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Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miquito Adder \n'b' Tiny fiend , chaotic evil \n'b' Armor Class 17 Hit Points 21 (6d4 + 6) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 2 (-4) DEX: 24 (+7) CON: 13 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +9 Damage Vulnerabilities thunder Damage Immunities cold, necrotic Senses blindsight 10 ft., passive Perception 10 Languages All Challenge 2 (450 XP) \n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage, 7 (2d6) necrotic damage and the target must make a DC 16 Constitution saving throw. On a failure, the target takes 18 (4d8) poison damage, while on a success the target takes half as much damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mirage Butterfly \n'b' Tiny beast (fey), neutral \n'b' Armor Class 12 Hit Points 1 (1d4-1) Speed 0 ft., fly 20 ft.\n'b' STATS STR: 2 (-4) DEX: 12 (+1) CON: 8 (-1) INT: 1 (-5) WIS: 10 (0) CHA: 2 (-4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +5 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The mirage butterfly can cast minor illusion at will (spell save DC 10). \n'b'\n'b' ABOUT \n'b' Mirage butterflies are favored mounts of the flower fey, and other tiny members of the court, they tend to be colored sapphire blue, with silver and slate grey highlights. When encountered, they are often found in glades and flowering trees, such as apple trees. These trees are often near gates to the Feywild, and the butterflies can provide illusionary protection to those gates.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mirage cat \n'b' Large fey , unaligned \n'b' Armor Class 13 \n'b' Hit Points 37 (5d10 + 10) \n'b' Speed 40 ft., climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 17 (+3) CON: 15 (+2) INT: 8 ( 1) WIS: 12 (+1) CHA: 8 ( 1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages understands Sylvan but can\xe2\x80\x99t speak \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Nine Lives (1/Day) . When the cat is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead. \n'b' Standing Leap . The cat\xe2\x80\x99s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b' Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. \n'b' Mirror Image . Illusory duplicates of the cat and any creature mounted on it appear in its space for 1 minute. The duplicates function as if created by the mirror image spell, except that if either duplicate is destroyed, both illusions disappear. \n'b' Mislead (1/Day) . The cat and one willing creature mounted on it become invisible at the same time that illusory doubles of the cat and the creature appear in their space. The doubles and the invisibility both last for 1 minute, but the invisibility breaks for both the cat and the creature it is carrying if either of them attacks or casts a spell. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Misleading Movement . The cat moves any illusory double created by Mislead up to twice its speed and makes it gesture and behave in whatever way it chooses. \n'b'\n'b' REACTIONS \n'b'\n'b' Mocking Meow (3/Day) . When a creature within 30 feet of the cat that can hear it makes an attack roll or saving throw, it must roll a d4 and subtract the number it rolled from the attack roll or saving throw. \n'b'\n'b' ABOUT \n'b' Mirage cats are large cats with the inherent ability to project illusions. They are often found in the Fey Realm or in ancient, dense jungles and forests on the Material Plane. Some believe them to be the result of ordinary felines that have been in contact with spellfire or patches of raw magic. \n'b' As loyal as they are swift, mirage cats raised from a kitten can be trained to serve as a mount and companion and, in rare cases, a fully grown cat may even come to accept a rider that has earned its respect through a heroic deed. Although mirage cats usually live in the wild, some elven societies actively use and breed them as mounts, deploying skillful riders specialized in using the cats abilities to create illusory copies and turn themselves and their rider invisible .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mirager \n'b' Medium fey , neutral evil \n'b' Armor Class 13 Hit Points 78 (12d8 + 24) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +6, Performance +8, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Sensuous Grace . The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mirager makes two Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is also grappled (escape DC 13). The mirager can grapple only one creature at a time. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. \n'b' Thirsting Kiss . Melee Spell Attack : +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the mirager, incapacitated , or restrained . Hit : 22 (4d8 + 4) necrotic damage, and the mirager gains temporary hp equal to half that amount. \n'b' Blow Kiss . The mirager blows a kiss at a creature charmed by it. The target must make a DC 14 Charisma saving throw. On a failure, a creature takes 17 (5d6) psychic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and the charmed condition immediately ends on it. \n'b' Illusory Appearance . The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the mirager could appear to have smooth skin, but someone touching it would feel its rough, sand-like skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence ( Investigation ) check to discern that the mirager is disguised. \n'b' Spellcasting . The mirager casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b' 3/day : charm person \n'b' 1/day each : hallucinatory terrain (as an action), suggestion \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Sand Dancer . While in sandy terrain, the mirager takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' Diaphanous veils cover a graceful woman, flowing like water across her as she dances through the dust. \n'b' Humanoid Sand . Cursed with crumbling, sandy bodies by a long-since-forgotten fey lord, miragers rely on blood and moisture from mortal creatures to replenish and sustain their forms. With such sustenance hard to acquire in their desert homes, miragers don\xe2\x80\x99t gather in groups and can be particularly vicious when starved. Some miragers might make bargains or forge friendships with mortal creatures, but the mirager\xe2\x80\x99s everpresent need for blood and moisture means such alliances rarely survive the dry season. \n'b' Enticing Illusion . A mirager can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whatever its form, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Miremal \n'b' Small fey , chaotic evil \n'b' Armor Class 12 Hit Points 22 (5d6 + 5) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 10 (+0) DEX: 15 (+2) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan, Umbral Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The miremal can breathe air and water. \n'b' Muddled Escape (Recharges after a Short or Long Rest) . If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal\xe2\x80\x99s next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form. \n'b' Swamp Camouflage . The miremal has advantage on Dexterity ( Stealth ) checks made to hide in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The miremal makes one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. \n'b' Bog Spew (Recharge 5\xe2\x80\x936) . The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a DC 11 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and is blinded until the end of its next turn. On a success, the target takes half the damage and isn\xe2\x80\x99t blinded . \n'b'\n'b' ABOUT \n'b' A short, lean, biped emerges from the shadows. Fungi and mosses cover its pale-skinned body, growing into its flesh. Its green eyes weep bloody tears. \n'b' Miremals are savage, degenerate fey who delight in crafting paths through treacherous swamps. These seemingly safe paths are riddled with traps and ambush points. \n'b'\n'b' Unreliable Guides . Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of their paths lead travelers into the grove of a green hag coven or into the lair of a black dragon. \n'b' Swamp Dwellers . Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. They can even take on a puddle-like form when close to death, escaping from whatever seeks to harm them. Their eyes are forest green and perpetually wet with bloody tears. Their legends say their tears come from rage over the banishment from their forest homes and agony from knowing they can never return. \n'b' Hate Moss Lurkers . Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Spider \n'b' Large monstrosity , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 42 (5d10 + 15) Speed 30 ft., climb 40 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold Senses blindsight 20 ft., darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frozen Climber . The crystal spider can climb difficult surfaces, including upside down in icy and snowy areas, without needing to make an ability check. \n'b' Siege Monster . The crystal spider does double damage to objects and structures. \n'b' Snow Camouflage . The crystal spider has advantage on Dexterity ( Stealth ) checks made to hide in icy or snowy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crystal spider makes two attacks. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage plus 2 (1d4) cold damage. \n'b' Freezing Secretion . Ranged Weapon Attack : +5 to hit, range 30/80 ft., one target. Hit : 4 (1d8) bludgeoning damage, and target must make a DC 13 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns. \n'b'\n'b' ABOUT \n'b' Clinging to an icy wall is a bizarre creature. The disturbing crystal spider lives in areas that most other monsters cannot reach. It can even scale sheer ice cliffs with its strong legs. Swarms of young crystal spiders have also been seen with these monstrosities. \n'b' Snow Spider . Crystal spiders can hide in the snowy terrain and surprise their victims. It\xe2\x80\x99s quite the sight to see this massive spider make its presence known. \n'b' Patient Predator . Ambushing other creatures is what the crystal spider does best. They are very patient and will wait hours and hours for prey to wander by. Then the crystal spider spits a cold paralyzing liquid. Once the target is immobilized, the monster will drag the victim off to its lair. \n'b' Icy Inhabitants . The spider\xe2\x80\x99s crystal caves are usually hidden far away from other creatures. These lairs are littered with crystals, gemstones, bones, and furs. Finding these lairs is an adventure in itself.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mirror Fiend \n'b' Medium construct , chaotic evil \n'b' Armor Class 17 (natural armor) Hit Points 77 (14d8 + 14) Speed 50 ft.\n'b' STATS STR: 16 (+3) DEX: 17 (+3) CON: 12 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Immutable Form . The mirror fiend is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The mirror fiend has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mirror fiend\xe2\x80\x99s weapon attacks are magical. \n'b' Mirror Gaze . If a creature starts its turn by looking into the mirror, that creature must make a DC 14 Intelligence saving throw or be sucked into the dimensional pocket with the mirror fiend. That creature is at disadvantage on its first attack after entering the dimensional pocket. The only way out of this dimensional pocket is to kill the mirror fiend. The victim\xe2\x80\x99s body is immobilized outside of the mirror while its soul is trapped in the dimensional pocket. \n'b' Actions \n'b' Multiattack . The mirror fiend makes two melee or ranged attacks . \n'b' Mirrorblade . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) psychic damage. \n'b' Mirrorbow . Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 12 (2d8 + 3) psychic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mirror of Sorrow \n'b' The Mirror of Sorrow is in her fourth aspect, having already displayed mastery over beauty, betrayal, and joy. In her current aspect, she creates trials and tribulations for those who gain her attention in order to provide an understanding of all facets of sorrow. In the djinn way of thinking, only by fully understanding something can you call yourself its master and decide whether or not it is part of your being. While vestiges of her other facets sometimes show, they are but glimmers in the current darkness of her soul. Her current House of the Tempest is contained within a storm cloud, and often reforms at a whim. \n'b' Large elemental , true neutral \n'b' Armor Class 18 (natural armor) Hit Points 218 (19d10 + 114) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 22 (+6) DEX: 16 (+3) CON: 22 (+6) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +8, Wisdom +8, Charisma +10 Damage Resistances lightning, thunder Senses darkvision 120 ft., passive Perception 13 Languages Auran, Common Challenge 16 (15,000 XP) \n'b' Special Traits \n'b' Legendary Resistance (3/day) If The Mirror of Sorrow fails a saving throw, she can choose to succeed instead. \n'b' Elemental Demise . If The Mirror of Sorrow dies, her body disintegrates into a warm breeze, leaving behind only equipment it was wearing or carrying. \n'b' Gust . When moving, The Mirror of Sorrow may turn some or all of her body into mist. While mist, she can move through nonmagical fog without disturbing it. Movement made while she is mist does not provoke attacks of opportunity. Upon completing her movement, The Mirror of Sorrow returns to her normal form. If she is in the air when this occurs, she is able to hover without falling. \n'b' Static . If The Mirror of Sorrow has any Legendary Actions remaining at the start of her turn after her first, creatures who start their turn within 10 ft. of her must succeed at a DC 18 Dexterity saving throw or suffer 2d6 lightning damage. \n'b' Innate Spellcasting . The Mirror of Sorrow\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:\n'b'\n'b' At will : detect evil and good , detect magic , thunderwave \n'b' 3/day each : create food and water (can create wine instead of water), tongues , wind walk \n'b' 1/day each : conjure elemental (air elemental only), creation , gaseous form , invisibility , major image , plane shift . \n'b'\n'b' Actions \n'b' Multiattack . The Mirror of Sorrow makes two dagger attacks or uses her Tempest Shot twice. \n'b' Dagger . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (4d4+6) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or become restrained by whirling winds until the end of its next turn. \n'b' Tempest Shot . Ranged Weapon Attack : +11 to hit, range 150/600 ft., one target. Hit : 18 (4d8) lightning damage, and if the target is wearing metal armor it must succeed on a DC 18 Constitution saving throw or become incapacitated until the end of its next turn. \n'b' Electrocute . The Mirror of Sorrow targets a creature within 60 ft. that she can see. That creature must succeed on a DC 18 Dexterity saving throw or suffer 2d6 lightning damage and become incapacitated. At the start of each turn, the creature suffers 2d6 lightning damage. The creature may make a new saving throw at the end of each turn. \n'b' Legendary Actions \n'b' The Mirror of Sorrow can take 3 legendary actions , choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Mirror of Sorrow regains spent legendary actions at the start of her turn. \n'b' Attack . The Mirror of Sorrow makes one dagger attack or one Tempest Shot attack . \n'b' Dark Reflection . The Mirror of Sorrow creates a copy of 3 different creatures she can see within range. These copies mimic the actions of their originals, and take no damage from any spells or attacks. The Mirror of Sorrow chooses the targets of the copies\xe2\x80\x99 actions , which have their normal effects. These copies disappear if the copied creatures take no actions or at the start of the Mirror of Sorrow\xe2\x80\x99s next turn. \n'b' Chain Lightning (Costs 2 Actions) . The Mirror of Sorrow chooses up to two targets within 20 ft. of a creature incapacitated by her Electrocute action. Those creatures are targeted with The Mirror of Sorrow\xe2\x80\x99s electrocute ability. \n'b' Lair Actions \n'b' When fighting inside her lair, the Mirror of Sorrow can invoke the magic of her home to take lair actions . On initiative count 20 (losing initiative ties), The Mirror of Sorrow takes a lair action to cause one of the following effects:. \n'b' The Mirror of Sorrow may call upon her former facets to change her aspect temporarily. She may only call one at a time, and cannot use one again until she has used all of her facets. When she calls upon beauty, she may cast a DC 18 charm person on any number of creatures within 60 ft. of her vase of beauty. When she calls upon betrayal, she may cast a DC 18 bane on any number of creatures within 60 ft. of her vase of betrayal. When she calls upon joy, she may cast a DC 18 hideous laughter on any number of creatures within 60 ft. of her vase of joy. \n'b' The Mirror of Sorrow can attempt to trap those within 15 ft. of a mirror with sorrow. Up to 3 creatures are targeted with a DC 18 enthrall . The Mirror of Sorrow cannot use this lair action again until she has used a different one. \n'b' The Mirror of Sorrow causes a DC 18 lightning bolt cast with a 3rd-level spell slot to pass from one mirror to another 3 times in a row. The Mirror of Sorrow cannot use this lair action again until she has used a different one. \n'b' House of the Tempest \n'b' The House of the Tempest is crafted out of an ever-changing storm cloud. Her House of the Tempest crackles with lightning and often creates torrential downpours at a moment\xe2\x80\x99s notice. Hounds comprised entirely of lightning roam the halls, keeping guard over her domain. Deep within the House of the Tempest is the Hall of Vases, the room where she spends most of her time. There are four human -sized vases within the hall, and gilded mirrors lining the walls. As needed, she will open the vases and change herself into facets of her former self.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Misery Mob \n'b'\n'b' Medium- Huge undead (revnant), neutral evil \n'b' Armor Class 10 Hit Points 90 (special; see Variable Size) Speed 25 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 3 (-4) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , exhausted, grappled , paralyzed , petrified , restrained , stunned; Special : While the mob as a whole is immune to these effects, individual members can be charmed , grappled , or restrained ; see sidebar. Senses darkvision 60 ft., passive Perception 10 Languages understands the languages it knew in life but cannot speak Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Channel of Woe . The core corpse is a powerful channel for Woe. Any time a creature begins its turn enveloped by the mob, it must make a DC 10 Woe saving throw or suffer one point of spiritual damage. \n'b' Enveloping Swarm . A misery mob swarms over its victims, overwhelming and enveloping them. The misery mob can move through or occupy squares containing other creatures. This doesn\xe2\x80\x99t draw attacks of opportunity. \n'b' Variable Size . The core corpse has 5 hit points . Every 5 hit points above that represents an innocent person caught up in the mob. This also affects the size of the mob; for every ten hit points in the mob (round up), it takes up one contiguous square. So when the mob has 30 hit points , it consists of the corpse and five innocents, and it takes up 3 adjacent squares. The mob isn\xe2\x80\x99t limited to a particular formation; whenever it moves, it can shift its shape. \n'b' Actions \n'b' Rampage . All creatures within the misery mob\xe2\x80\x99s space suffer 7 (1d6+4) bludgeoning damage and 1 point of spiritual damage. \n'b' Consume . Any living humanoid with 5 or fewer hit points currently enveloped by the mob must attempt a DC 11 Wisdom saving throw. Failure means that the mob regains 5 hit points and the creature is consumed and added to its victims, becoming a part of the mob until freed (see sidebar) or slain. The mob cannot exceed 90 hit points in this way, and only consumes enough creatures to reach 90 hit points . \n'b' About \n'b' When certain very powerful undead or places of Woe fix their power on a mortal, the victim is driven to the depths of despair. Should the victim submit to this misery and take their own life, their corpse becomes a vessel for the power of that Malevolent. Those who stumble upon the corpse are swept up in blinding despair, a horror that overwhelms all reason and transforms innocents into a moaning mob. The victims lose all sense of self and awareness of their surroundings. Driven by the cursed corpse, the mob roams wildly, venting its terror and rage by tearing apart anyone unfortunate enough to cross its path. \n'b' Innocents Bound . A misery mob is made up of tormented people, sobbing and howling in rage and pain. They are oblivious to their surroundings and generally lash out at anyone within range. Adventurers dealing with the mob are constantly confronted with the fact that these people aren\xe2\x80\x99t dead; they are victims caught up by dark magic. They might include a mother and child, an old man, perhaps even someone the adventurers know. The misery mob isn\xe2\x80\x99t the most dangerous manifestation of the Dead; what makes it horrifying is that it pits the defenders of Redoubt against innocent people. \n'b' The Core Corpse . While the members of the misery mob are alive, the mob is driven by the undead creature at its heart. This core corpse hangs in the center of the mob as if suspended from a hook-body limp, feet a few inches from the ground. While it\xe2\x80\x99s possible to target the corpse directly, it is mystically linked to its victims. Members of the mob throw themselves in front of attacks targeting the core corpse, and even if the blow strikes true, a living member of the mob usually suffers the damage. \n'b' Freeing the Innocent Any given victim can be saved by severing the mystic link between that individual and the mob. This can be done in a few ways. A PC may spend an action to attempt a DC 15 Charisma ( Deception or Persuasion ) check to convince a victim to break free of the mob. If the PC knows the victim personally, she