON: 18 (+4) INT: 17 (+3) WIS: 14 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 Skills Arcana +6, Deception +5, Perception +5, Stealth +7 Condition Immunities cold, disease Damage Resistances bludgeoning, electricity, fire, piercing Senses blindsight 30 ft., passive Perception 15 Languages Mi-go, Giant, High Atlantean Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Horrible Appearance Any non-extraterrene creature within 30 feet that is surprised or attacked by a mi-go must make a Wis save (DC 12) or be frightened until the end of the creature\xe2\x80\x99s next turn. On a successful save, the creature is immune to this ability for 1 hour. \n'b' Sneak Attack The mi-go deals an extra 3d6 damage when it hits a target and has tactical advantage on the attack roll or when the target is threatened by an ally of the mi-go . \n'b' Starflight A mi-go can survive in the void of outer space. It flies through space at incredible speeds. Exact travel times vary, but a trip within a single solar system normally takes months, while a trip between stars takes many years. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mi-go makes two claw attacks or two force rod attacks. \n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1d8+2 slashing damage. \n'b' Force Rod . Ranged Weapon Attack : +8 to hit, range 60 ft./120 ft., one target. Hit : 3d10 force damage, and the target must make a DC 15 Str or Dex save (target\xe2\x80\x99s choice) or be forced prone . \n'b'\n'b' ABOUT \n'b' This bizarre being has a roughly humanoid shape, but its body appears to be partly crustacean and partly fungal, its head is a bulbous mass of feelers, and it has two fan-like wings sprouting from its back. \n'b' Mi-go are a race of intelligent fungal creatures from the dark and fearsome world of Yuggoth. They come to the Earth to study terrestrial life, mine for valuable minerals that are hard to find on their homeworld, and especially to harvest magic in any form-usually, by searching out lost magical items or kidnapping creatures capable of using magic. In Thule, mi-go have most often been encountered in the foothills of the Starcrown Mountains, leading some to mistakenly believe the abominable creatures are native to the region. \n'b' Mi-go possess advanced science and weird, alien technology. They have been known to transplant the brains of experimental subjects into new bodies, transport instantaneously to distant planets, and build massive bases or fortifications by shaping huge masses of stone with strange devices. Why such advanced creatures are interested in earthly magic is unclear, but some sages guess that magic is a phenomenon unknown to the mi-go. \n'b' Force Rod : Many Starcrown mi-go are armed with a strange weapon known as a force rod. It resembles a two-foot rod of silver with a bell-shaped cup at one end, and fires powerful bolts of force. A typical mi-go force rod has 1d10+10 charges, and can only be used by mi-go (although a character with a good Intelligence / Arcana check may be able to make use of the device).'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mico Brujo \n'b' Medium fey , chaotic evil \n'b' Armor Class 12 (14 With Mage Armor ) \n'b' Hit Points 127 (15d8 + 60) \n'b' Speed 30 ft., climb 30 ft.\n'b' STATS STR: 23 (+6) DEX: 14 (+2) CON: 18 (+4) INT: 11 (+0) WIS: 12 (+1) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +4, Cha +7 \n'b' Skills Athletics +9, Perception +4, Arcana +3, Deception +7, Nature +3, Persuasion +7 \n'b' Senses passive Perception 14 \n'b' Languages Sylvan \n'b' Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The mico brujo\xe2\x80\x99s innate spellcasting ability is Charisma . She can innately cast the following spells (spell save DC 15), requiring no material components: \n'b'\n'b' At will : mage armor (self only), silent image \n'b' 1/day : bestow curse , conjure fey , polymorph \n'b'\n'b' Speak with Beasts and Plants . The mico brujo can communicate with beasts as if they shared a language. \n'b' Spellcasting . The mico brujo is a 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: \n'b'\n'b' Cantrips (at will) : dancing lights , eldritch blast, friends, mage hand , minor illusion , prestidigitation , vicious mockery \n'b' 1st-5th level (3 5th-level slots) : blink , charm person , dimension door , dominate beast , faerie fire , fear , hold monster , misty step , phantasmal force, seeming , sleep \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mico brujo uses horrifying howling and then makes two fist attacks or casts one spell. \n'b' Fist . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 17 (3d6 + 6) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +9 to hit, range 50/100 ft., one target. Hit : 17 (3d6 + 6) bludgeoning damage.\n'b'\n'b' Horrifying Howling . Each non-fey creature within 60 feet of the mico brujo that can see her must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mico brujo is within line of sight, ending the effect on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to the mico brujo\xe2\x80\x99s Horrifying Howling for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Misty Escape (Recharges after a Short or Long Rest) . In response to taking damage, the mico brujo turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll, or casts a spell. \n'b'\n'b' ABOUT \n'b' The mico brujo, sometimes also called a warlock mico, witch monkey, or mona, is a terrifying magical creature of the forest with vast magical powers. They were once human witches and warlocks, but through ancient rites and incantations and consuming strange blossoms of the chilamate tree that sprout only at midnight they shed their human skin and grew their hair, extending their hands and feet and taking on the semblance of large monstrous monkeys. They accost and terrify their intended victims with bloodcurdling screams from the treetops, which carry endlessly through the echoing jungle and drive some to madness. Why they undertook this transformation is little known now, but they have long since abandoned their humanity and exist only to plague the nations and peoples they once called their own. \n'b' Varying Legends . Some mico brujos have taken the form of boars or tapirs and are called chanchas instead. Such mico brujos might have the Change Shape ability to assume those other forms. The micomalo is another variant of the legend, though that is not merely a human witch taking on the form of a monkey but actually a fiend or the Devil itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Midnight Sun \n'b' Large aberration , neutral evil \n'b' Armor Class 16 (natural armor) \n'b' Hit Points 136 (16d10 + 48) \n'b' Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 16 (+3) INT: 11 (+0) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Wis +7, Cha +5 \n'b' Skills Perception +7 \n'b' Damage Vulnerabilities necrotic (in day form), radiant (in night form)\n'b'\n'b' Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities necrotic (in night form), poison, radiant (in day form) \n'b' Condition Immunities blinded , charmed , deafened , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious \n'b' Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17 \n'b' Languages Deep Speech \n'b' Challenge 7 (2,900 XP) \n'b' Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Changing Form . The midnight sun\xe2\x80\x99s form automatically changes based on the presence or absence of light in its space. \n'b' Day Form . While more than half the midnight sun is in darkness, it appears as a glowing orb of light, though it sheds no light . In this form, it deals radiant damage, has immunity to radiant damage, and has vulnerability to necrotic damage. \n'b' Night Form . While more than half the midnight sun is in bright or dim light, it appears as an orb of darkness . In this form, it deals necrotic damage, has immunity to necrotic damage, and has vulnerability to radiant damage. \n'b' Twilight Form . While half the midnight sun is in bright or dim light and the other half is in darkness, it appears as a split orb of light and darkness . In this form, it deals force damage. \n'b' Energy Being . The midnight sun can move through a space as narrow as 1 inch wide without squeezing, and it can enter a hostile creature\xe2\x80\x99s space and stop there. The first time it enters a creature\xe2\x80\x99s space on a turn, that creature takes 3 (1d6) damage of the type determined by the sun\xe2\x80\x99s current form. \n'b' Reality Inversion . Reality is inverted for creatures close to the midnight sun. When a creature starts its turn in the sun\xe2\x80\x99s space or within 5 feet of the sun, any circumstance, trait, or feature that would grant it advantage, instead grants it disadvantage, and vice versa, until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The midnight sun makes three Energy Blast attacks. \n'b' Energy Blast . Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 120 ft., one target. Hit : 14 (3d6 + 4) damage of the type determined by the sun\xe2\x80\x99s current form. \n'b' Energy Pulse (Recharge 5\xe2\x80\x936) . The midnight sun emits a pulse of energy. Each creature within 15 feet of the midnight sun must make a DC 15 Constitution saving throw, taking 28 (8d6) damage of the type determined by the sun\xe2\x80\x99s current form on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A large sphere of radiant energy floats through the night sky. \n'b' This creature appears in polar and subpoloar regions during periods of midnight sun and polar night, or under the glow of the northern lights. In areas of darkness , the midnight sun resembles a sphere of light, and in areas with any light , it appears as a sphere of darkness . Regardless of its form, any living creature that encounters it suffers severe bodily harm and experiences strange disruptions of reality. \n'b' Malevolent . Perhaps because it has no permanent physical form of its own, the midnight sun desires nothing more than to extinguish the lives of other creatures. It floats through the arctic sky, searching for living beings, which it attempts to herd into isolated areas, such as ice caves and ravines. There, it corners its prey, snuffing out their life forces. \n'b' Time Sensitive . The creature exists only during periods of midnight sun and polar night, or under the northern lights. \n'b' Reports of midnight suns appearing during a solar eclipse exist. \n'b' One moment, it does not exist and the next it manifests into being at full strength. Similarly, the moment these periods end, the creature winks out of existence, only to reappear when the right conditions return.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mihstu \n'b' Medium elemental , neutral evil \n'b' Armor Class 15 Hit Points 112 (15d8 + 45) Speed fly 90 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 8 (-1) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Resistances cold, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , prone , restrained , unconscious Senses darkvision 60 ft., passive Perception 13 Languages Auran Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Air Form . The mihstu can enter a hostile creature\xe2\x80\x99s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. \n'b' Aura of Wind . Ranged attacks against the mihstu have disadvantage. When a creature within 10 feet of the mihstu casts a spell with a material component, it must succeed on a DC 14 Dexterity saving throw or fail to cast the spell as the material component is blown out of the creature\xe2\x80\x99s hand into a space within 5 feet of it. \n'b' Elemental Nature . The mihstu doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Multiattack . The mihstu makes two Lightning Tentacle attacks. \n'b' Lightning Tentacle . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) lightning damage. \n'b' Draining Presence (recharge 5-6). The mihstu\xe2\x80\x99s cold, windy embrace drains vital fluids from a creature in the mihstu\xe2\x80\x99s space. The creature must make a DC 14 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. The mihstu regains hit points equal to the damage dealt. \n'b' Reactions \n'b' Static Discharge . When a creature that is wearing metal armor or that is attacking with a weapon made of metal hits the mihstu, the creature must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) lightning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mildew Carrier \n'b' Huge plant , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 136 (16d12 + 32) Speed 10 ft., fly 20 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 3 (-4) WIS: 20 (+5) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +8, Con +6 Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities charmed , frightened , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages \xe2\x80\x93 Challenge 9 (5,000 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Nature . The mildew carrier takes 10 poison damage when it comes in contact with liquid water. While submerged in water, it takes 20 poison damage at the start of its turn. This effect ignores the mildew carrier\xe2\x80\x99s poison damage immunity. \n'b' Attracting Pulse . The mildew carrier emits a psionic pulse in a 1-mile radius. Each creature in this area must succeed on a DC 17 Wisdom saving throw or use as much of its movement as possible on its turns to move in the direction of the mildew carrier. A creature can repeat the saving throw at the end of each of its turns, ending the effect on the success. On a successful save, a creature is immune to the mildew carrier\xe2\x80\x99s Attracting Pulse for 24 hours. \n'b' Destroy Metal . Any nonmagical weapon made of metal that hits the mildew carrier 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 that hits the mildew carrier is destroyed after dealing damage. \n'b' Deteriorate Blood . A creature that starts its turn within 5 feet of the mildew carrier takes 10 necrotic damage. Constructs and Undead are immune to this effect. \n'b' Fungal Sack . The mildew carrier\xe2\x80\x99s sack is destroyed if it takes 34 damage from a single source. The sack regrows when the carrier regains all its hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Appendage . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 31 (6d8 + 4) piercing damage, and the target is grappled (escape DC 14) if it is Large or smaller. The grappled creature is also restrained . The mildew carrier has eight appendages, each of which can grapple one target. \n'b' Tear Apart . The carrier makes one appendage attack against a creature it is grappling. If the attack hits, that creature takes the Appendage damage plus 27 (6d8) slashing damage, and the grapple ends. \n'b' Capture . The mildew carrier attempts to place one creature it is grappling into its fungal sack. The creature must succeed on a DC 16 Strength saving throw or be captured in the sack. The captured creature can\xe2\x80\x99t breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of its turns. When the mildew carrier moves, the captured creature moves with it. If a captured creature\xe2\x80\x99s hit points are reduced to 0, it instantly dies and rises as a mildew zombie within 1d4 + 1 days in an unoccupied space within 5 feet of the mildew carrier. A creature affected by Attracting Pulse that is within 5 feet of the mildew carrier doesn\xe2\x80\x99t have to be grappled by the mildew carrier and automatically fails the saving throw. A captured creature can try to escape by taking an action to make a DC 16 Strength check. If the sack is destroyed, a captured creature is released and lands prone in an unoccupied space within 5 feet of the mildew carrier, and the mildew carrier can\xe2\x80\x99t use the Capture action until the sack regrows (when the mildew carrier regains all its hit points ). The mildew carrier can have two Large or four Medium creatures captured at the same time. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Propulsion . The mildew carrier pushes itself off the ground or a wall. The mildew carrier then moves up to its flying speed. \n'b'\n'b' TACTICS \n'b' Unless a creature happens to come into proximity of a mildew carrier, it relies only on its Attracting Pulse to attract its prey. When prey nears, it descends from high above to the ground and opens its fungal sack, leaving itself open to melee attacks . \n'b' Created by acids and the fungal infection of mildew carrier victims, mildew zombies share many of the same traits as their progenitor. Their bodies \xe2\x80\x93 a horrific mixture of melted flesh and fungal growths \xe2\x80\x93 produce the same toxin that damages metals and blood. However, they lack any psionic abilities. \n'b' Mindless, a mildew zombie seeks others of its kind to form colonies. These groups of fungal Undead march across the land in search of living matter to consume. \n'b' Once a colony feeds on a substantial number of creatures, it has enough energy to begin its transformation. The mildew zombies of the colony merge and fuse their bodies together in an unsightly process. After a day filled with a cacophony of unearthly screams, a new mildew carrier emerges from the remains. \n'b' ABOUT \n'b' Coming from noxious abyssal wastes, a mildew carrier is a fungal creature drawn to contaminated environments. \n'b' Toxins, radiation, and the corrupting influence of the Outer Planes all attract its attention. It thrives in areas where the natural order is in disarray. \n'b' Ominous Bloaters . A mildew carrier resembles an abhorrent balloon, always effortlessly and unconsciously floating in the air. Its bulbous sack is filled with acid, surrounded by several appendages that hang from its fungal body, giving the appearance of an exposed, huge brain with advanced tumorous growths. Despite being a fungus, the carrier can produce electromagnetic signals just like a living creature. \n'b' Luring Easy Prey . Rather than going after prey itself, a mildew carrier\xe2\x80\x99s basic neural web emits strong psionic pulses that attract creatures. Ideally, the mildew carrier does not have to work hard to catch its prey as the victim willingly enters its horrifying fungal sack. If necessary, however, the mildew carrier has the tools it needs to hunt. \n'b' Noxious Nature . The tips of the mildew carrier\xe2\x80\x99s appendages are sharp spikes capable of piercing some armor. \n'b' A mildew carrier can use them to propel itself and charge its target. The fungal growth covering the creature\xe2\x80\x99s body is a potent toxin that deteriorates metals. It can also rupture the blood vessels of living beings if they get too close. \n'b' Horrific Transformation . The Humanoids captured in a mildew carrier\xe2\x80\x99s fungal sack are slowly infected by its fungus. As their skins melt away, the fungus takes over their nervous and immunological systems, turning them into mildew zombies. \n'b' Variant: Alternate Size Mildew Zombies \n'b' Although the mildew zombie game statistics shown are for a medium creature, Humanoids of any size can become a mildew zombie . \n'b' To adjust the statistics for another size , simply adjust the hit points as follows: \n'b'\n'b' Small . 