gains advantage on this check. The victim, if freed, acts just before the misery mob; if, at the start of the mob\xe2\x80\x99s turn, the victim is still within 15 feet of the mob, he is reabsorbed into the monster. For every five points by which the PC\xe2\x80\x99s Charisma check exceeds the DC, an additional victim breaks free; so, two victims if the check equals 20 or higher, three if it equals 25 or higher, and so forth. \n'b' Alternatively, a victim can be forcibly removed from the mob, either through physical force or through spells targeted at that individual rather than at the mob entire. While the mob as a whole is immune to grappling and charm, a PC can grapple a single victim and pull them away, or charm a specific victim and order them away. Again, if the victim is still within 15 feet of the mob at the start of the mob\xe2\x80\x99s turn, he is reabsorbed into the monster. \n'b' For each victim successfully freed-that is, more than 15 feet distant at the start of the mob\xe2\x80\x99s turn-the mob itself loses 5 hit points . \n'b' Living and Undead . The core corpse is an undead creature and doesn\xe2\x80\x99t need to eat, drink, or sleep. But the people in the mob are still alive. The power that animates the mob will drive them through exhaustion , starvation, and even mystical sleep, but they will eventually drop dead-at which point the mob leaves them behind, assimilating new innocents to replace them. The victims are linked to the core corpse; if the corpse is turned the living victims move with it, and even if it\xe2\x80\x99s targeted with an attack that only affects undead, the mystic link spreads the damage through the mob.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mison Men \n'b' Medium undead , chaotic neutral \n'b' Armor Class 16 (natural) Hit Points 170 (20d8+80) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 11 (+0) CON: 19 (+4) INT: 13 (+1) WIS: 15 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Saving Throws Con +7, Int +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 15 Languages Common, Draconic Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Blood Rage . If damage reduces a mison to 0 hit points , it must make a Constitution saving throw with a DC of 5+the damage taken. If they make the save, they instead drop to 1 hit point. In addition, they enter a rage. While in this rage, they gain +2 to damage for all hits and have advantage on all attacks. However, all opponents have advantage to hit them. \n'b' Magic Resistance . The mison has advantage on all saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mison makes two attacks with its claws and one attack with its bite. If both claw attacks hit the same target, it also does a Rend attack to that target. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d8+3) piercing damage. \n'b' Rend . If both claws hit one target, the Mison does an additional 10 (3d6) damage to that target. \n'b'\n'b' ABOUT \n'b' Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale. Mison men are about the size of a large human, with heights ranging from six to eight feet. They weigh around 175-200 pounds of pure muscle. \n'b' Guardians of Mountains . Bound to protect their mountain homeland, the mison men stop at nothing to destroy those that intrude on their territory. They typically move in small groups stalking through the shadows. Mison men never leave the mountain where they dwell; if they do so, they crumble to dust for they do not have the mountain\xe2\x80\x99s (or dragon\xe2\x80\x99s) magic to support them. \n'b' Clever Stalkers . Mison men prefer to attack their enemies when the enemy is off guard. Mison men stalk intruders of their mountain homes for days to find an opening in their defenses. They usually wait until the intruders are asleep before they attack. Mison men charge in, attack for a little while, and run out. They sometimes wait anywhere between a couple of hours or a few days before they attack again. They have extraordinary senses of sight, smell, and hearing. They also have razor-sharp fangs and can dislocate their jaws to savagely chew into their opponents.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Asquenti \n'b' Medium monstrosity , neutral \n'b'\n'b' Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 20 ft., swim 60 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Nature +2, Survival +3 Damage Resistances thunder Senses darkvision 60 ft., incredible sight, passive Perception 11 Languages Asquenti, Aquan Challenge 2 (450 XP) \n'b' Special Traits \n'b'\n'b' Incredible sight . The asquenti\xe2\x80\x99s eyes pick up colors well beyond human range, and it can see perfectly in all light conditions. As long as it is not blinded , it is treated as if it has blindsight out to 60 feet. \n'b' Water Breathing . The asquenti can breathe only underwater. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The asquenti makes two attacks with its claws. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. \n'b' Sonic Lance . Ranged Weapon Attack : +4 to hit, range 100 ft., one target. Hit : 5 (1d6 + 2) thunder damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned for 1 round. \n'b' Sonic Pincer . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) bludgeoning damage plus 5 (1d6 + 2) thunder damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned for 1 round. \n'b'\n'b' About \n'b' Asquenti live in the shallow upper reaches of the world\xe2\x80\x99s oceans, using their innate sense of the waters around them to hunt for prey with their sonic lance. Once a foe is stunned , asquenti swarm them and finish them off with pincers, hoping to keep them stunned and non-resistant. As apex predators, they have undisputed dominance of their territories. \n'b' Asquenti colonies can have several thousand residents, and create wondrous coral cities, coaxing the living coral into useful structures. Scholars and technologists use a combination of subsonic frequencies and their knowledge of the marine world to rapidly increase coral growth and grow buildings in a matter of weeks. Asquenti colonies regularly patrol their territories, ensuring their food isn\xe2\x80\x99t poached by others, as well as looking out for kraken agents lurking in the depths. \n'b' Toxin Intolerance . Their sense of the natural world around them is particularly sensitive to foreign technological or magical pollutants. Not only do these threaten their habitat and their food sources, but an excess of pollutants in their waters catalyzes biochemical reactions in asquenti. These changes affect their psychology to be more militant, and inflame their passions, causing them to attack the cause of the disruption. While this doesn\xe2\x80\x99t turn asquenti into mindless killing machines, it does strengthen their martial instincts, causing most asquenti to become aggressive to all outsiders. Most asquenti assume land dwellers pollute their waters, and even when their home waters are pristine, asquenti have an innate distrust of land dwellers. Persistent peaceful overtures can overcome this distrust, especially in the asquenti who fail to succumb to their biochemical drives. \n'b' A typical asquenti stands 7 feet tall and weighs 500 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Cat \n'b' Large monstrosity , unaligned \n'b' Armor Class 15 Hit Points 60 (8d10 + 16) Speed 40 ft.\n'b' STATS STR: 16 (+3) DEX: 1 (+5) CON: 15 (+2) INT: 2 (-4) WIS: 17 (+3) CHA: 1 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 Senses darkvision 120 ft.; passive Perception 15 Languages \xe2\x80\x94 Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Piercing Vision . The mist cat has advantage on Wisdom (Perception) checks that rely on sight and its vision is not obscured by fog, smoke, or steam that is magical or natural in origin. \n'b' Pounce . If the mist cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is knocked prone , the mist cat can make a bite attack against it as a bonus action. \n'b' Innate Spellcasting . The mist cat\xe2\x80\x99s innate spellcasting ability is Wisdom . It can innately cast the following spells, requiring no components or concentration:\n'b'\n'b' At will : misty step \n'b' 1/day : fog cloud \n'b'\n'b' Actions \n'b' Multiattack . The mist cat makes a single bite and two claw attacks. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 8 (1d8 + 4) piercing damage and the target must succeed on a DC 13 Wisdom saving throw or become stunned until the end of the mist cat\xe2\x80\x99s next turn. \n'b' Glimmering Mists . Flecks of scintillating light dance from the mist cat and swirl around up to three creatures it can see within 60 feet. The creatures must make a DC 13 Wisdom saving throw or become stunned for 1 minute. Each creature can reattempt their saving throw each time they take damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Murderer \n'b' Small beast , unaligned\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 10 (+0) INT: 3 (-4) WIS: 13 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 21 (6d6) Speed 10 ft., burrow 10 ft., fly 40 ft. Skills Stealth +6 Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' Special Traits \n'b' Flyby . The mist murderer doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Hidden in the Mist . The mist murderer uses its bonus action to hide . \n'b' Mist Camouflage . The mist murderer\xe2\x80\x99s pale body blends into any mist or fog, giving it advantage on stealth checks. \n'b' Actions \n'b' Inject Eggs (1/day) . The mist murderer uses its action to lay its eggs in an unconscious creature. A mist murderer that completes this action dies naturally within an hour. At the beginning of each day, the infected creature must make a DC 10 Constitution saving throw or gain one level of exhaustion . If the creature dies, the larval mist murderers (2d4 + 2) hatch. They will spend the next week feeding on the body and then burrow into the ground, emerging as adult mist murderers in the next year. Larvae have 1 hit point, are AC 10 and do not have a fly speed yet. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage and 7 (2d6) poison damage. \n'b' Tactics \n'b' Mist murderer pupae have tremorsense and so the insects will wait until creatures are very close before emerging from their underground burrows. They then fly into the mists, hiding until they can take an attack at a creature and then retreat into the fog again. They continue to do this until the creature becomes unconscious or they themselves are slain. Once a creature falls, they deposit their eggs and then retreat back underground to die. The larvae grow quickly inside the target and only a lesser restoration spell or similar magic can end the infestation. \n'b' Description \n'b' Mist murderers resemble 3-foot long cicadas that are ghastly white in color and have sharp slashing claws. Like cicadas, mist murderers spend most of their lives as underground pupae and have extremely brief adult lives. During foggy weather, such as autumn when the days begin to shorten and become cold, the mist murderers emerge from their burrows and attack any prey large enough to gain their attention. Their goal is to bring the creature to unconsciousness and then lay their eggs inside of it, in order to give their young a ready-made meal. \n'b' Legends of Ghosts . With their pale carapaces and ability to almost completely disappear into any fog or mist, these insects often give rise to legends of deadly ghosts in the mist. When the bodies of their victims are recovered and buried, the new batch of mist murderers burrow into the ground of the cemetery, perpetuating the legend. \n'b' Deadly in the Mists . Mist murderers instinctively make use of the cover of any mist and fog, buzzing in to attack a foe and then disappearing again. They will attack livestock or other creatures (including humanoids) of Medium size or larger. Due to their short lifespans, they will not relent once they\xe2\x80\x99ve begun an attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mist Phantom \n'b' Large undead , chaotic evil \n'b' Armor Class 15 Hit Points 112 (15d10 + 30) Speed 0 ft., fly 60 ft. (hover)\n'b' STATS STR: 19 (+4) DEX: 20 (+5) CON: 15 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed , exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 14 Languages the languages it knew in life Challenge 10 (5,900 XP) \n'b' Special Traits \n'b' Annihilating Aura . Any creature that starts its turn within 30 ft of the mist phantom must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage and grant the mist phantom advantage on attack rolls against it until the start of the creature\xe2\x80\x99s next turn. Undead are immune to this aura. \n'b' Incorporeal Movement . The mist phantom 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' Sunlight Sensitivity . The mist phantom takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist phantom\xc2\xa0has disadvantage on attack rolls and ability checks. \n'b' Turn Resistance . The mist phantom has advantage on saving throws against any effect that turns undead. \n'b' Undead Nature . A mist phantom doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Actions \n'b' Life Drain . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus the target must succeed on a DC 16 Constitution saving throw (undead and constructs automatically succeed), or it takes 24 (7d6) necrotic damage, and the target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest . The target dies if its hit point maximum is reduced to 0. \n'b' About \n'b' This monster is filled with evil energies. Healthy beasts flee and plants wilt. \n'b' Phantom Presence . Simply being in the presence of these horrors is disturbing. Any creature that gets close to the mist phantom will regret it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mistwalker \n'b' Medium undead , neutral good or chaotic evil\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 10 (+0) INT: 11 (+0) WIS: 10 (+0) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 14 Hit Points 45 (10d8) Speed 30 ft. Skills Deception +5, Persuasion +5 Damage Resistances acid, fire, lightning, thunder Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities exhaustion , grappled , paralyzed , petrified , poisoned , prone , restrained Senses passive Perception 10 Languages the languages it knew in life Challenge 4 (1,100 XP) \n'b' Special Traits \n'b' Mist Walk . As a bonus action the mistwalker can teleport up to 30 feet within the boundaries of a fog or mist. \n'b' Misty Sight . A mistwalker sees through fog and mist as if it were crystal clear, but anything outside the fog is heavily obscured to the mistwalker. \n'b' Insubstantial . A mistwalker has disadvantage on any ability check or saving throw to avoid the effects of wind, and if the roll fails those effects are doubled. \n'b' Actions \n'b' Chilling Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : target must succeed at a DC 14 Constitution saving throw or take 9 (2d8) necrotic damage and reduce its maximum hit points by the same amount. A creature reduced to 0 maximum hit points dies. \n'b' Tactics \n'b' A mistwalker almost always avoids a direct fight, although an evil one might use its chilling touch to tip the balance of a trap that it springs. \n'b' Description \n'b' Mistwalkers appear as wispy, insubstantial shapes, and may glow a pale green like the color of grave mold. They coalesce from thick fogs, although to an observer they may appear to be corporeal figures emerging from that fog. \n'b' Children of the Mist . Mistwalkers emerge only on nights when a thick fog rises. They first appear over the spot where they died, but then they are free to roam wherever the fog extends. If stranded outside of the fog they quickly dissipate, only to reform on the next foggy night. \n'b' Tortured Souls . Most of these spirits are only looking for release, and will ask mortals to help them with unfinished tasks, sometimes as simple as delivering a message to the living. Before leaving to their final rest they will often show their gratitude by revealing a cache of treasure, or sharing a valuable secret. Some mistwalkers are thoroughly evil, however, and for the sheer delight of seeing mortals suffer will trick the living into performing errands that lead to traps or other dangers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Misty River Otter \n'b' Family: Misty Otter \n'b' Medium fey , chaotic neutral \n'b' Armor Class 14 Hit Points 44 (8d8 + 8) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 6 (-2) WIS: 12 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages Sylvan Challenge 2 (450 XP) \n'b' Special Traits \n'b' Hold Breath . While in water, the otter can hold its breath for 10 minutes. \n'b' Shroud . The otter is shrouded by the mist that surrounds it at all times, making it difficult to see. Attacks against the otter are made with disadvantage. \n'b' Slippery . Whenever the otter is not the target of a spell or attack , it has resistance against the damage. \n'b' Underwater Camouflage . The otter has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Actions \n'b' Multiattack . The otter makes two attacks with its mist tendrils. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. \n'b' Mist Tendril . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 2 (1d4) poison damage. \n'b' About \n'b' Misty river otters tend to follow the behaviors of their nonfey kin, sticking largely to rivers and the surrounding areas to base their operations. Unlike their nonfey kin, misty river otters can\xe2\x80\x99t resist playing pranks on the unsuspecting as they go about their business.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Amorphous Horror \n'b' Medium aberration , any \n'b' Armor Class 14 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft., climb 30ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 19 (+4) INT: 10 (+0) WIS: 11 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +3 Skills Perception +3 Damage Immunities acid Condition Immunities prone Senses blindsight 30 ft., passive Perception 13 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Amorphous . The amorphous horror can move through a space as narrow as 1 inch wide without squeezing. \n'b' Shapechanger . The amorphous horror can use an action or a bonus action to polymorph into a form that resembles its Small or Medium humanoid appearance before it became a horror. 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 Medium form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The amorphous horror makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage and 9 (2d8) acid damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Split . When an amorphous horror that is Medium or larger drops below half its hit points but has at least 10 hit points , it splits into two new horrors. Each new horror has hit points equal to half the original horror\xe2\x80\x99s, rounded down. New horrors are one size smaller than the original horror. \n'b'\n'b' ABOUT \n'b' Abominable Experiment . In desperate times science and magic can progress by leaps and bounds, but such rapid advancement has its risks. Without proper precautions, experimenters or their subjects might be caught in forces beyond imagining and become twisted into something abominable. No two mishaps are alike, yet each of the misbegotten results is known as an aberrant horror. \n'b' Warped Flesh . Those who survive the uncontrolled transformation into aberrant horrors become living weapons. Some theories say the body sees the transmuting force as a threat and evolves defenses against it. Others believe that the accident triggers dormant bestial adaptations from the distant past. Whatever the reason, aberrant horrors are vicious combatants, armed with hardened claws, venomous spines, and other strange adaptations.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Misty Sea Otter \n'b' Family: Misty Otter \n'b' Large fey , chaotic neutral \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft., swim 40 ft.\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 7 (-2) WIS: 16 (+3) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dexterity +7, Wisdom +6 Skills Perception +6, Stealth +7 Damage Resistances cold, psychic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities exhaustion Senses darkvision 60 ft., passive Perception 16 Languages Sylvan Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Hold Breath . While in water, the otter can hold its breath for 10 minutes. \n'b' Fey Pelt . The thick, otherworldly coat of the otter grants it advantage on saving throws against magical effects. \n'b' Insatiable Hunger . The otter must consume \xc2\xbc of its body weight in food each day or be overtaken with an insatiable hunger. While in this state, the otter\xe2\x80\x99s damage dice are treated as if they rolled their maximum result, and the otter immediately regains hit points equal to the damage dealt. \n'b' Shroud . The otter is shrouded by the mist that surrounds it at all times, making it difficult to see. Attacks against the otter are made with disadvantage. \n'b' Slippery . Whenever the otter is not the target of a spell or attack , it has resistance against the damage. \n'b' Underwater Camouflage . The otter has advantage on Dexterity ( Stealth ) checks made while underwater. \n'b' Actions \n'b' Multiattack . The otter makes three attacks: one with its bite and two with its mist tendrils. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 4) piercing damage. \n'b' Mist Tendril . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 7 (2d6) poison damage. \n'b' About \n'b' These mist otters are much larger than their river-going kin, and possess a ravenous hunger that must be sated, lest it send them into a bloodthirsty frenzy. When their bellies are full, the misty sea otters enjoy putting on shows and entertaining those lucky, or foolhardy, enough to encounter them.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mite \n'b' Small fey , lawful evil \n'b' Armor Class 11 Hit Points 7 (2d6) Speed 20 ft., climb 20 ft.