17 (3d6 + 6) \n'b' Large . 22 (3d10 + 6) Use the colony of mildew zombies statistics for a swarm of any size .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mildew Zombie \n'b' Medium undead , unaligned \n'b' Armor Class 10 Hit Points 19 (3d8 + 6) Speed 25 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 3 (-4) WIS: 11 (+0) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, poison Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Nature . The mildew zombie takes 5 poison damage when it comes in contact with liquid water. While submerged in water, it takes 10 poison damage at the start of its turn. This effect ignores the mildew zombie\xe2\x80\x99s poison damage immunity. \n'b' Destroy Metal . Any nonmagical weapon made of metal that hits the mildew zombie 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 that hits the mildew zombie is destroyed after dealing damage. \n'b' Deteriorate Blood . A creature that starts its turn within 5 feet of the mildew zombie takes 2 necrotic damage. Constructs and Undead are immune to this effect. \n'b' Fungal Infection . A Humanoid slain by a melee attack from the mildew zombie revives as a mildew zombie within 1d4 hours. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mildew zombie makes two Spike attacks. \n'b' Spike . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Confusing Spores (Recharge 5-6) . After being hit by a melee attack , the mildew zombie releases a cloud of spores if it can see the attacker. The creature must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mill Slug \n'b' Gargantuan beast , unaligned\n'b' STATS STR: 30 (+10) DEX: 6 (-2) CON: 25 (+7) INT: 2 (-4) WIS: 8 (-1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 8 Hit Points 175 (10d20 + 70) Speed 5 ft. Saving Throws Constitution +10, Wisdom +2 Senses passive Perception 9 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Actions \n'b' Engulf . The mill slug moves up to its speed, engulfing any target in that space. An engulfed target is made prone and restrained (escape DC 30) by the slug\xe2\x80\x99s slime and takes 32 (2d20 + 10) bludgeoning damage at the start of its turn. If the slug moves off of the target it is no longer restrained . \n'b' Bite . Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 36 (4d12 + 10) piercing damage. \n'b' Tactics \n'b' Mill slugs have only the most instinctual of tactics. They will attack creatures with their bite if they perceive them, and otherwise will stop on top of their victims, waiting for their weight and their slime to smother them before eating their \xe2\x80\x9ccatch\xe2\x80\x9d. \n'b' Description \n'b' A gigantic slug, bigger than a barn, slowly oozes forward. It is 70 feet or more from eyestalk to tail-tip. Despite its soft body, its skin is tough and it leaves only a brown path of destruction in its wake as it consumes everything it can in its hunger. \n'b' Windmills . There\xe2\x80\x99s quite a bit of debate about what exactly causes a mill slug to be attracted to windmills, but there\xe2\x80\x99s no question they are. A mill slug will head straight for any operational windmill and attempt to smother it. \n'b' Mill slugs have even been known to lurk around the ruins of a windmill, seemingly waiting for it to begin moving again. \n'b' Edible . Mill slugs are edible but their flesh is inferior in both taste and texture to lesser gastropods and it is rare for anyone to hunt them for their meat. Living mill slugs avoid salt instinctively and adding to their meat causes it to shrivel and toughen.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Millitaur \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft., burrow 20 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 8 (-1) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4 Damage Resistances poison, slashing Condition Immunities prone Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages Common, Millitaur Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' ACTIONS \n'b'\n'b' Multiattack . The millitaur makes two Handaxe attacks. \n'b' Handaxe . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage. \n'b' Poisonous Flask (Recharge 5\xe2\x80\x936) . The millitaur hastily combines alchemical substances into a poisonous concoction and throws it at a point the millitaur can see within 30 feet. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t poisoned . A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Healing Tonic (2/Day) . The millitaur administers a healing tonic to a willing creature within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison. \n'b'\n'b' ABOUT \n'b' A purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes, and powerful mandibles wields a pair of stone axes. \n'b' Millitaurs roam jungles and woodlands, especially wherever dense undergrowth rots beneath the canopy and piles high. Leaves and plant matter provide much of the millitaur diet, but they also are good hunters and supplement with squirrel, monkey, gnome, and goblin. \n'b' Poisonous Drool . As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they\xe2\x80\x99ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared on from the beast\xe2\x80\x99s mandibles. They use their axes for breaking up mulch for easier digestion, as well as for hunting and self-defense. \n'b' Alchemists and Brewers . Millitaurs are capable alchemists and brew their own unique beverages, potions, and alchemical substances, using the various materials and substances provided by the plants and animals found in their jungle homes. When away from their burrows, millitaurs carry a handful of flasks for self defense, to ward off intruders, or to trade with respectful humanoids traveling near their territory. \n'b' Clicking Speech . Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashfallen \n'b' Medium aberration (denizen of Leng), chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 237 (25d8 + 125) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 21 (+5) CON: 20 (+5) INT: 23 (+6) WIS: 20 (+5) CHA: 30 (+10) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +10, Intelligence +11, Wisdom +10, Charisma +15 Skills Arcana +11, Deception +15, Insight +10, Perception +10, Stealth +10 Damage Resistances cold, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 20 Languages all Challenge 14 (11,500 XP) \n'b' Special Traits \n'b'\n'b' Polyglot . An ashfallen is fluent in all languages. \n'b' Regeneration . An ashfallen regains 10 hit points at the start of its turn if it has at least 1 hit point and its planar connection to its homeworld of Leng isn\xe2\x80\x99t interrupted. If its ability to plane shift (or other form of planar travel) is suppressed, this trait doesn\xe2\x80\x99t function at the start of Ashfallen\xe2\x80\x99s next turn. \n'b' Rejuvenation . If an ashfallen dies in a location not on its homeworld, it returns to life in 4d6 hours on its homeworld of Leng, regaining all its hit points and becoming active again. \n'b' Sneak Attack (1/turn) . An ashfallen deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn\xe2\x80\x99t incapacitated, and the Ashfallen doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Innate Spellcasting . An ashfallen\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Ashfallen can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : detect thoughts , hypnotic patter, levitate , minor image \n'b' 1/day each : locate object , plane shift (self only) \n'b'\n'b' Spellcasting . Ashfallen is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, mage hand , mending , prestidigitation , ray of frost \n'b' 1st level (4 slots) : burning hands , detect magic , magic missile , unseen servant \n'b' 2nd level (3 slots) : alter self , blindness/deafness , ray of enfeeblement , scorching ray \n'b' 3rd level (3 slots) : blink , dispel magic , fireball , gaseous form , nondetection \n'b' 4th level (3 slots) : blight , confusion , dimension door , greater invisibility \n'b' 5th level (2 slots) : arcane hand , cone of cold , legend lore , wall of stone \n'b' 6th level (1 slot) : eyebite , irresistible dance , mass suggestion \n'b' 7th level (1 slot) : forcecage , prismatic spray , teleport \n'b'\n'b' Actions \n'b'\n'b' Multiattack . An ashfallen makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 12 (2d6 + 5) piercing damage and the target must succeed on a DC 15 Constitution saving throw or incur one level of exhaustion . \n'b' Claws . Melee Weapon Attack : +10 to hit, reach 5 ft., one creature. Hit : 9 (1d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Milopoxy \n'b' Medium fey , chaotic neutral \n'b' Armor Class 18 (plate armor) Hit Points 130 (20d8 + 40) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 19 (+4) CON: 15 (+2) INT: 12 (+2) WIS: 10 (+0) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Con +5, Wis +3 Skills History +5, Intimidation +7, Perception +3, Persuasion +7 Senses darkvision 30 ft., passive Perception 13 Languages Common, Sylvan Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Boisterous Braggart . The milopoxy narrates its intentions loudly, proclaiming even the most mundane actions to be righteous endeavors. The milopoxy always fails Charisma ( Deception ) and Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The milopoxy attacks three times with its greatsword or twice with its longbow. \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 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' Bask in Glory . The milopoxy proclaims its imagined heroism , magically compelling witnesses to cheer. Each non-hostile creature that can see, hear, and understand its language must succeed on a DC 15 Wisdom saving throw, which it can voluntarily fail. On a failure, it cheers. Regardless of the saving throw result, the creature is then immune to Bask in Glory for the next 24 hours. If at least one creature fails this saving throw and the milopoxy hears the creature\xe2\x80\x99s cheer, the milopoxy can add a d4 roll to attack rolls, damage rolls , and saving throws against fear effects until the end of its next turn. \n'b' Proclaim Ward . The milopoxy loudly designates as its ward a creature that it can see and hear. The milopoxy adds a d4 roll to ability checks made to locate, move toward, or protect its ward. The milopoxy can have only one ward designated at a time, and a creature can be designated the ward of only one milopoxy. \n'b'\n'b' REACTIONS \n'b'\n'b' Selfish Protection . When a creature damages the milopoxy\xe2\x80\x99s ward while both the attacker and the ward are within 15 feet of the milopoxy, the milopoxy can move up to its speed straight to a space within 5 feet of the ward. If it does so, the damage dealt to the ward is halved, and the milopoxy takes an equal amount of damage, which cannot be reduced or avoided in any way. The milopoxy can then use Bask in Glory. \n'b'\n'b' ABOUT \n'b' Obsessed with grandiose tales of chivalry and stories of great heroes who protect the weak, milopoxies are lithe humanoid fey who wander the world imitating these legends between fits of delusion and whimsy. Unfortunately for others, milopoxies don\xe2\x80\x99t truly understand the concepts of empathy or selflessness. \n'b' Far from really aiding anyone, these selfish cavaliers-which are also known poetically as \xe2\x80\x9cmisguided protectors\xe2\x80\x9d tend to expend all their energy boasting about imagined heroic deeds and imploring evildoers to beware of their righteous blades. Yet, in spite of a milopoxy\xe2\x80\x99s obliviousness, this over-the-top distraction technique occasionally works. \n'b' More often than not, a milopoxy\xe2\x80\x99s ward ends up dead from exhaustion or neglect since milopoxies have no need for food or water and believe that everlasting glory is more than enough sustenance to live on. \n'b' Particularly aloof milopoxies might continue carrying a dead prot\xc3\xa9g\xc3\xa9 for years, only disposing of the corpse after stumbling upon a more prestigious creature to protect.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Belly \n'b' Medium fey , chaotic good \n'b' Armor Class 13 Hit Points 76 (8d8 + 40) Speed 40 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 21 (+5) INT: 13 (+1) WIS: 18 (+4) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5, Constitution +7, Wisdom +6, Charisma +6 Skills Acrobatics +7, Performance +8 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 4 (1,100 XP) \n'b' ACTIONS \n'b'\n'b' Multiattack . The crystal belly makes two whip attacks. It makes five whip attacks during its performance. \n'b' Whip . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 5 (1d4 + 3) slashing damage. \n'b' Glass Prison . The crystal belly starts its performance, dancing and singing. During its performance, it must move up to 40 feet every turn or the performance ends. If its performance is uninterrupted for a minute, it can choose a creature within 10 feet at the start of its next turn after the performance ends. The target must succeed on a DC 14 Wisdom saving throw or be imprisoned within the crystal belly. The crystal belly can hold up to 5 creatures in its abdomen. While imprisoned by this feature, the creature doesn\xe2\x80\x99t need to breathe, eat, or drink, and it doesn\xe2\x80\x99t age. Divination spells can\xe2\x80\x99t locate or perceive the target. The imprisoned creature has no material body, it can\xe2\x80\x99t perceive its surroundings, it can\xe2\x80\x99t use any of its features. The only way to free a creature from this prison is to kill the crystal belly. The crystal belly can free a creature that it imprisoned. The crystal belly can use its actions during the performance but not its bonus actions and reactions . This feature has no effect on creatures that are not evil-aligned. \n'b'\n'b' ABOUT \n'b' The colorfully decorated skin and crystal abdomen of crystal bellies easily attract attention. These fey are the performers of the wild, dancing and singing their way across the most desolate of places. They search tirelessly for evil creatures to abduct and deliver them to a creature willing to take care of them for good. \n'b' Crystal Maze . The crystal belly can imprison evil creatures in its belly. A creature loses its body if imprisoned by a crystal belly. It transforms into a dense black smoke and is trapped inside the crystal abdomen. While imprisoned in this way, a creature finds itself in an endless crystal maze of which it tries to find the exit, even though there is none. If a creature is freed, its body reappears next to the crystal belly and the creature inhabits its own body once more. \n'b' Enchanting . A crystal belly is a master performer. It can control every little muscle in its body to dance while singing with a clear and strong voice. They hardly ever get tired and are never bored of performing. These performances are mostly entertaining to the innocent while terrifying to others.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimi \n'b' Tiny fey , neutral good \n'b' Armor Class 14 Hit Points 9 (2d4 + 4) Speed 10 ft., fly 50 ft.\n'b' STATS STR: 4 (-3) DEX: 19 (+4) CON: 14 (+2) INT: 15 (+2) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 (+8 in snowy terrain) Damage Immunities cold Senses darkvision 60 ft., passive Perception 11 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Group Casting (1/day) . A group of three or more mimis together can use freezing sphere . \n'b' Magic Resistance . The mimi has advantage on saving throws against spells and other magic effects. \n'b' Innate Spellcasting . The mimi\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : invisibility , ray of frost \n'b' 2/day : frost fingers (as burning hands , but cold damage) \n'b' 1/day : cone of cold \n'b'\n'b' Actions \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Lower Temperature . The mimi lowers the temperature in an area within 30 feet of it that is no larger than a 15-foot cube. Creatures who enter or begin their turn within the area must succeed on a DC 12 Constitution saving throw or take 11 (2d8 + 2) cold damage. If a creature takes cold damage, it has disadvantage on all attack rolls and ability checks for 1 minute. \n'b' About \n'b' This tiny fey resembles a one-foot-tall elf with small bee-like wings, silver hair, milk-white skin, and icy blue eyes. It is dressed in colorful garments of blue, silver, or green and carries a tiny shortsword in a scabbard slung across its backs, resting between its wings. \n'b' Mimis are one-foot-tall mischievous creatures that inhabit cold forests and fields and derive pleasure from playing tricks on creatures that wander into their icy realm. Mimi tricks are always harmless and include such things as throwing snowballs at a creature, creating a patch of ice on the ground and watching a creature slip and fall, or turning invisible and sneaking into a sleeping creature\xe2\x80\x99s camp wherein they put snow or ice in the creature\xe2\x80\x99s boots, clothes, or backpack. \n'b' While frolicsome, mimis are generally good-natured and friendly towards those they encounter. They often lend aid to creatures in need, especially those that have helped a mimi in the past. Mimis will not lend aid or assistance to creatures of a malign nature and tend to avoid such creatures if possible. They are on good terms with most other fey creatures, though they find brownies to be a little too \xe2\x80\x9cstiff\xe2\x80\x9d for their liking and buckawns to be a bit too gruff. \n'b' Druids and rangers can detect the presence of a mimi or group of mimis with a successful DC Survival check. \n'b' Mimis are nonaggressive creatures and rarely attack unless potential adversaries are inherently evil. They prefer to avoid combat if at all possible but if drawn in, they open using their frost fingers. Against more powerful opponents, mimis begin combat by blasting their foes with a cone of cold . \n'b' A persistent foe that wishes to continue the battle against a mimi (after being hit with its frost fingers or cone of cold ) is subjected to a rapid decrease in the surrounding temperature. A mimi lowers the temperature just enough to possibly damage an adversary and maybe force it away; its goal is not to kill it. \n'b' Mimis usually turn invisible and flee if they cannot drive their opponents away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cave Mimic \n'b' Family: Mimic \n'b' Gargantuan monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) Hit Points 174 (12d20 + 48) Speed 10 ft., burrow 20 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (\xe2\x80\x931) CON: 18 (+4) INT: 5 (\xe2\x80\x933) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages \xe2\x80\x94 Challenge 7 (2,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Adhesive (Object or Terrain Form Only) . The mimic adheres to anything that touches it. A creature adhered to the cave mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. It can choose for a creature to not be affected by this trait. \n'b' False Appearance (Object or Terrain Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature. \n'b' Grappler . The mimic has advantage on attack rolls against any creature grappled by it. \n'b' Object Mimicry (Object or Terrain Form Only) . The mimic can shape minor pseudopods into Medium or smaller objects. A creature that sees such an object can tell it is an imitation with a successful DC 15 Wisdom ( Insight ) check. A creature with at least half its body in contact with the object, such as sitting on an imitation chair, is subjected to the mimic\xe2\x80\x99s Adhesive trait. \n'b' Stretched Form (Terrain Form Only) . The mimic can occupy another creature\xe2\x80\x99s space and vice versa. \n'b' Tunneler . The cave mimic can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The cave mimic makes four Pseudopod attacks. \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage. If the cave mimic is in object or terrain form, the target is subjected to the mimic\xe2\x80\x99s Adhesive trait. \n'b' Stalagteeth (Terrain Form Only, Recharge 4\xe2\x80\x936) . The cave mimic launches a harpoon-like pseudopod, shaped like a stalactite or other similarly pointed object, at one creature in its space. The target must succeed on a DC 14 Dexterity saving throw or take 24 (7d6) piercing damage and have the harpoon pseudopod stuck in it. While the pseudopod is stuck, the target is restrained and takes 10 (3d6) acid damage at the start of each of its turns, and the mimic can use a bonus action to pull the target up to 30 feet toward the mimic\xe2\x80\x99s nearest wall, ceiling, or similar surface. A creature, including the target, can take its action to detach the harpoon pseudopod by succeeding on a DC 15 Strength check. If the target detaches the harpoon while it is stuck to the ceiling of the mimic, the target takes falling damage as normal. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The cave mimic transforms into a Gargantuan object or stretches itself out as terrain no larger than a 35-foot cube or back into its true, amorphous form. 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.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic of Love \n'b' Family: Mimic \n'b' Small monstrosity (shapechanger), chaotic good \n'b' Armor Class 12 Hit Points 54 (12d6 + 12) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 13 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Charisma +4 Skills Sleight of Hand +4, Stealth +6 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 11 Languages Understands Common but can\xe2\x80\x99t speak Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Toy Form Only) . While the mimic of love remains motionless, it is indistinguishable from an ordinary toy. \n'b' Horrific Image . Creatures who witness the transformation of the mimic of love for the first time must make a DC 12 Wisdom saving throw. On a failed save, a creature becomes frightened until the end of its next turn. On a successful save, it is not frightened and is immune to the effects of the Horrific Image feature for 1 hour. \n'b' Monstrous Assault . The mimic of love can only make a bite attack in its toy form. \n'b' Shapechanger . The mimic of love can use its action to polymorph into a toy or back into its true, monstrous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mimic of love makes three melee weapon attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. \n'b'\n'b' ABOUT \n'b' A mimic of love is a monstrous goo with razorsharp teeth and claws. In spite of their off-putting appearance, they like to be loved and cared for, and so they change their shape into toys to make friends (mostly children). As long as its friend is loving and caring to them, they also love and protect them. Once a mimic of love senses it is not loved, its leaves and looks for other friends. \n'b' Hungry for Love . Mimics of love need love and attention to sustain themselves. An unloved mimic of love is a depressed one. Thus, they care for and protect anyone who loves them. If an unloved mimic of love is unable to find love for one year, it dies of a broken heart.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic Virus \n'b' Family: Mimic \n'b' Medium monstrosity (shapechanger, microscopic cloud), neutral \n'b' Armor Class 15 (unarmored) \n'b' Hit Points 26 (5d8+5) \n'b' Speed 10 ft., fly 30 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 18 (+4) INT: 4 (-3) WIS: 12 (+1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +4, Constitution +6 Skills Stealth +6, Survival +5 Damage Vulnerabilities fire, cold Condition Immunities prone Senses tremorsense 20 ft., empathic awareness 60 ft., passive Perception 11 Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechange Virus . The virus can invade another creature\xe2\x80\x99s space and vice versa, and can move through any opening large enough for a Tiny creature. The mimic virus can use its action to polymorph its victim from its normal form into an object corresponding in size to its normal form. Tiny creatures can become tiny objects and so forth. Its Statistics are the same in each form, but it loses the ability to engage in complex actions like spellcasting or abstract thinking. Any Equipment it is wearing or carrying is transformed. It reverts to its true form if it dies. \n'b' Detectable by Magic . The virus is too small to be seen with the naked eye and even most non-magical visual aids. Detect magic and other similar spells, can detect the presence of the virus both prior and after an attack . \n'b' Life Awareness . The virus has a rudimentary awareness that allows it to sense potential victims using their life force or aura. Creatures that are not living or have magically masked their life aura or living status are not detectable in this way. \n'b' Actions \n'b' Infect . Ranged Weapon Attack : +6 to hit, reach 5 ft., one target in the swarm\xe2\x80\x99s space. Hit : (5) 2d4 piercing damage + (5) 2d4 acid damage. Target must succeed on a Constitution saving throw DC 15 or transform into an inconspicuous object in the vicinity of the attack . Choose suitable objects in terms of size and presence in any given setting. Cure disease and similar spells allow an additional DC 15 Constitution saving throw. \n'b' Lair Actions \n'b' Mimic Viral Colony . If encountered in a viral colony the mimic can affect up to 5 victims within 20 ft. in the same manner as stated above. Roll individually for all intended victims and resolve each attack separately. \n'b' About \n'b' Sentient victims changed into a mimic react as a mimic of the same size category as their original form. Feel free to imbue their new forms with references to their original forms for added dread.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Chittering \n'b' Family: Mimic \n'b' Large monstrosity (shapechanger), neutral \n'b' Armor Class 14 (natural armor) Hit Points 90 (12d8+18) Speed 40 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 5 (-3) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities acid Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Shapechanger . The chittering mimic can use its action to polymorph into an object or back into its true, humanoid form. 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' False Appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on attack rolls against any creature grappled by it. \n'b' Terrible Chatter . When its true form is revealed, the mimic unleashes an endless torrent of high-pitched chattering. Each non-undead creature within 10 feet of the chittering mimic that can hear it must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds. A stunned target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this chittering mimic\xe2\x80\x99s Terrible Chatter for the next 24 hours. \n'b' Actions \n'b' Multiattack . The chittering mimic gets a bonus bite attack after a successful grab. \n'b' Grab . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Escape DC 14. \n'b' Kick . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 20 (3d10 + 3) piercing damage. \n'b' About \n'b' A chittering mimic is a skilled shapeshifter, able to assume any form from a wooden chest to a village shop. Terrifyingly nimble, with a voracious gaping maw and standing on two powerful gangly legs, the chittering mimic is a deadly foe, able to grab prey with sinewy arms. Unleashes a stream of gibberish when attacking its prey that stuns and disorients. \n'b' Keen dungeon delvers soon learn to listen for the chittering mimic\xe2\x80\x99s breathing before opening any unguarded chests.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Gargantuan \n'b' Family: Mimic \n'b' Gargantuan monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 279 (18d20+90) \n'b' Speed 25 ft. (varies by form), swim (varies by form)\n'b' STATS STR: 23 (+6) DEX: 8 (-1) CON: 21 (+5) INT: 7 (-2) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Constitution +9 Skills Stealth +6 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 13 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Shapechanger . The huge mimic can use its action to polymorph into a huge objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Gargantuan or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 18). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on Attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +10 to hit, reach 20ft., one target. Hit : 32 (4d12+6) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 32 (4d12+6) plus 26 (4d12) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the mimic, and it takes 21 (6d6) acid damage at the start of each of the mimic\xe2\x80\x99s turns. \n'b' Fighting from Within . If the mimic takes 20 damage or more in a single turn from a creature inside of it, the mimic must succeed in a DC 21 Constitution saving throw. If it fails, it must regurgitate all swallowed creatures at the end of that turn. All regurgitated creatures fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft of movement, exiting prone . \n'b' About \n'b' While individual mimic sizes may vary greatly, a Gargantuan mimic is usually the size of gargantuan items like a large house, a ship, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Huge \n'b' Family: Mimic \n'b' Huge monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 157 (15d12+60) \n'b' Speed 20 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 19 (+4) INT: 6 (-2) WIS: 15 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 12 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Shapechanger . The huge mimic can use its action to polymorph into a huge objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Gargantuan or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 16). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on Attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 27 (4d10+5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 27 (4d10+5) plus 22 (4d10) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the mimic, and it takes 14 (4d6) acid damage at the start of each of the mimic\xe2\x80\x99s turns. \n'b' Fighting from Within . If the mimic takes 15 damage or more in a single turn from a creature inside of it, the mimic must succeed in a DC 21 Constitution saving throw. If it fails, it must regurgitate all swallowed creatures at the end of that turn. All regurgitated creatures fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft of movement, exiting prone . \n'b' About \n'b' While individual mimic sizes may vary greatly, a Huge mimic is usually the size of huge items like a small house, a dungeon entrance, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ashwalker \n'b' Medium undead , neutral evil \n'b' Armor Class 12 Hit Points 31 (7d8) Speed 30 ft.\n'b' STATS STR: 13 (+1) DEX: 15 (+2) CON: 10 (+0) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \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 understands all languages it knew in life but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Breath Born . The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green). \n'b' Burst of Breath . A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) damage of the type noted in its Breath Born trait. \n'b' Last Breath . The first time the ashwalker is reduced to 0 hp , it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being grappled or restrained . At the end of the ashwalker\xe2\x80\x99s next turn, it is destroyed. \n'b' Undead Nature . The ashwalker doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) damage of the type noted in the ashwalker\xe2\x80\x99s Breath Born trait. \n'b' Draconic Breath (Recharge 6) . The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 14 (4d6) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A winged shadow eclipsed the sun, and an inferno consumed the city. An ashen corpse rose from the dirt and walked the charred streets as if its world had not just been incinerated. \n'b' Ashwalkers are the unfortunate result of humanoids who met their end from the breath of a dragon while in a place suffused with powerful magical energy. These undead creatures often emerge in hordes after a dragon\xe2\x80\x99s rage has leveled a city. Though burnt almost to ashes, many ashwalkers can rasp out a few words, typically words of hate for those who were spared the ashwalker\xe2\x80\x99s fate. \n'b' The Last Breath . While the fire of a red dragon\xe2\x80\x99s breath is the most common source of ashwalkers, they can be created from any dragon\xe2\x80\x99s breath. The magical infusion of the dragon\xe2\x80\x99s breath that kills the individual leaves residual energy of a similar type in the remains. For example, an ashwalker killed by poison breath often exudes some of the noxious clouds as it walks the wastelands of its destroyed home. \n'b' Unlived Dreams . Ashwalkers have no purpose in undeath and rarely serve a master. Sometimes they carry on a sad mimicry of their former life, acting out the final hours before their demise, not fully aware of what happened. Some ashwalkers even return to the site of their homes and lay down in the dirt to sleep, although sleep never comes. Adventurers who seek the riches of lost civilizations leveled by dragon fire have reported seeing smoldering corpses milling about marketplaces or theatre spaces until a living soul snaps them from their reverie, often driving them into maddened rages.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Deviant \n'b' Small construct , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 44 (8d6 + 16) Speed 30 ft., climb 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 15 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 (or any other) Skills Perception +3, Stealth +4 (or any two other) Damage Resistances necrotic, psychic Damage Immunities poison Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the crystal deviant remains motionless and at rest, it is indistinguishable from a normal pile of crystals. \n'b' Magic Resistance . The crystal deviant has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The crystal deviant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crystal deviant makes two Zap attacks. \n'b' Zap . Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 16 (4d6 + 2) psychic damage. \n'b' Psychic Blast . The crystal deviant projects its thoughts in a 30-foot cone. Creatures in the area must make a DC 13 Intelligence saving throw, taking 10 (4d4) psychic damage on a failed save or half as much damage on a successful one. \n'b' Agony (Recharge 5\xe2\x80\x936) . A creature within 30 feet that the crystal deviant can sense must succeed on a DC 13 Intelligence saving throw or be wracked by devastating pain, taking 18 (4d8) psychic damage and 18 (4d8) necrotic damage and being stunned until the end of its next turn on a failed save or half the damage with no additional effects on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and this reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. \n'b' Spellcasting (Psionics) . The crystal deviant casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : disguise self , mage hand , minor illusion \n'b' 3/Day : magic missile , shield \n'b'\n'b' REACTIONS \n'b'\n'b' Telekinetic Shove . If a creature misses the crystal deviant with a melee attack , it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away (in a direction of the crystal deviant\xe2\x80\x99s choosing) and fall prone .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Large \n'b' Family: Mimic \n'b' Large monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 58 (9d8+18) \n'b' Speed 20 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 6 (-2) WIS: 14 (+2) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Shapechanger . The large mimic can use its action to polymorph into a small objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 14). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on Attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +6 to hit, reach 10ft., one target. Hit : 13 (2d8+4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8+4) plus 9 (2d8) acid damage. If the target is a Small or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the mimic. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the mimic, and it takes 7 (2d6) acid damage at the start of each of the mimic\xe2\x80\x99s turns. \n'b' Fighting from Within . If the mimic takes 10 damage or more in a single turn from a creature inside of it, the mimic must succeed in a DC 21 Constitution saving throw. If it fails, it must regurgitate all swallowed creatures at the end of that turn. All regurgitated creatures fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft of movement, exiting prone . \n'b' About \n'b' While individual mimic sizes may vary greatly, a Large mimic is usually the size of large items like a stage coach, a king-sized four-poster bed, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Map \n'b' Family: Mimic \n'b' Tiny monstrosity (shapechanger), neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 22 (5d4 + 10) \n'b' Speed 30 ft., fly 15 ft.\n'b' STATS STR: 7 (-2) DEX: 15 (+2) CON: 14 (+2) INT: 5 (-3) WIS: 13 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid \n'b' Condition Immunities prone \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Life Path . Regardless of the form it takes, the map mimic can make a map on its surface (no action required) that shows the route it has traveled since it left its parent mimic. The map shows terrain features and landmarks of where it has been, but doesn\xe2\x80\x99t show the names of those places. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, and it attaches to the target. While attached, the mimic can\xe2\x80\x99t attack , the target is blinded , and at the start of each of the mimic\xe2\x80\x99s turns, the target takes 5 (1d6 + 2) bludgeoning damage. The attached mimic moves with the target whenever the target moves, requiring none of the mimic\xe2\x80\x99s movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the mimic by succeeding on a DC 8 Strength check. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Change Shape . The mimic transforms into a Tiny object or back into its true, amorphous form. 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' ABOUT \n'b' A treasure map flaps as if caught in a strong wind. It suddenly splits open, revealing a fanged mouth and face. \n'b' Mimic Spawn . Mimic adhesive is not just a powerful means of trapping prey, it also contains millions of microscopic larvae that feed on flesh. Most of the larvae are consumed by the mimic when it eats. Mimics are either unaware of this, or they\xe2\x80\x99re indifferent to the fact that they routinely cannibalize their own offspring. A few larvae survive by adhering to the clothing or equipment of someone who escaped from a full-grown mimic\xe2\x80\x99s attack . These larvae hitch a ride, their host taking them far from the dungeon, cavern, or ruin of their birth. There, they drop off and grow into wormlike mimic young called map mimics. In time, map mimics grow into typical mimics. \n'b' Smaller than a Dinner Plate . Map mimics are too small to mimic the types of objects their parent does, but they still deceive prey by altering their forms. They can assume the shape, texture, and coloration of anything up to the size of a dinner plate. \n'b' Paper Scrolls . Their preferred form is parchment paper. They can display the path they\xe2\x80\x99ve followed on their hide, complete with important landmarks. In this form, they curl up and wait inside bottles, or in the clutches of a corpse in plain view, until an unsuspecting adventurer discovers them. If the mimic is hungry, it attacks and attaches to the finder\xe2\x80\x99s face. Otherwise, it continues its charade as a map, eventually leading the reader back to the parent mimic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Medium \n'b' Family: Mimic \n'b' Medium monstrosity (shapechanger), neutral \n'b' Armor Class 12 (natural armor) \n'b' Hit Points 58 (9d8+18) \n'b' Speed 15 ft.\n'b' STATS STR: 17 (+3) DEX: 12 (+1) CON: 15 (+2) INT: 5 (-3) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Shapechanger . The medium mimic can use its action to polymorph into a small objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Large or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 13). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on Attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +5 to hit, reach 5ft., one target. Hit : 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) plus 4 (1d8) acid damage. \n'b' About \n'b' While individual mimic sizes may vary greatly, a Medium mimic is usually the size of medium items like a coffin, a treasure chest, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Rust \n'b' Family: Mimic \n'b' Medium monstrosity (shapechanger), neutral \n'b' Armor Class 14 (natural armor) Hit Points 67 (9d8 +27) Speed 15 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 17 (+3) INT: 6 (-2) WIS: 13 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Performance +2, Stealth +3 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The rust mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing, carrying, or stuck to it isn\xe2\x80\x99t transformed. It reverts to its true form if it reaches 0 hit points . \n'b' Adhesive (Object Form Only) . The rust mimic adheres to anything that touches it. A Huge or smaller creature adhered to the rust mimic is automatically grappled by it (escape DC 14). Ability checks to escape this kind of grapple are always made at disadvantage. \n'b' Grappler . The rust mimic has advantage on attack rolls against any creature grappled by it. \n'b' Specific False Appearance (Object Form Only) . While the rust mimic remains motionless, it is indistinguishable from an ordinary object. Due to their specified dietary needs, rust mimics only shapechange into objects that serve as good lures to sate them. This means they often turn into weapon racks (weapons), armor mannequins (armor), heavily locked chests (lockpicks and treasure), and anvils (forge tools and materials) are all commonplace lure shapes. \n'b' Corrosive . Nonmagical metallic objects that contact a rust mimic for more than a few seconds begin to corrode. This includes weapons that strike it. After dealing damage (if an attack ), the metallic weapon takes a permanent and cumulative -1 penalty to damage rolls . In the case of non-weapon items, they suffer -20% of their hit points automatically per round of contact. If a weapon is reduced by -5 damage permanently or another object loses 100% of its hit points , it is corroded to flakes of rust and tarnish beyond nonmagical repair. For some odd alchemical reason, the metal electrum is completely immune to this trait. \n'b'\n'b' ACTIONS \n'b'\n'b' Corrosive Pseudopod . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 +4) bludgeoning damage. If the rust mimic is in object form, the target is subjected to its Adhesive and Corrosive traits. \n'b' Toxic Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 +4) piercing damage plus 4 (1d8) acid damage. The rust mimic\xe2\x80\x99s teeth are always made up of half-corroded, jagged metal shards made from their meals, forcing a Dexterity saving throw DC 12 or become poisoned for the next 1d6 hours. \n'b'\n'b' TACTICS \n'b' Surprise Round -Most encounters start with the shapechanged creature exploding outward from its hiding place-but not until it has taken a few rounds to corrode and absorb a rogue\xe2\x80\x99s thieves\xe2\x80\x99 tools or a warrior\xe2\x80\x99s prized dagger or helmet. Once it has a solid snack, a meatier meal is welcome. \n'b' Adhered Round -Once a rust mimic is grappled to a target, it will continue to try and maneuver itself around that target\xe2\x80\x99s body to corrode as much worn metal as the target has, all the while biting chunks from it. These bites are toxic, and once its foul tarnish infests its target, it becomes even more difficult to be free of the sticky, malleable monster. Although capable of creating pseudopods to strike at non- grappled targets, rust mimics will normally maintain attacking a single target until it is fully incapacitated before moving on. \n'b' Hidden Round(s) -Rust mimics are not mindless beasts, and if injured badly, they will slink away to hide , shapechange , and heal . Once fully healed, the rust mimic will resume its normal hunting position and lure form. \n'b' ABOUT \n'b' Mimics have plagued weary travelers and adventuring types for the span of written history, but only in recent decades have scholars begun to recognize some individual subtypes of the shapechanger appearing with some regularity. One of these subspecies called a rust mimic due to the special properties of their secretions. They are noted easily by their predilection toward particular objects to transform into a perfect trap to lure in targets who use things made from their most delectable dietary supplement-metal. \n'b' Mimics use their shapechanging abilities to draw in prey by looking like objects that attract animals and adventurers to their awaiting, sticky pseudopods. Rust mimics take an extra step in their predatory shifting by choosing objects most likely to be touched or interacted with by common metallic objects, like locks, anvils, or toolshed racks. \n'b' Mimics of all kinds, while monstrous horrors in their own right, survive by consuming creatures drawn into striking range and then consumed. Unlike the rest of their cousins, they have evolved to require special additives to their diet-metal. The metals it eats are then used to strengthen and grow certain aspects of the creature, especially its jagged, rusted fangs. Yet to be explained by researchers, rust mimics cannot digest or corrode the semi-precious metal electrum; it is as if it almost has an allergy to the stuff. \n'b'\n'b' d4 \n'b' Rust Mimic Treasure \n'b'\n'b' 1 \n'b' potion of hill giant strength \n'b'\n'b' 2 \n'b' 4d20 gp \n'b'\n'b' 3 \n'b' arrow of slaying \n'b'\n'b' 4 \n'b' arcane focus (GMs choice)'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Small \n'b' Family: Mimic \n'b' Small monstrosity (shapechanger), neutral \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 27 (6d6+6) \n'b' Speed 10 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 13 (+1) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Shapechanger . The small mimic can use its action to polymorph into a small objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Medium or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 13). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5ft., one target. Hit : 5 (1d6+2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) plus 3 (1d6) acid damage. \n'b' About \n'b' While individual mimic sizes may vary greatly, a Small mimic is usually the size of smaller items like end tables, bread boxes, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Tiny \n'b' Family: Mimic \n'b' Tiny monstrosity (shapechanger), neutral \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 7 (3d4) \n'b' Speed 20 ft., climb 20 Ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 11 (+0) INT: 4 (-3) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +5 Skills Stealth +7 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 10 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Shapechanger . The tiny mimic can use its action to polymorph into a tiny objects or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Small or smaller creature adhered to the mimic swarm is also Grappled by it (escape DC 13). Ability Checks made to escape this grapple have disadvantage. \n'b' False appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on attack rolls against any creature Grappled by it. \n'b' Actions \n'b' Pseudopod . Melee Weapon Attack : +2 to hit, reach 5ft., one target. Hit : 2 (1d4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) plus 2 (1d4) acid damage. \n'b' About \n'b' While individual mimic sizes may vary greatly, a Tiny mimic is usually the size of hand-he1d items like brushes, dinner plates, and so on.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic, Undead \n'b' Family: Mimic \n'b' Medium undead , neutral evil \n'b' Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 10 ft.\n'b' STATS STR: 20 (+5) DEX: 12 (+1) CON: 15 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wisdom +5 Skills Perception +5, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities acid, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 15 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger . The undead mimic can use its action to polymorph into an object or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The undead mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on attack rolls against any creature grappled by it. \n'b' Weeping Discharge . An undead mimic constantly leaks and oozes its foul adhesive in a 20-foot-radius area around its body. The area quickly becomes coated in the fluids and is considered difficult terrain . Undead mimics are not hampered by this secretion (their own or that of another undead mimic ). The slimy coating lasts for 1 hour before becoming inert. \n'b' Actions \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. \n'b' Soul Drain . When the undead mimic kills a creature within 5 feet of it, the undead mimic can use a bonus action to devour the soul of that creature unless the creature succeeds on a DC 15 Wisdom saving throw. On a failure, the creature\xe2\x80\x99s soul is devoured, it can only be returned to life by a resurrection , true resurrection , or wish spell. Each time the mimic devours a soul it gains 1d6 temporary hit points and its Strength score increases by 2. The temporary hit points and Strength last for 1 hour.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Snimic \n'b' Family: Mimic \n'b' Medium monstrosity (shapechanger), unaligned \n'b' Armor Class 13 (natural armor) Hit Points 37 (5d10+10) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +6 Damage Vulnerabilities slashing Damage Immunities acid Condition Immunities prone Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The snimic can use its action to polymorph into a rope-like object or back into its true, amorphous form. 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' False Appearance (Object Form Only) . While the snimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The snimic has advantage on attack rolls against any creature grappled by it. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) acid damage. \n'b' Constrict . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the snimic can\xe2\x80\x99t constrict another target. \n'b'\n'b' ABOUT \n'b' What you thought was an ordinary rope suddenly sprouts a head at one end. It hisses and bears its fangs at you. Half-snake, half-mimic, snimics are long shapeshifting creatures that can take on the appearance of ropes, chains, and similar objects. \n'b' Ambush Hunters . Snimics lie in wait until food approaches, then leap out to bite and constrict their prey. Though snakes and mimics are both generally independent hunters, snimics often hunt in packs of four to twelve individuals. \n'b' Sailor\xe2\x80\x99s Bane . Though a danger to all, snimics are especially feared by sailors. Stories tell of snimic swarms infesting a ship and waiting for the crew to get out to sea, then devouring them all. Glutted by the large meal, the snimics wait for another crew to find the abandoned ship, then feast again or hitch a ride back to port. \n'b' It Seemed Like a Good Idea at the Time . Though some naturalists theorize that snimics are a natural offshoot of mimics, legend has it that they were created by an overeager apprentice of Mendar the Transmuter. The apprentice deliberately crossed mimics and constrictor snakes, because apparently, \xe2\x80\x9cit seemed like a good idea at the time.\xe2\x80\x9d'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Torch Mimic \n'b' Family: Mimic \n'b' Tiny monstrosity , neutral \n'b' Armor Class 12 Hit Points 21 (6d4 + 6) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (\xe2\x80\x932) DEX: 15 (+2) CON: 13 (+1) INT: 6 (\xe2\x80\x932) WIS: 12 (+1) CHA: 8 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +4 Damage Resistances fire Senses passive Perception 11 Languages understands Common but can\xe2\x80\x99t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the torch mimic remains motionless, it is indistinguishable from an ordinary torch. \n'b' Fiery Soul . The torch mimic can ignite or extinguish the fire that crowns its head as a bonus action. While ignited, the torch mimic sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a torch mimic is subjected to an effect that would extinguish its flames against its will, such as being submerged or in the area of the create or destroy water or gust of wind spells, the torch mimic must succeed on a DC 11 Constitution saving throw or fall unconscious until it takes damage or someone uses an action to wake it. If the effect is nonmagical, the torch mimic has advantage on the saving throw. \n'b' Regeneration . The torch mimic regains 2 hp at the start of its turn. If the torch mimic takes cold damage, this trait doesn\xe2\x80\x99t function at the start of the torch mimic\xe2\x80\x99s next turn. The torch mimic dies only if it starts its turn with 0 hp and doesn\xe2\x80\x99t regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. \n'b' Fire Blast . Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 7 (2d4 + 2) fire damage. \n'b'\n'b' ABOUT \n'b' As the seemingly mundane torch is sparked, two drowsy eyes open, staring momentarily before it bursts into flames. \n'b' Torch mimics were originally bred by a wizard who grew tired of carrying torches through dungeons and dark forests. \n'b' Adventurers often discover them by accident, mistaking them for ordinary torches. \n'b' Surprise Attackers . Torch mimics often lash out at those who dare hold them, biting their victims\xe2\x80\x99 hands with splinterlike teeth. Once dropped, torch mimics launch fiery blasts at their assailants in hopes of driving the creatures away. \n'b' Familiar Shape . While torch mimics are not shapechangers, adventurers have taken to calling these creatures mimics because of their resemblance to torches\xe2\x80\x94and because they lash out from a dormant state, surprising the unsuspecting adventurers. \n'b' Reluctant Guides . Torch mimics have a basic understanding of Common, and some can even speak a few words or short sentences. Because of this, they can be reasoned with, and cunning adventurers have tricked, bribed, or convinced torch mimics to escort them through dungeons. \n'b' Familiar \n'b' Some torch mimics are willing to serve spellcasters as a familiar. \n'b' Creatures of comfort and companionship, torch mimics prefer spellcasters who spend time with them and feed them twigs, scraps of cloth, and other small flammable objects. Torch mimic familiars have the following trait. \n'b' The torch mimic can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the torch mimic senses if they are within 1 mile of each other. When the companion uses an action to see and hear through the torch mimic\xe2\x80\x99s senses, the companion can also speak through the torch mimic, projecting its voice directly through the torch mimic or giving it an echo-like quality to make the source indeterminable. \n'b' At any time and for any reason, the torch mimic can end its service as a familiar, ending the telepathic bond .