\n'b' STATS STR: 8 (-1) DEX: 13 (+1) CON: 11 (+0) INT: 8 (-1) WIS: 13 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Stealth +3 Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Hatred . Mites have advantage on attacks versus dwarves, gnomes, and deep gnomes. \n'b' Innate Spellcasting . The mite\xe2\x80\x99s spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \n'b'\n'b' At will : prestidigitation \n'b' 1/day : fear \n'b' Keen Smell . The mite has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Dart . Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. \n'b' Vermin Empathy (1/day) . The mite can summon a swarm of bats, a swarm of rats, or a swarm of insects once per day. The summoned creatures arrive in 1d4 rounds, acting as allies of the mite and obeying its spoken commands. The beasts remain for 1 hour, until the mite dies, or until the mite dismisses them as a bonus action.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mneminder \n'b' Small plant , neutral good \n'b' Armor Class 10 Hit Points 7 (2d6) Speed 30 ft. fly (hover)\n'b' STATS STR: 1 (-5) DEX: 11 (+0) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 21 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +4, Cha +7 Skills Insight +17, Perception +5 Condition Immunities charmed , stunned , unconscious Damage Immunities psychic Senses empathic (see traits) 60 ft., passive Perception 15 Languages telepathy 5 ft. Challenge 1/8 (25 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Empathic . The mneminder can perceive the moods and emotions of other creatures that it can see. Unless other creatures try to conceal their emotions, the mneminder can identify what the creatures are feeling and can instantly recognize any creature it has encountered before based on its emotional profile. This includes if the creature assumes a form different than the one the mneminder first encountered it in. \n'b' Insightful . The mneminder has a +10 bonus on Wisdom ( Insight ) checks (included in its statistics). \n'b' Symbiote . When the mneminder attaches to a creature with its Attach action, it gains knowledge of the creature\xe2\x80\x99s desires and has Epic advantage on Wisdom ( Insight ) checks to determine whether the creature to which it is attached is being deceptive. Additionally, a creature to which a mneminder is attached gains proficiency in all Charisma ability checks and may use the mneminder\xe2\x80\x99s Charisma when making said checks instead of its own. \n'b'\n'b' ACTIONS \n'b'\n'b' Attach . The mneminder attaches itself to a willing creature within 5 feet of it. While attached to the creature, the mneminder is incapacitated , moves with the target when it moves or teleports, and the target gains the benefits of the mneminder\xe2\x80\x99s Symbiote feature. At the start of the each of the target\xe2\x80\x99s turns, the mneminder can choose to end the effect. \n'b' Yood Spores . Ranged Spell Attack : +7 to hit, range 60 ft., one creature. Hit : The creature emits a horrible stench for 1 hour. While emitting said stench, a creature cannot be hidden from creatures that can smell it and has Epic disadvantage on Charisma ability checks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mngwa \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (Ethereal Coat) \n'b' Hit Points 91 (14d8 + 28) \n'b' Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 17 (+3) CON: 15 (+2) INT: 11 (+0) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5, Stealth +7 \n'b' Senses darkvision 60 ft., passive Perception 15 \n'b' Languages Common, Sylvan \n'b' Challenge 4 (1,100 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Ethereal Coat . The mngwa\xe2\x80\x99s AC includes its Charisma modifier (included above). \n'b' Ethereal Sight . The mngwa can see 30 feet into the Ethereal Plane when on the Material Plane and vice versa. \n'b' Feline Passivism . No felines or weretigers can willingly attack the mngwa. They can be forced to do so through magical means. \n'b' Keen Smell . The mngwa has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The mngwa has advantage on attack rolls against a creature if at least one of the mngwa\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b' Running Leap . With a 10-foot running start, the mngwa can long jump up to 25 feet. \n'b' Speak with Felines . The mngwa can communicate with felines as if they shared a language. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mngwa makes one Ethereal Bite attack and two Claw attacks. \n'b' Ethereal Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 5 (2d4) force damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Step . The mngwa magically shifts from the Material Plane to the Ethereal Plane, or vice versa. When it leaves or enters the Material Plane, a puff of gray smoke briefly appears in the space on the Material Plane it leaves or enters. \n'b'\n'b' ABOUT \n'b' Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine creature. \n'b' Ethereal Lions . The elusive mngwa (MING-wah) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called nunda (\xe2\x80\x9csmoke-cats\xe2\x80\x9d), mngwas are strong, cunning hunters who can elude pursuit or approach their prey unnoticed by disappearing briefly into the ether. \n'b' Rocky Terrain . Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to outmaneuver their prey. \n'b' Feline Allies . The strongest mngwa recruit other great cats into their prides, though these associations tend to be shortlived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moa \n'b' Large beast , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 112 (15d10+30) Speed 30 ft.\n'b' STATS STR: 17 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 2 (-4) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +5 Skills Athletics +5, Stealth +4 Senses passive Perception 10 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' ACTIONS \n'b'\n'b' Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 25 (4d10 + 3) slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Burst of Speed (1/Day) . The moa can move 60 feet, provoking opportunity attacks. \n'b'\n'b' ABOUT \n'b' Flightless Flocks . Moas are large, flightless birds that, with their necks outstretched, stand nearly as tall as ogres. They roam the grasslands feeding on the thick grasses and shrubs that are mostly inedible to smaller birds and mammals. While these birds are gigantic, they are rather docile and skittish, preferring to flee than fight. A full-grown moa can weigh as much as 500 lbs. \n'b' Hunting Flocks . They can become aggressive when faced with predators or perceived threats to their young or food sources. In these cases, the larger birds of a colony or group move forward to protect the young and weak moas of the flock. These larger moas leap into the air and lash out with both of their broad, sharp talons to inflict grievous wounds. \n'b' Moa statistics also can be used to represent more vicious carnivorous flightless birds like the diatryma by adding a bite attack (with the same statistics as their talon attack) and the ability to use multiattack, making both a bite and a talon attack in the same round.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Asrai \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 7 (2d4 + 2) Speed 20 ft., swim 50 ft.