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mimic Spawn \n'b' Small monstrosity (shapechanger), neutral \n'b' Armor Class 12 (natural armor) Hit Points 5 (1d8 + 1) Speed 15 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Challenge \xc2\xbd (100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Shapechanger . The mimic spawn can use its action to polymorph into an object or back into its true, amorphous form. 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' Adhesive (Object Form Only) . The mimic adheres to anything that touches it. A Large or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. \n'b' False Appearance (Object Form Only) . While the mimic remains motionless, it is indistinguishable from an ordinary object. \n'b' Grappler . The mimic has advantage on attack rolls against any creature grappled by it. \n'b'\n'b' ACTIONS \n'b'\n'b' Pseudopod . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 4 (1d8) acid damage. \n'b' Morphling . The mimic can latch onto a willing creature, altering its appearance. The creature can decide what it looks like, including its height, facial features, hair length, coloration, and any distinguishing characteristics. This effect can make the creature appear as a member of another race, though none of its statistics change. The creature also can\xe2\x80\x99t appear as a different size. The mimic can use its action to alter this appearance or detach itself. \n'b'\n'b' ABOUT \n'b' Mimic spawn are the literal offspring of mimics, produced by budding, a process where the adult mimic splits off a portion of itself, whether intentionally, or severed during combat. They take on the shape of objects that like to be touched in order to attract food. When small, mimic spawn are often more cunning, resorting to guile to achieve what they cannot do through brute force. They are able to take the form of more ornate and intricate objects. As they grow older and larger, their ability to shift becomes more crude as their need for intelligence recedes and is replaced by their mature strength. \n'b' Wizard\xe2\x80\x99s Clay . Most scholars agree that mimics are an unnatural species, created by wizards of old. \n'b' Though they now exist adjacent to the civilizations of sentient races, they are considered invasive and have no natural place in any ecosystem. Some wizards still employ mimics as guardians of their sanctums, to trap unwary thieves. They breed them, splicing and grafting, experimenting with different properties. Often, wizards will choose to keep mimics small, pruning them like ornamental trees to preserve their cunning and adaptability. In this way, unnaturally small mimics may be deceptively old, having spent centuries learning from their wizard master. Some even develop the ability to simulate speech.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Elemental \n'b' Large elemental , neutral \n'b' Armor Class 17 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 8 (-1) CON: 18 (+4) INT: 5 (-3) WIS: 10 (+0) CHA: 8 (-1) \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 cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge Generation . If the elemental takes bludgeoning, piercing, or slashing damage, then it deals an additional 1d6 lightning damage on its first Slam attack before the end of its next turn. If it takes force damage, the extra damage is increased to 2d6. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : (2d8 + 5) bludgeoning damage. \n'b' Psychic Lash (Recharge 4\xe2\x80\x936) . The elemental attempts to telekinetically grab a creature within 30 feet, and the target must make a DC 16 Strength saving throw. On a failed save, the elemental can choose to pull the target toward itself or to push the target violently away, up to 30 feet. Either way, the target takes 1d6 bludgeoning damage for every 10 feet of forced movement. If the target is thrown at another creature, the new target must make a DC 16 Dexterity saving throw. On a failed save, the second target takes the same damage as the first and both are knocked prone . On a successful save, the second target avoids any damage, and the first target continues on its original trajectory. \n'b'\n'b' Variants \n'b' Crystal elementals come in many varieties, owing to the great abundance of mineral types and structures. Simply replace the creature\xe2\x80\x99s Charge Generation ability with one of the following abilities for something a little different. \n'b' Blazing Surface . If the elemental takes any fire damage, its surface becomes superheated for 1 minute, and for the duration, any creature entering or starting its turn within 5 feet of the elemental takes 1d6 fire damage. \n'b' Necrotic Decay . If the elemental takes any necrotic damage, the elemental\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and it goes berserk for 1d4 rounds. On each of its turns while berserk, the elemental attacks the nearest creature it can see. If no creature is near enough to move to and attack , the elemental attacks an object, with preference for an object smaller than itself. While berserk, the elemental\xe2\x80\x99s Slam attack deals an additional 2d6 necrotic damage. If the elemental is slain while berserk, it rises after 1d4 rounds as one (if Large) or two (if Huge) corrupted crystal swarms (see below). \n'b' Noxious Reaction . If the elemental takes any acid damage, a cloud of noxious gas erupts from the damaged surface, as the stinking cloud spell, and remains for 1d4 rounds centered on the elemental. \n'b' Psychic Burden . If the elemental takes any psychic damage, a psychic connection is formed between the elemental and the attacker. The attacker takes however much psychic damage the elemental took, 47 and on subsequent rounds both linked targets take 1d6 psychic damage while so linked. The link ends if either target dies or falls unconscious or if the targets move more than 120 feet apart. Both targets know exactly where the other is while linked. The elemental directs its full attention on the other linked target (most likely attacking). \n'b' Radiant Dispersion . If the elemental takes any radiant damage, the energy is refracted, and all creatures within 15 feet of it must make a DC 15 Constitution saving throw, being stunned and blinded until the end of their next turn on a failed save or just blinded on a successful one. \n'b' Radiant Lensing . If the elemental takes any radiant damage, the energy is amplified and released in a 90-foot line. Creatures in the area must make a DC 15 Dexterity saving throw, taking radiant damage equal to three times that taken by the elemental on a failed save or half as much damage on a successful one. \n'b' Sonic Amplifier . If the elemental takes thunder damage, all creatures within 15 feet of it must make a DC 15 Constitution saving throw, taking thunder damage equal to twice that taken by the elemental on a failed save or half as much damage on a successful one. Those failing the saving throw must succeed on another saving throw at the start of their next turn or take additional damage equal to half of the thunder damage from the first failed save. \n'b' Stimulated Growth . If the elemental takes any lightning damage, it grows by one size category for 1 minute. For the duration, the elemental has advantage on Strength checks and Strength saving throws, and its Slam attacks deal 1d8 extra damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Asp Vine \n'b' Medium plant , unaligned \n'b' Armor Class 13 (natural armor) \n'b' Hit Points 55 (10d8 + 10) \n'b' Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing \n'b' Condition Immunities blinded , deafened , frightened \n'b' Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 \n'b' Languages \xe2\x80\x94 \n'b' Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the asp vine remains motionless, it is indistinguishable from a normal cluster of vines. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The asp vine makes four vine attacks. \n'b' Vine . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage and 5 (2d4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and must succeed on a new saving throw each round it remains grappled or take another 5 (2d4) poison damage. The asp vine can grapple up to four targets at a time, though it can still make vine attacks against other targets even if it has four grappled opponents. \n'b'\n'b' ABOUT \n'b' The asp vine appears as little more than a cluster of thick creepers or ground vines\xe2\x80\x94until it attacks. Hidden under its bundles of heart-shaped leaves are thin, curving thorns that resemble snake fangs, giving the plant its name. When prey blunders into the asp vine, it lashes out, catching the creature in its coils and scoring it with its poisonous thorns. Once the creature is dead, the poison helps break down the body, providing sustenance to the vine, which draws nutrients from the remains through its roots. \n'b' Ambush Predator . Asp vines typically root themselves in a spot and wait for prey to come to them. If there is little in the way of food or if conditions become unsuitable\xe2\x80\x94such as flooding\xe2\x80\x94the vine will uproot itself and move to another area to await prey. \n'b' Incidental Treasure . Items belonging to victims of an asp vine often linger long after their owners have decomposed. This works to the asp vine\xe2\x80\x99s advantage as new victims are often lured into the clutches of the plant by the prospect of easy treasure. \n'b' Native Weapons . Asp vine thorns remain poisonous even after the plant is dead. \n'b' Humanoids native to the Western Wastes often harvest asp vines, dry them, and weave the woody, twine-like vines into whips. \n'b' Treat these weapons as whips that deal an additional 2 (1d4) points of poison damage on a successful hit. The poison in the whips maintains its potency for 1 week, after which the weapon ceases to deliver poison damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mindclaw \n'b' A red-brown crab the size of a wagon scuttles forward with an unusual amount of aggression. \n'b'\n'b' Huge beast , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 204 (24d12 + 48) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 12 (+2) INT: 1 (-5) WIS: 9 (-1) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Condition Immunities charmed , frightened , stunned (if it is from a psychic-based attack ); Senses blindsight 30 ft., passive Perception 9 Languages \xe2\x80\x93 Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Amphibious . The mindclaw can breathe air and water. \n'b' Shared Empathy . Mindclaws gain any bonuses or penalties from emotion effects affecting creatures within 30 feet. The specifics are at the GM\xe2\x80\x99s discretion, however, by way of example a mindclaw would gain the benefits of barbarian rage if a raging barbarian was within range. A mind crab can only benefit from the same spell or effect once regardless of bonus type or number of creatures affected by a single effect, but mindclaws do gain bonuses and penalties from other mindclaws within 30 feet. Mindclaws cannot be the target of an emotion effect (for example the calm emotions spell), but do not gain saving throws against emotion effects affecting other creatures. \n'b' Actions \n'b' Multiattack . The mindclaw makes 2 claw attacks. \n'b' Claw . Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage and 35 (10d6) psychic damage, and the target is grappled (escape DC 17). The mindclaw has two claws, each of which can grapple only one target. \n'b' About \n'b' Echoes of a Sunken Empire . Mindclaws retain the psychic impressions of countless dead, unknown centuries after the cataclysmic demise of ancient antediluvian civilizations. They behave like mindless crabs most of the time, but their simple nervous systems process powerful emotions and are easily influenced by magic. An adult mindclaw is 15 feet tall and weighs 4,000 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mindrot Thrall \n'b' Medium plant , neutral \n'b' Armor Class 15 (natural armor) \n'b' Hit Points 82 (11d8 + 33) \n'b' Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +5 \n'b' Damage Immunities acid, poison \n'b' Condition Immunities charmed , frightened , poisoned \n'b' Senses tremorsense 30 ft., passive Perception 12 \n'b' Languages understands Common but can\xe2\x80\x99t speak \n'b' Challenge 3 (700 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Fungal Aura . A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with the mindrot disease. \n'b' Mindrot . A creature infected with this disease manifests symptoms in 1d4 days after infection, which include migraines and muscle weakness. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw or take 9 (2d8) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the creature finishes a long rest after the disease is cured. The creature dies if the disease reduces its hp maximum to 0. One day after the creature dies, it rises as a mindrot thrall. A creature that succeeds on two saving throws recovers from the disease. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mindrot thrall makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Spore Breath (Recharge 4\xe2\x80\x936) . The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 18 (4d8) acid damage and is infected with the mindrot disease (see the Mindrot trait). On a success, a creature takes half the damage and isn\xe2\x80\x99t infected. \n'b'\n'b' ABOUT \n'b' A heavily cloaked figure reeks of decay, spreading a floating cloud of spores with every step. \n'b' Fungal Rot . Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host\xe2\x80\x99s body and slowly replaces the creature\xe2\x80\x99s flesh with its own. The fungus\xe2\x80\x99s first target is the motor function of the brain. It takes control of the creature\xe2\x80\x99s movement while the victim is still alive and conscious, leaving the victim trapped within its own body. \n'b' Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim\xe2\x80\x99s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm . \n'b' Spore Blisters . A thrall\xe2\x80\x99s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child\xe2\x80\x99s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall remains dangerous. Its half-formed spore blisters can remain infectious for months. \n'b' Dimensional Horrors . Wizards hypothesize the fungus was brought to the mortal world\xe2\x80\x99s wastelands by a shambling horror crossing through a dimensional portal. The remoteness of the wasteland is likely why the mindrot fungus hasn\xe2\x80\x99t destroyed whole cities, though someday it might find a more fertile breeding ground.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mindshard \n'b' Small aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 81 (18d6 + 18) Speed 0 ft., fly 40 ft. (hover)\n'b' STATS STR: 1 (\xe2\x80\x935) DEX: 16 (+3) CON: 12 (+1) INT: 11 (+0) WIS: 15 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +3, Int +2 Damage Immunities poison Condition Immunities charmed , frightened , poisoned , prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12 Languages Deep Speech, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Mindleech Aura . When a charmed creature enters a space within 15 feet of the mindshard on a turn or starts its turn within 15 feet of the mindshard, that creature takes 7 (2d6) psychic damage. \n'b' Translucent . The mindshard is invisible to creatures more than 60 feet away from it. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mindshard makes two Refracted Light Beam attacks. \n'b' Refracted Light Beam . Melee or Ranged Spell Attack : +6 to hit, reach 5 ft. or range 60 ft., one target. Hit : 10 (2d6 + 3) radiant damage. \n'b' Light Construction (Recharge 5\xe2\x80\x936) . The mindshard bends light toward a point it can see within 60 feet of it, creating a colorful pattern on that point. Each creature within 20 feet of that point must make a DC 14 Wisdom saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is charmed and incapacitated for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t charmed or incapacitated . A charmed and incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Refract Mind (1/Day) . The mindshard pulls a Humanoid with 0 hp into its body, refracting the creature into fragments of itself. The Humanoid dies and 2d4 cultists appear in unoccupied spaces within 15 feet of the mindshard. The cultists, which share the Humanoid\xe2\x80\x99s appearance and memories, act as allies of the mindshard and obey its telepathic commands. A Humanoid must have an Intelligence score of 5 or higher to be refracted in this manner. \n'b'\n'b' REACTIONS \n'b'\n'b' Enthralling Defense . When a creature the mindshard can see within 30 feet of it hits it with an attack , that creature must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn. \n'b'\n'b' ABOUT \n'b' A translucent, irregular prism floats through the air in jagged bursts, as limbs of refracted light form around it. Through the prism, the world is refracted into a thousand stunning infinities. \n'b' Mindshards are parasitic aberrations, with the form of multifaceted crystalline prisms the size of a human torso. They float through the air and interact with the world via illusions and limbs made of refracted light. They live in remote reaches of the plains, where nothing can be seen but endless, rolling grass in every direction. \n'b' Memetic Spread . Mindshards prey on small groups in great prairies and steppes. The mindshard bewitches travelers with illusions, slowly tearing at their minds until its victims are helpless and pliable. Then the mindshard pulls a victim into its body, refracting who they were into myriad components like a prism refracts light. The process creates duplicates almost identical to the original and with all of its memories, but each imitation is physically weaker than its original and hyper-focused on a single aspect of who it once was. In this way, an attitude, an emotion, or a behavior is stretched and warped to become the entirety of a person. \n'b' Spawn in Cities and Towns . The mindshard imitations wander back to civilization, slipping into society to incubate a new generation. Some months later, the imitations die, and a new mindshard emerges from each corpse. These new mindshards return to the great expanses they call home, peacefully floating among the grasses until they encounter humanoid travelers and start the process anew.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mindwyrm \n'b' Gargantuan dragon , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 332 (19d20 + 133) Speed 60 ft., fly 80 ft.\n'b' STATS STR: 27 (+8) DEX: 14 (+2) CON: 25 (+7) INT: 16 (+3) WIS: 13 (+1) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saves Dex +6, Con +13, Wis +7, Cha +11 Skills Deception +17, Perception +13, Stealth +6 Damage Immunities acid Condition Immunities charmed , paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception Languages Abyssal, Aklo, Common, Draconic, Dreamspeak, Giant Challenge 18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . (Psionic). The dragon\xe2\x80\x99s innate spellcasting ability is Charisma (spell save 19, +11 to hit with spell attacks). The dragon can innately manifest the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : charm person , command , detect thoughts , prestidigitation , sleep , true strike , vicious mockery \n'b' 3/day each : dominate person , fireball , dimension door , sleep (4th level) \n'b' 1/day each : comprehend languages , dream , dominate monster , feeblemind , mirror image , sleep (9th level), stoneskin , tongues , weird \n'b'\n'b' Dreamsight . The dragon can see the dreams of sleeping creatures. \n'b' Dream Terror . The dragon can utterly control any dreamscape it enters, shaping it to its will. When a creature\xe2\x80\x99s lucid body dies in a dreamscape under the great wyrm\xe2\x80\x99s control, that creature\xe2\x80\x99s material body also dies. Also, magic can\xe2\x80\x99t put the dragon to sleep. \n'b' Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. \n'b' Maximize Magic (3/Day) . The dragon can use a bonus action when casting a spell of 3rd level or lower, causing that spell to have maximum effect. Any variable numeric effect of the spell is treated as the maximum result on the die roll. \n'b' Psychic Mastery . The mindwyrm has advantage on saving throws against all mental, psionic, or mind-affecting effects and on Intelligence ( Arcana ) checks about mental, psychic, or mind-affecting magic or psionics. \n'b' Traumatic Spellcaster . Each time a target fails a saving throw or takes damage from the dragon\xe2\x80\x99s spells it is affected by a dream spell. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. \n'b' Nightmare Talons . Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. This attack scores a critical hit on a 19 or 20. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. \n'b' Change Shape . The dragon magically polymorphs into a humanoid, or back into its true form. Other than its size, its statistics are the same in each form. The dragon\xe2\x80\x99s equipment transforms with him, which resizes appropriately. If the dragon dies, it reverts to its true form, and its equipment reverts to its normal size. \n'b' Terrifying Presence . Each creature of the dragon\xe2\x80\x99s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. A creature that is frightened and fewer Hit Dice than the dragon, while frightened , the target must take the Dash action and move away from the dragon by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn\xe2\x80\x99t have line of sight to the dragon, the creature can make a Wisdom saving throw. On a successful save, the frightened condition ends for that creature and it is immune to the dragon\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b' Murky Acid Breath (Recharge 5\xe2\x80\x936) . The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' REACTIONS \n'b'\n'b' Rising Nightmare . As a reaction to killing a living creature the dragon casts phantasmal killer which rises from the body of the creature it just killed. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary actions at the start of its turn. \n'b'\n'b' Detect . The dragon makes a Wisdom ( Perception ) check. \n'b' Tail Attack . The dragon makes a tail attack . \n'b' Wing Attack (Costs 2 Actions) . The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed. \n'b'\n'b' LAIR ACTIONS \n'b' A mindwyrm sometimes lairs in the midst of great cities rife with the delicious dreams of the living, hiding itself within palaces of its servants and slaves, but more often they find comfort in ancient ruins where the lingering resonance of ancient thoughts and dreams lingers in their absence. \n'b' On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: \n'b'\n'b' The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. \n'b' Dissonant whispers originate at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) psychic damage and the target must immediately use its reaction , if available, to move its Speed away from the dragon. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a mindwyrm\xe2\x80\x99s lair is warped by the dragon\xe2\x80\x99s magic. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. \n'b'\n'b' Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn\xe2\x80\x99t need to be outdoors; otherwise, the effect is identical to the control weather spell. \n'b' The environment within 6 miles of the dragon\xe2\x80\x99s lair takes on dreamlike quality \xe2\x80\x93 especially at night \xe2\x80\x93 with plants gaining strange, brilliant, and luminescent hues. \n'b' Within its lair, the dragon can set illusory effects that mimic deja vu, such as soft music a creature heard as a child and strange echoes of a forgotten friend, so that they can be heard in various parts of the lair. \n'b'\n'b' ABOUT \n'b' Mindwyrms dwell in the Dimension of Dreams, straddling the border between dream and nightmare. They hunger for the mental musings of sleeping creatures but also seek to draw them across the threshold of reality to torment them in the darkest recesses of their own minds. Mindwyrms often make use of dreamscapes to test their foes and observe how they act in life-or-death situations. Those they find sufficiently intriguing they may visit in person, with generally fatal results. A mindwyrm is a huge creature over 40 feet long, but their bodies often appear shadowy and vague, with only their horn-crowned heads clearly visible, though their talons and tail are just as deadly as any other dragon\xe2\x80\x99s.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miniature Camel \n'b' Tiny beast , unaligned \n'b' Armor Class 11 Hit Points 9 (2d4 + 4) Speed 35 ft.\n'b' STATS STR: 11 (+0) DEX: 12 (+1) CON: 14 (+2) INT: 3 (-4) WIS: 8 (-1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 9 Languages \xe2\x80\x94 Challenge 0 (10 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The camel is considered to be a Small animal for the purpose of determining its carrying capacity. \n'b' Desert Adaptation . The camel can go without water for 10 days and without food for 180 days before suffering exhaustion from lack of food or water. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Docile and friendly, miniature camels are prized for their undeniable cuteness but also for their usefulness that often surprises new adventurers. These beasts are remarkably fast, strong, and tough for their tiny size, which also makes them hard to spot from a distance, even in the vast, open deserts where they often roam. \n'b' Able to outrun predators and survive for long periods of time without food and water, miniature camels are adapted to tough conditions, making them excellent companions to wandering heroes. A small herd of miniature camels can carry more than a single large beast of burden while consuming fewer resources and keeping a lower profile. \n'b' Familiar . At the gamemaster\xe2\x80\x99s discretion, a player character who can cast find familiar may choose the form of a miniature camel for their familiar. \n'b' Awakened Miniature Camels . Miniature camels are eligible targets for the awaken spell. Many awakened miniature camels develop a refined taste for gourmet food and some of them become chefs and mixologists. These culinary-inclined awakened miniature camels will often prepare delicious bento boxes and home-packed meals for their friends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miniature Chariot \n'b' Small construct , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 9 (2d6 + 2) Speed 40 ft.\n'b' STATS STR: 12 (+1) DEX: 12 (+1) CON: 13 (+1) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' False Appearance . While the chariot remains motionless, it is indistinguishable from a normal clay or wood miniature chariot. \n'b' Melee Shooter . The chariot does not suffer disadvantage when making ranged attacks while within 5 feet of a hostile creature. \n'b' Actions \n'b' Multiattack . The chariot makes one attack with its bow, and one attack with its spear. \n'b' Spear . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. \n'b' Bow . Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miniature Elephant \n'b' Medium beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d8 + 12) Speed 35 ft.\n'b' STATS STR: 15 (+2) DEX: 10 (+0) CON: 17 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 Languages \xe2\x80\x94 Challenge 1/4 (50 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Beast of Burden . The elephant is considered to be a Large animal for the purpose of determining its carrying capacity. \n'b' Elephantine Memory . The elephant can accurately recall any terrain or open area it has seen within the past year and never forgets a creature it has seen before. \n'b'\n'b' ACTIONS \n'b'\n'b' Headbutt . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. If the elephant moved at least 20 feet straight toward a creature immediately before the hit, the creature must succeed on a DC 12 Strength saving throw or be knocked prone . If the creature is prone , the elephant can make one stomp attack against it as a bonus action. \n'b' Stomp . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Social and fun-loving, miniature elephants resemble their larger elephantine counterparts, but their size is more comparable to that of mules or large ponies. These cheerful pachyderms are clever and playful and have remarkably strong memories. \n'b' Miniature elephants typically travel in peaceful herds. Their friendly disposition and their openness to being tamed make them great companions for rangers and other adventurers with a knack for animal handling. Halflings and other small humanoids can ride miniature elephants as mounts. \n'b' Steed . At the gamemaster\xe2\x80\x99s discretion, a Small humanoid player character who can cast find steed may choose the form of a miniature elephant for their steed. \n'b' Awakened Miniature Elephants . Miniature elephants are eligible targets for the awaken spell. Many awakened miniature elephants enjoy tabletop games and quizzes that put their strong memories to the test. Some awakened miniature elephants become skilled makeup artists and create elaborate body paintings on their skin or that of their friends.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miniature Infantry Regiment \n'b' Large swarm of Tiny constructs , lawful evil \n'b' Armor Class 14 (natural armor) Hit Points 52 (7d10 + 14) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 15 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, poison, slashing Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' False Appearance . While the regiment remains motionless, it is indistinguishable from a normal regiment of clay soldier miniatures. \n'b' Swarm . The regiment can occupy another creature\xe2\x80\x99s space, and vice versa, and the regiment can, as a swarm, move through any opening large enough for a Tiny soldier. The regiment can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b' Actions \n'b' Multiattack . The regiment makes two melee attacks . It cannot make both attacks against the same target. \n'b' Spears . Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the regiment\xc2\x92s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the regiment has half of its hit points or fewer. \n'b' Reactions \n'b' Devoted Army . If a creature in the regiment\xe2\x80\x99s space makes an attack against a mummy , the regiment can make a spears attack against that creature.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miniature Soldier \n'b' Tiny construct , lawful evil \n'b' Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 20 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 10 (+0) INT: 1 (-5) WIS: 10 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened, exhaustion , frightened , paralyzed , petrified , poisoned , prone , restrained , stunned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' False Appearance . While the soldier remains motionless, it is indistinguishable from a normal clay soldier miniature. \n'b' Actions \n'b' Spear . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cat Prince \n'b' Medium humanoid ( human , shapechanger), neutral \n'b' Armor Class 15 Hit Points 105 (14d8 + 42) Speed 40 ft., climb 30 ft. \n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9, Wis +8 Skills Acrobatics +9, Insight +8, Perception +8, Stealth +9 Damage Immunities necrotic, poison Condition Immunities charmed , paralyzed , poisoned Senses darkvision 90 ft., passive Perception 18 Languages Common Challenge 9 (5,000 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The cat prince\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). The cat prince can innately cast the following spells, requiring no components:\n'b'\n'b' At will : detect evil and good , feather fall , pass without trace \n'b' 3/day each : cure wounds (3rd level), detect thoughts , silence \n'b' 1/day each : charm person , dispel magic , fog cloud , moonbeam (3rd level) \n'b'\n'b' Keen Sight and Smell . The cat prince has advantage on Wisdom ( Perception ) checks that rely on sight and smell. \n'b' Magic Resistance . The cat prince has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The cat prince\xe2\x80\x99s weapon attacks are magical. \n'b' Nine Lives . The cat prince has advantage on nine death saves. \n'b' Pounce . If the cat prince 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 16 Strength saving throw or be knocked prone . \n'b' Shapechanger . The cat prince can use his action to polymorph into a cat, or back into its true form, which is humanoid. His statistics, other than his size and spellcasting, are the same in each form. Any equipment he is wearing or carrying is also transformed. He reverts to his true form if he dies. \n'b' Spider Climb . The cat prince can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Actions \n'b' Multiattack . The cat prince makes three claw attacks or two with his sword. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. \n'b' Longsword (Human Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) slashing damage plus 10 (3d6) poison damage. \n'b' About \n'b' Legends tell of a man who is part human, part cat. He hides his true nature and lives in temples, changing his form constantly. The cat prince moves gracefully and never seems to make a sound. \n'b' Nine Lives . Some say that the cat prince is immortal.\xc2\xa0He isn\xe2\x80\x99t, but because of a blessing from the cat deity he is incredibly lucky. There are tales of this unique humanoid surviving falls from great heights. \n'b' Aloof Acquaintance . This shapechanger remains an independent observer much of the time. He will only get involved in conflicts if he feels the need. The cat prince is not overly social and enjoys his solitude. However, cats of any kind are strongly drawn to this individual. \n'b' Patient Prince . This prince is incredibly patient and has lived a long life. He takes his time and acts wisely. Legends say the calm prince can sit for hours without stirring.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Elemental Juggernaut \n'b' Huge elemental , neutral \n'b' Armor Class 18 (natural armor) Hit Points 189 (14d12 + 98) Speed 40 ft.\n'b' STATS STR: 25 (+7) DEX: 12 (+1) CON: 24 (+7) INT: 8 (-1) WIS: 13 (+1) CHA: 13 (+1) \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 cold, poison Condition Immunities exhaustion , paralyzed , petrified , poisoned , unconscious Senses darkvision 60 ft., passive Perception 11 Languages Terran Challenge 11 (7,200 XP) Proficiency Bonus +4 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge Generation . If the elemental takes bludgeoning, piercing, or slashing damage, then it deals an additional 1d8 lightning damage on its first Slam attack before the end of its next turn. If it takes force damage, the extra damage is increased to 2d8. \n'b' Crystal Intrusion . At the start of the elemental\xe2\x80\x99s turn, crystal shards erupt from the ground under all creatures within 15 feet of the elemental. A target in the area must make a DC 19 Dexterity saving throw, taking 9 (2d8) piercing damage on a failed save or half as much damage on a successful one. The area is treated as difficult terrain and recedes back into the ground at the start of the elemental\xe2\x80\x99s next turn as new crystals erupt. \n'b' Radiant Lensing . If the elemental takes any radiant damage, the energy is amplified and released in a 90-foot line. Creatures in the area must make a DC 19 Dexterity saving throw, taking radiant damage equal to three times that taken by the elemental on a failed save or half as much damage on a successful one. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The elemental makes two Slam attacks. \n'b' Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. \n'b' Psychic Detonation (Recharge 4\xe2\x80\x936) . The elemental triggers an explosion in a 5-foot-radius sphere within 120 feet. Each creature in that area must make a DC 19 Strength saving throw, taking 22 (4d10) force damage and falling prone on a failed save or half as much damage with no additional effect on a successful one. \n'b' Psychic Lash (Recharge 4\xe2\x80\x936) . The elemental attempts to telekinetically grab a creature within 30 feet, and the target must make a DC 19 Strength saving throw. On a failed save, the elemental can choose to pull the target toward itself or to push the target violently away, up to 30 feet. Either way, the target takes 1d6 bludgeoning damage for every 10 feet of forced movement. If the target is thrown at another creature, the new target must make a DC 19 Dexterity saving throw. On a failed save, the second target takes the same damage as the first and both are knocked prone . On a successful save, the second target avoids any damage, and the first target continues on its original trajectory. \n'b'\n'b' Variants \n'b' Crystal elemental juggernauts come in many varieties, owing to the great abundance of mineral types and structures. Simply replace the creature\xe2\x80\x99s Charge Generation and/or Radiant Lensing abilities with abilities from the variants of the crystal elemental, changing any d6s to a d8s for damage and increasing Dcs to 19.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur \n'b' Huge monstrosity , unaligned \n'b' Armor Class 13 \n'b' Hit Points 95 (10d12 +30) \n'b' Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 17 (+3) INT: 2 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 \n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Labyrinthine Recall . The minotaur can perfectly recall any path it has traveled. \n'b' Reckless . At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Trampling Charge . If the minotaur moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone . If the target is prone , the minotaur can make one stomp attack against it as a bonus action \n'b'\n'b' ACTIONS \n'b'\n'b' Gore . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) piercing damage. \n'b' Stomp . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Asp Vine \n'b' Medium plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 55 (10d8 + 10) Speed 10 ft.\n'b' STATS STR: 14 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 1 (-5) WIS: 3 (-4) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Condition Immunities blinded , deafened , frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the asp vine remains motionless, it is indistinguishable from a normal cluster of vines. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The asp vine makes four Vine attacks. \n'b' Vine . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage and 5 (2d4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and must succeed on a new saving throw each round it remains grappled or take another 5 (2d4) poison damage. The asp vine can grapple up to four targets at a time, though it can still make vine attacks against other targets even if it has four grappled opponents. \n'b'\n'b' ABOUT \n'b' This thick cluster of vines bears heart-shaped leaves. Thin, curved thorns, resembling snake fangs, hide beneath the leaves. The asp vine appears as little more than a cluster of thick creepers or ground vines\xe2\x80\x94until it attacks. The curved thorns, shaped like a snake\xe2\x80\x99s fangs, give the plant its name. When prey blunders too close to the asp vine, it lashes out, catching the creature in its coils and scoring it with its poisonous thorns. \n'b' Once the creature is dead, the poison helps break down the body, providing sustenance to the vine, which draws nutrients from the remains through its roots. \n'b' Ambush Predator . Asp vines typically root themselves in a spot and wait for prey to come to them. If there is little in the way of food or if conditions become unsuitable\xe2\x80\x94such as from flooding\xe2\x80\x94the vine uproots itself and moves to another area to await prey. \n'b' Incidental Treasure . Items belonging to victims of an asp vine often linger long after their owners have decomposed. This works to the asp vine\xe2\x80\x99s advantage, as the prospect of easy treasure often lures new victims into the clutches of the plant. \n'b' Poisonous Weapons . Asp vine thorns remain poisonous even after the plant is dead. Humanoids native to the wastes and forests where these vines reside often harvest asp vines, dry them, and weave the woody, twine-like vines into whips. Treat these weapons as whips that deal an additional 1d4 poison damage on a hit. The poison in the whips maintains its potency for 1 week, after which the weapon ceases to deal poison damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Bleeding Horror Minotaur \n'b' Family: Minotaur \n'b' Large undead , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 10 (+0) CON: 15 (+2) INT: 7 (-2) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Constitution +5, Wisdom +3 Skills Perception +6, Survival +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft., passive Perception 16 Languages Giant Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and forced\xc2\xa0 prone . \n'b' Horrific Appearance . All creatures who directly look at the minotaur must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the minotaur\xe2\x80\x99s horrific appearance for the next 24 hours. \n'b' Magic Resistance . The minotaur has advantage on saving throws against spells and other magic effects. \n'b' Magic Weapons . The minotaur\xe2\x80\x99s attacks are magical. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The bleeding horror minotaur uses its gore attack , and makes one attack with its claw and one with its greataxe, or two with its claws. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Greataxe . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Claws . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' About \n'b' This creature appears as a hulking bull-headed humanoid whose body constantly drips and oozes thick blood. Its eyes are small pinpoints of red light and shine with evil. It wields a massive axe in its clawed hands. \n'b' A bleeding horror minotaur stands more than 7 feet tall and weighs about 700 pounds. Bleeding horror minotaurs prefer melee combat where their great strength serves them well.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur Brute \n'b' Family: Minotaur \n'b' Large monstrosity \n'b' Armor Class 14 (Natural Armor) Hit Points 93 (11d10 + 33) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Eholan Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Labyrinthine Recall . The minotaur can perfectly recall any path it has traveled. \n'b' Reckless . At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The minotaur makes two attacks with its greataxe or one greataxe attack and one gore attack . \n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Roar of Rage (Recharge 5-6) . Each creature within 60 feet of the minotaur who can hear it must make a DC 13 Wisdom saving throw against fear or become frightened for 1 minute. The victim can repeat the saving throw at the end of each of its turns. A successful save removes the frightened condition. Creatures that make the save successfully are immune to its effects for the next 24 hours. \n'b'\n'b' ABOUT \n'b' The minotaur hails from the deep caverns of the earth. The majority can be found in a great maze that surrounds the ruins of a forgotten dwarven empire. Occasionally, they make it to the surface where they are regarded as monsters or at the very least an oddity. Minotaur are thought by most as nothing less than demons.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur Skeleton, Flaming \n'b' Family: Minotaur \n'b' Large undead , lawful evil \n'b' Armor Class 13 Hit Points 60 (8d10 + 16) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 15 (+2) INT: 5 (-3) WIS: 7 (-2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities bludgeoning Damage Immunities fire, poison Condition Immunities exhaustion , poisoned Senses darkvision 60 ft.; passive Perception 8 Languages Understands Abyssal but can\xe2\x80\x99t speak it Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and forced\xc2\xa0 prone . \n'b' Form of Flame . If the skeleton is dealt fire damage, on its next turn it doubles any fire damage it deals. \n'b' Heated Body . A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. \n'b'\n'b' Actions \n'b'\n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage plus 7 (2d6) fire damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Cocytus-Corrupted \n'b' Family: Minotaur \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) \n'b' Hit Points 76 (9d10 + 27) \n'b' Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +3, Perception +7 \n'b' Senses darkvision 60 ft., passive Perception 17 \n'b' Languages Abyssal \n'b' Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. \n'b' Reckless . At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Vengeful Recall . The minotaur can perfectly recall any path it has traveled and the appearance of any creature that has ever damaged it. \n'b'\n'b' ACTIONS \n'b'\n'b' Greataxe . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Vengeful Retaliation . When the Cocytus-corrupted minotaur is reduced to 0 hit points, it makes a weapon attack before dying. If this attack is made against the creature that reduced the minotaur to 0 hit points, the minotaur makes this attack with advantage. The minotaur then dies. \n'b'\n'b' ABOUT \n'b' Savage carnivores and vicious brutes, minotaurs prowl mazes or cavern networks, obsessively worried that another creature might learn the secret of the passages and trick or ambush them. Legends of an ancient hero foiling a minotaur\xe2\x80\x99s maze with a ball of string are, to minotaurs, distressingly common. Minotaurs who have been defeated or outsmarted in the past make ideal candidates for corruption by the Cocytus legion, as they burn with a desire for vengeance and fight to the death to avoid being bested again. \n'b' Focused on spite and retribution, the Cocytus legion\xe2\x80\x99s corruption takes root in the desire for revenge, turning creatures into twisted mockeries of their former selves. Ironically, the hatred of the legion itself often corrupts mundane creatures into joining it. In addition, many creatures are willing to sacrifice their wealth, slaves, or souls in exchange for the power to resolve a longstanding grudge or eliminate a bitter rival; petitioners for the Cocytus legion\xe2\x80\x99s favor are common enough that every fourth-circle fiend and Archlord devotes some of its own time to listen or assigns a trusted lieutenant (such as a cackling cacodaemon or shining gryllus) to hear them out. As a result, Cocytus corruptions are among the most common. \n'b' Although the fiends\xe2\x80\x99 enemies may think of this corruption as their punishment while supplicants may think the corruption as a necessary price to have vengeance, the fiends of the legion always force the corrupted creatures to serve the legion, insisting that the corruption includes an obligation to obey or else face even worse consequences. Like Cocytus fiends, a corrupted creature sprouts glowing, angry-red scars upon its flesh that represent the grudges it holds, of which new injuries gleam brightest. \n'b' Cocytus Corruption \n'b' Cocytus corruption grants the Vengeful Retaliation reaction. \n'b' Vengeful Retaliation . When the Cocytus-corrupted creature is reduced to 0 hit points, it makes a weapon attack just before dying. If this attack is made against the creature that reduced the corrupted creature to 0 hit points, the corrupted creature makes this attack with advantage. The corrupted creature then dies.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Labyrinth Keeper \n'b' Family: Minotaur \n'b' The minotaur moon priestess stands at the center of the maze, raising her silver axe to the skies as the lunar light glistens off her silver horns. Behind her, the labyrinth keeper\xe2\x80\x99s hands and eyes begin to glow. \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 15 (natural armor) Hit Points 119 (14d10 + 42) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Abyssal Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Charge . If the labyrinth keeper moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Labyrinthine Recall . The minotaur labyrinth keeper can perfectly recall any path it has traveled. \n'b' Reckless Caster . At the start of its turn, the minotaur labyrinth keeper can gain advantage on all spell attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b' Innate Spellcasting . The minotaur labyrinth keeper\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : acid arrow , fire bolt, locate object , misty step \n'b' 2/day each : inflict wounds , stone shape \n'b'\n'b' Actions \n'b' Multiattack . The minotaur labyrinth keeper makes two attacks: one with its gore and one with its shortsword. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. \n'b' About \n'b' The Maze Keepers . The labyrinth keepers create and restore the maze-lair of their clan. The keeper takes careful notes, studies those who breach its creations, and, when necessary, defends the maze with its clan-mates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Lost \n'b' Family: Minotaur \n'b' The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine. \n'b' Large undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +3, Wisdom +4 Skills Athletics +8, Perception +4, Survival +4 Damage Vulnerabilities radiant Damage Resistances necrotic Damage Immunities cold, poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , stunned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages it knew in life but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Charge . If the lost minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Keen Smell . The lost minotaur has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Magic Resistance . The lost minotaur has advantage on saving throws against spells and other magical effects. \n'b' Sense Life . The lost minotaur can magically sense the presence of living creatures within 1 mile away. It knows each creature\xe2\x80\x99s general direction but not exact location. \n'b' Undead Nature . A lost minotaur doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The minotaur makes two twilight greataxe attacks. \n'b' Twilight Greataxe . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) slashing damage and 9 (2d8) necrotic damage. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. \n'b'\n'b' About \n'b' A large number of lost minotaurs came into being after being trapped within their fortified labyrinths and then slowly starved out or slain by gas and necrotic attacks during the invasions of minotaur lands in centuries past. \n'b' Pliable Malevolence . Motivated by an indiscriminate malice punctuated with a relentless hatred for any who survive an encounter with them, lost minotaurs may be swayed to track and kill specific prey. What it might desire in trade varies from creature to creature, but the prize usually involves an arranged hunt of some kind. \n'b' Tales of Caution . Among minotaur communities, parents tell their children bloodcurdling tales of lost minotaurs to dissuade them from wandering into old, structurally unsound labyrinths. Tales of the nigh-unstoppable malice of these horrors find an audience most everywhere.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Moon Priestess \n'b' Family: Minotaur \n'b' The minotaur moon priestess stands at the center of the maze, raising her silver axe to the skies as the lunar light glistens off her silver horns. Behind her, the labyrinth keeper\xe2\x80\x99s hands and eyes begin to glow. \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +9 Senses darkvision 60 ft., passive Perception 19 Languages Abyssal Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' Charge . If the moon priestess moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Labyrinthine Recall . The moon priestess can perfectly recall any path she has traveled. \n'b' Spellcasting . The moon priestess is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared:\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , sacred flame , thaumaturgy \n'b' 1st level (4 slots) : bane , guiding bolt , shield of faith \n'b' 2nd level (3 slots) : hold person , locate object , spiritual weapon \n'b' 3rd level (3 slots) : bestow curse , spirit guardians \n'b' 4th level (3 slots) : banishment , divination , stone shape \n'b' 5th level (2 slots) : flame strike , hallow \n'b'\n'b' Actions \n'b' Multiattack . The moon priestess makes two melee attacks . \n'b' Labrys Axe . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' About \n'b' The Maze Keepers . The labyrinth keepers create and restore the maze-lair of their clan. The keeper takes careful notes, studies those who breach its creations, and, when necessary, defends the maze with its clan-mates. \n'b' The Moon Worshippers . The moon is a symbol of trickery and confusion, and the minotaur moon priestess heeds the call to worship. She curses those who breach the central chamber of the labyrinth, making sure they never escape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Obsidian \n'b' Family: Minotaur \n'b' Large construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 18 (+4) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities acid, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the obsidian minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone . \n'b' Immutable Form . The minotaur is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The minotaur has advantage on saving throws against spells and other magic effects. \n'b' Magic Weapons . The minotaur\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The obsidian minotaur makes one Gore attack and two Claw attacks. \n'b' Gore . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage. \n'b' Burning Breath (recharge 5-6) . An obsidian minotaur expels a cloud of superheated gas that fills a 10-foot cube adjacent to it. The gas fades after the end of the minotaur\xe2\x80\x99s next turn. Creatures who enter the area or start their turn there must make a DC 16 Constitution saving throw. On a failed saving throw, the target takes 31 (9d6) fire damage and is poisoned for one minute. On a successful saving throw, the target takes half the damage and is not poisoned .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Scion \n'b' Small construct , neutral \n'b' Armor Class 16 (natural armor) Hit Points 36 (8d6 + 8) Speed 30 ft., climb 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 11 (+0) DEX: 14 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +4 (or any other) Skills Perception +3, Stealth +4 (or any two other) Damage Resistances psychic Damage Immunities poison Condition Immunities blinded , charmed , deafened , frightened , paralyzed , petrified , poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages understands Common but can\xe2\x80\x99t speak, telepathy 120 ft. Challenge 2 (450 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the crystal scion remains motionless and at rest, it is indistinguishable from a normal pile of crystals. \n'b' Magic Resistance . The crystal scion has advantage on saving throws against spells and other magical effects. \n'b' Spider Climb . The crystal scion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b' Zap . Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 16 (4d6 + 2) psychic damage. \n'b' Cloud Mind . A creature within 60 feet that the crystal scion can sense must succeed on a DC 13 Intelligence saving throw or forget everything about the crystal scion until the end of their next turn, during which time the crystal scion is also treated as invisible to them. If a target fails the same crystal scion\xe2\x80\x99s Cloud Mind save three times within 24 hours, they suffer the effects for 24 hours after the third failed save. \n'b' Spellcasting (Psionics) . The crystal scion casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b' At will : disguise self , mage hand , minor illusion , silent image \n'b' 3/Day : shield \n'b' 1/Day : major image , mirror image \n'b'\n'b' REACTIONS \n'b'\n'b' Inertial Barrier . When the crystal scion is targeted by a weapon attack it can sense, it has a bonus to AC equal to its Intelligence modifier against the triggering attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur, Ravening \n'b' Family: Minotaur \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 6 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7? Senses darkvision 60 ft., passive Perception 17 Languages Minotaur Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and forced prone . \n'b' Keen Smell . The minotaur has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Labyrinthine Recall . The minotaur can perfectly recall any path it has traveled. \n'b' Ravening Madness . The ravening minotaur has disadvantage on Intelligence ability checks. It cares for no one; everyone is considered a foe, and it is hostile toward every creature it sees. \n'b' Ravening Hunger . When a ravening minotaur reduces a creature to 0 hit points with a melee attack on its turn, the minotaur can take a bonus action to consume the creature\xe2\x80\x99s heart. Once the minotaur has consumed a total of ten hearts,? it gains 1d10 + 3 hit points permanently. \n'b' Reckless . At the start of its turn, the minotaur can choose to have advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The minotaur makes one bite attack and two claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the ravening minotaur gains temporary hit points equal to the damage dealt. Creatures that are bitten must make a successful DC 13 Constitution saving throw or be infected by the ravening disease. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' specifically cures diseases. If an infected creature has gained Hit Dice from the ravening hunger effect, it retains the additional Hit Dice after being cured. \n'b' Ravening Madness . Filled with a monstrous rage, the infected creature has disadvantage on Intelligence ability checks and considers all other creatures to be foes. An infected creature has a starting attitude of hostile toward every creature it sees. \n'b' Ravening Hunger . The infected creature instinctively knows that consuming the hearts of other creatures is the key to gaining new power. When an infected creature has consumed a number of hearts equal to its Hit Dice, it gains one Hit Die. \n'b' ABOUT \n'b' This feral minotaur is driven by a monstrous hunger that can be sated only by consuming the hearts of its foes. Its fur stained with blood, it fights with its teeth, its sharp claws, and its lethal horns. \n'b' The ancient minotaur clans once deliberately exposed their warriors to a disease called the ravening, hoping to strengthen them. This practice led to disaster as the highly contagious disease spread throughout the minotaur cities, creating large numbers of ravening minotaurs-wild creatures filled with uncontrollable fury and a lust for consuming the hearts of other creatures. \n'b' The Ravening Disease \n'b' This affliction causes uncontrollable fury and an irresistible lust for power in those it infects. Transmitted by contact with infected fluids or clothing, or by the bite of a ravening minotaur , the ravening is highly contagious. \n'b' A creature exposed to this disease must succeed on a DC 13 Constitution saving throw or become infected. Minotaurs have disadvantage on the saving throw. A creature bonded to a kijani seedling is immune to the ravening. \n'b' Infected creatures are consumed by ravening madness and ravening hunger (see below) 24 hours after becoming infected. An infected creature can be cured by magical healing that'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Ravening Minotaur \n'b' Family: Minotaur \n'b' Large monstrosity , chaotic evil \n'b' Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 11 (+0) CON: 16 (+3) INT: 6 (\xe2\x80\x932) WIS: 16 (+3) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Giant, Minotaur Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Charge . If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and forced prone . \n'b' Keen Smell . The minotaur has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Labyrinthine Recall . The minotaur can perfectly recall any path it has traveled. \n'b' Ravening Madness . The ravening minotaur has disadvantage on Intelligence checks and saving throws. It considers every creature hostile and doesn\xe2\x80\x99t gain any benefit from the Help action or similar spells or effects that involve helping or receiving help from friendly creatures. This trait doesn\xe2\x80\x99t prevent a spellcaster from restoring hp to the minotaur or curing the ravening with magic. \n'b' Reckless . At the start of its turn, the minotaur can choose to have advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The minotaur makes one Bite and two Claw attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, and the ravening minotaur gains temporary hp equal to the damage dealt. The target must succeed on a DC 13 Constitution saving throw or becoming infected with the ravening (see sidebar). \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b' Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ravening Hunger . When a ravening minotaur reduces a creature to 0 hp with a melee attack on its turn, the minotaur can take a bonus action to consume the creature\xe2\x80\x99s heart. The minotaur\xe2\x80\x99s hp maximum increases by 5 for every ten hearts it consumes in this way. \n'b'\n'b' ABOUT \n'b' Blood coats the claws and mouth of this wild-eyed minotaur. It holds the dripping remains of a heart in its claw. \n'b' Mad Minotaur . This feral minotaur is driven by a monstrous hunger that can be sated only by consuming the hearts of its foes. Its fur stained with blood, it fights with teeth, sharp claws, and lethal horns\xe2\x80\x94though its greatest weapon is its ferocity. \n'b' Created by Disease . The ancient minotaur clans once deliberately exposed their warriors to a disease called the ravening, hoping to strengthen them. This practice led to disaster as the highly contagious disease spread, creating large numbers of ravening minotaurs\xe2\x80\x94wild creatures filled with uncontrollable fury and a lust for consuming the hearts of other creatures. \n'b' The Ravening Disease \n'b' This affliction causes uncontrollable fury, and it can be transmitted by contact with infected fluids or clothing, or by the bite of a ravening minotaur . The ravening is highly contagious and can infect giants, humanoids, and monstrosities. A creature exposed to it must succeed on a DC 13 Constitution saving throw or become infected. Minotaurs have disadvantage on the saving throw. \n'b' After 24 hours, the infected creature gains the ravening minotaur\xe2\x80\x99s Ravening Hunger and Ravening Madness traits until cured. If the infected creature is cured after its hp maximum increased from Ravening Hunger, it retains its new hp maximum. \n'b' After the first 24 hours, a minotaur infected with the ravening can be cured only by the greater restoration spell or similar powerful magic. Other creatures can be cured by the lesser restoration spell or similar disease-ending magic, as normal.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aerial Assault Gnome \n'b' Small humanoid (gnome), chaotic neutral \n'b' Armor Class 18 (armored flight suit) Hit Points 44 (8d6 + 16) Speed 20 ft., fly 60 ft.\n'b' STATS STR: 8 (-1) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +6, Perception +6, Investigation +6, Acrobatics +8 Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12 Languages Common, Gnome Challenge 8 (3,900 XP) \n'b' Special Traits \n'b'\n'b' Agile Flight . The gnome may use his mechawings to hover in place and may make hairpin turns, granting him an AC bonus of +2 while flying. \n'b' Gnome Cunning . The aerial assault gnome has advantage on all spells and magical effects that require an Intelligence , Wisdom , or Charisma saving throw. \n'b' Armored Flight Suit . The aerial assault gnome wears a futuristic suit of lightweight, yet extremely strong, mechanized armor that provides comfort and protection. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The aerial assault gnome can make two attacks: one with his cog thrower and one with Last Resort. \n'b' Cog Thrower . Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target. Hit : 10 (3d6) slashing damage. A stream of razor-sharp cogs is propelled from the gnome\xe2\x80\x99s hollow metallic club. \n'b' Last Resort . Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 3 (1d6) bludgeoning damage. The gnome whips his enemy with the still hot metal barrels of his cog thrower. \n'b' Strafing Run (3/day) . Ranged Weapon Attack : +8 to hit, range 120/400 ft., one target. Hit : a point the gnome can see. A blast of fire emanates from the target point. Any creatures in a 20-foot radius of the target must succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b'\n'b' Point Defense . Any creature moving within 20 feet of the aerial assault gnome is blasted by his point defense cannons for 7 (3d4) piercing damage. \n'b'\n'b' About \n'b' An incessant clicking and whirring grows louder with each passing second. Something glints of metal in the sun on the horizon. The aerial assault gnome buzzes overhead, laying waste to the feeble creatures on the land below with a savage and explosive strafing run.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Aspect of Rahotep \n'b' Medium undead , chaotic evil \n'b' Armor Class 24 (natural armor) Hit Points 35 Speed fly 80 ft.\n'b' STATS STR: 10 (+0) DEX: 02 (+6) CON: 60 (+5) INT: 54 (+7) WIS: 74 (+7) CHA: 74 (+7) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +10, Con +9, Int +11, Wis +11, Cha +11 Skills Perception +11 Damage Resistances acid, cold, fire, force, lightning, psychic, thunder; bludgeoning, piercing, and slashing Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded , charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses truesight 120 ft., darkvision 120 ft., passive Perception 21 Languages telepathy 120 ft. Challenge 12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Aura of Fear . Any creature within 60 feet of the aspect of Rahotep must succeed on a DC 21 Wisdom saving throw or become frightened and unable to move on a failed save until the end of the aspect of Rahotep\xe2\x80\x99s next turn. A target that succeeds on the saving throw is immune to this aspect of Rahotep\xe2\x80\x99s Aura of Fear for the next 24 hours (but such immunity does not extend to the Aura of Fear of any other aspect of Rahotep). \n'b' Combat Awareness . While in the tomb, the aspect of Rahotep can\xe2\x80\x99t be surprised and has advantage on initiative rolls. \n'b' Ghostly Movement . The aspect of Rahotep does not provoke opportunity attacks when it moves out of a creature\xe2\x80\x99s reach. \n'b' Innate Spellcasting . The aspect of Rahotep\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 19). The aspect of Rahotep can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : clairvoyance , darkness , detect magic , detect thoughts , dispel magic , suggestion \n'b' 3/day each : confusion , major image \n'b' 1/day : mass suggestion \n'b'\n'b' Legendary Resistance (3/day) . If the aspect of Rahotep fails a saving throw, it can choose to succeed instead. Note that this is shared with all other aspects of Rahotep as well as Rahotep himself, all of which collectively can use Legendary Resistance only three times per day. \n'b' Magic Resistance . The aspect of Rahotep has advantage on saving throws against spells and other magical effects. \n'b' Protection of Set . While within the tomb, the aspect of Rahotep is immune to any effect that turns undead; while outside the tomb, the aspect of Rahotep has advantage on saving throws against any effect that turns undead. \n'b' Rahotep\xe2\x80\x99s Command . As a bonus action, the aspect of Rahotep may telepathically command all creatures that it can see that have either become cursed by one of the Nine Curses of Rahotep or who gave their true names while within the tomb. This command has the same effect as a dominate person spell, and no saving throw is permitted. \n'b'\n'b' ACTIONS \n'b'\n'b' Rahotep\xe2\x80\x99s Eye . Ranged Weapon Attack : +10 to hit, range 30/60 ft., up to three targets. Hit : 34 (3d8 + 21) necrotic damage. \n'b' Rahotep\xe2\x80\x99s Touch . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 46 (4d8 + 28) necrotic damage. \n'b' Bestow Curse of Rahotep . The aspect of Rahotep bestows one of the Nine Curses of Rahotep on one target it can see within 60 feet, but only if the aspect of Rahotep is within the tomb. The target may resist the curse with a successful DC 18 Wisdom saving throw. Successfully resisting the curse of an aspect of Rahotep does not provide any protection against the curse of any other aspect. \n'b' Teleport . The aspect of Rahotep may teleport to any location within the tomb. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The aspect of Rahotep can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The aspect of Rahotep regains spent legendary actions at the start of its turn. \n'b'\n'b' Quick Touch . The aspect of Rahotep moves up to one-half of its full movement, not provoking attacks of opportunity, and makes a Rahotep\xe2\x80\x99s Touch attack. \n'b' Rahotep\xe2\x80\x99s Eye . The aspect of Rahotep makes a Rahotep\xe2\x80\x99s Eye attack. \n'b' Speed of Shadow . The aspect of Rahotep moves up to its full movement, not provoking attacks of opportunity. \n'b'\n'b' ABOUT \n'b' The rituals around Rahotep\xe2\x80\x99s death ensured that his soul remained in this world rather than passing into the underworld for judgment. Seven of the aspects of his soul were set free to roam the world, to wreak havoc, and to build a cult that would remember him and, in time, free him and allow him to rise as Unmortal. These are his sahu, the spiritual body; sekem, the life energy; ka, the vital essence; ba, the personality; khaibet, the shadow; khu, the immortal self; and ren, the true name. The other two aspects \xe2\x80\x93 his khat, the body, and his ab, the heart \xe2\x80\x93 were entombed in his sarcophagus. Each of the aspects of Rahotep\xe2\x80\x99s soul has a different appearance, but each has the power to bestow one of the Nine Curses of Rahotep. If not wandering elsewhere, the seven free aspects of his soul can be found in his tomb, where they have even greater power than outside the tomb.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Minotaur Slaver \n'b' Large humanoid (minotaur), lawful evil \n'b' Armor Class 16 (chain mail) Hit Points 112 (15d10 + 30) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +7, Dex +4, Con +5 Skills Perception +5, Intimidation +4 Senses darkvision 60 ft., passive Perception 15 Languages Common, Thieve\xe2\x80\x99s Cant Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Herd Sense . Minotaurs fighting in a group of four or more allies within 10 ft. gain advantage on attack rolls. Perception increases by +2 when Herd Sense is active. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The minotaur makes two axe attacks per turn. When using a bonus action to make an attack , the minotaur may use the Gore ability. \n'b' Hand axe . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target. Hit : 11 (2d6 + 4) slashing. \n'b' Gore . Melee Weapon Attack : +7 to hit, 5 ft. reach, one target, Hit: 8 (1d8 + 4) piercing. Can be made as a second attack in a turn with disadvantage. \n'b'\n'b' ABOUT \n'b' While more \xe2\x80\x9ccivilized\xe2\x80\x9d people are quick to call the minotaurs monsters, this grossly oversimplifies the long and complicated history of these bovine people. While many other people of East Azoth associate minotaurs with slavers, few spare a thought to how this came to be. Early in the history of the slaving city of Drakhol in Drohm, various minotaur communities were prime targets for parties of slavers, decimating whole villages at a time. Prior to this, the minotaurs were a diverse people that ranged in appearance and attributes, from the longhaired, woolly minotaurs who inhabited the mountains to the short-haired, long-horned minotaurs of the plains. Yet, the demand for the sturdy, docile, and plentiful workforce was so great that all minotaurs were targeted by slavers, then mixed together with no care for their differences or individual cultures. Because of this, many of the individual communities\xe2\x80\x99 cultures and languages were lost as the generations passed, with only a few traditions passed down in syncretic forms as the minotaurs were forced to create new families at their masters\xe2\x80\x99 whim. In the decades since, the minotaurs have worked their way up in their masters\xe2\x80\x99 ranks as capable laborers, claiming power and status in the city of Drakhol. These changes have allowed many to gain, or take, their freedom back. This has resulted in some minotaurs who were once slaves becoming slavers themselves. \n'b' A few minotaur families chose to leave Drakhol altogether once they claimed freedom, returning to the plains or the mountains to reform their old communities. The most successful of these are the People of the Plains, a diverse group of minotaur warriors and artisans that managed to claim and hold enough territory to sustain themselves. Slaves of other peoples have joined the People of the Plains and often symbolize their affiliation by wearing horns themselves. \n'b' Ironically, the new communities are often targets for slavers, sometimes pitting minotaur against minotaur as these refuges become an increasingly popular destination for escaped slaves. While these communities are willing to aid any slave in need, they are very suspicious of strangers in general. Minotaurs also have a difficult time escaping the association with slavers, despite numbering fewer slavers among them than the humans of Drohm, which has led them to face discrimination whenever they go into villages other than Drakhol to trade their goods or services.'}