\n'b' STATS STR: 5 (-3) DEX: 18 (+4) CON: 13 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold Senses darkvision 60 ft., passive Perception 13 Languages Common, Sylvan Challenge 2 (450 XP) \n'b' Combat Motivations \n'b' An asrai only engages in combat if its body of water is threatened or if any intelligent creature other than a fey enters the water without permission. Once in combat, an asrai prefers to attack with its magic, using its cold touch only as a last resort. If it faces overwhelming odds, an asrai seeks escape, often using its fog cloud to cover its exit. \n'b' Special Traits \n'b' Limited Amphibious . The asrai can breathe both air and water, but it needs to be submerged at least once every 2 hours to avoid suffocating. \n'b' Innate Spellcasting . The asrai\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' 3/day : fog cloud \n'b' 1/day : control water \n'b'\n'b' Spellcasting . The asrai is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks.) The asrai can cast the following spells:\n'b'\n'b' Cantrips (at will) : dancing lights , ray of frost , resistance , thaumaturgy \n'b' 1st level (4 slots) : charm person , create or destroy water , detect magic , thunderwave \n'b' 2nd level (3 slots) : hideous laughter , misty step \n'b' 3rd level (2 slots) : hypnotic pattern \n'b'\n'b' Actions \n'b' Cold Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) cold damage. \n'b' About \n'b' This being looks like a one-foot-tall female elf with delicate features, emerald eyes, long golden hair, and pale blue skin. \n'b' Asrai dwell in crystal clear lakes, ponds, and rivers. They can be found in any large body of water far from civilized lands. Most asrai spend their time frolicking and playing in the lake they call home, dancing among the fish and playfully splashing the various woodland creatures that venture near the water for a drink. Asrai are protective of their aquatic homes, however, and attack en masse any foolish human so oafish as to not ask their permission to enter the water. \n'b' Asrai spend most of their time in the water, preferring not to touch land if possible. Though they can survive on land for a short time, they prefer not to risk such ventures, so any encounter with an asrai is almost always in the water. Asrai make their homes in giant seashells or natural underwater caves. These homes are usually concealed under a canopy of aquatic plants, algae, and seaweed so potential enemies cannot easily find them. \n'b' Asrai are closely related to pixies and thought to be a relative, though they do not possess wings. Male asrai are thought to exist, though none have ever been encountered.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mobat \n'b' Large monstrosity , neutral \n'b' Armor Class 14 (natural armor) Hit Points 51 (6d10 + 18) Speed 20 ft., fly 40 ft.\n'b' STATS STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 6 (-2) WIS: 13 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3 Senses blindsight 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Special Traits \n'b' Echolocation . The mobat can\xe2\x80\x99t use its blindsight while deafened. \n'b' Flyby . The mobat doesn\xe2\x80\x99t provoke an opportunity attack when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Keen Hearing . The mobat has advantage on Wisdom ( Perception ) checks that rely on hearing. \n'b' Actions \n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 13 (3d6 + 3) piercing damage. \n'b' Stunning Screech (Recharge 5-6) . The mobat emits a piercing screech. All creatures within 30 feet of it that can hear it must make a DC 12 Constitution saving throw or be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' About \n'b' This creature appears as a large brown bat with razor-sharp fangs and green glowing eyes. \n'b' The mobat has a wingspan of approximately 15 feet. It is a nocturnal creature, cruising silently through the night sky in its never-ending quest for food. A mobat, like any species of normal bat, has huge ears and an upturned snout. Mobats are omnivores and often include warm-blooded prey in their diet. \n'b' A mobat attacks by biting its opponent using its razor-sharp fangs. \n'b' Surviving prey is subjected to the mobat\xe2\x80\x99s stunning screech attack.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mocayahua \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 65 (10d6 + 30) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 8 (-1) DEX: 18 (+4) CON: 17 (+3) INT: 20 (+5) WIS: 15 (+2) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Int +8, Wis +5 Skills Acrobatics +7, Deception +6, History +8, Insight +5, Nature +8, Persuasion +6, Sleight of Hand +7 Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed , frightened Senses darkvision 60 ft., truesight 30 ft., passive Perception 12 Languages All, Telepathy Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . Mocayahua\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 16, spell attack bonus +8). He can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b' At will : mage hand , sanctuary , vicious mockery \n'b' 3/day each : confusion , mirror image \n'b' 2/day : teleport (to the Obsidian Spire or to the Ebon Portal only) \n'b'\n'b' ACTIONS \n'b'\n'b' Staff . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6 \xe2\x80\x93 1) bludgeoning damage plus 13 (3d8) cold \n'b'\n'b' REACTIONS \n'b'\n'b' Snatch . Whenever Mocayahua has the ability to take an attack of opportunity, he can instead use mage hand to make a Sleight of Hand contested by the target\xe2\x80\x99s passive Perception to steal one item from the individual.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mockingfey \n'b' Tiny fey , chaotic neutral \n'b' Armor Class 13 (natural armor) Hit Points 18 (4d4+8) Speed 20 ft.,\xc2\xa0fly\xc2\xa060 ft.\n'b' STATS STR: 6 (-2) DEX: 16 (+3) CON: 14 (+2) INT: 7 (-2) WIS: 12 (+1) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses darkvision 60 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' ACTIONS \n'b'\n'b' Daze . A target within 30 ft. must make a DC 9 Wisdom saving throw or become incapacitated until the end of their next turn. \n'b' Mock . A mockingfey may change its appearance as alter self to match that of any target it can see. Its size remains tiny, even if the target is another size . This change lasts indefinitely or until the mockingfey resumes their original form. \n'b' Talons . Melee Weapon Attack : +5 to hit, 5 ft. reach, 1 target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' Mockingfey are regarded as entertainment by locals and nuisances by visitors, who are the usual butt of the creatures\xe2\x80\x99 pranks. The pint-sized fey often congregate in large colonies called japes or mockingdells, inhabiting the trees near a commonly traversed path or meadow. When an intelligent creature enters the grove, one of the bird-sprites flies down to perch on the traveler\xe2\x80\x99s shoulder or some nearby vantage. \n'b' It then promptly shifts shape to become a perfect, miniature doppelganger of the creature in question, proceeding to cavort and imitate the newcomer in a most convincing and unflattering manner, mimicking the creature\xe2\x80\x99s tone but chattering only gibberish. This gibberish is not solely for comic effect, as while mockingfey are eager (if distractible) students in most matters, they refuse to use verbal language of any sort, believing that words unnecessarily constrain the things they describe. Instead, they communicate through gestures, pantomime, and elaborate dances. Those who think them mere beasts, however, are quickly set straight, as enemies of mockingfey are confronted with disorienting magic and the mockingfey\xe2\x80\x99s capricious allies. A typical mockingfey is 8 inches tall and weighs 2 pounds. \n'b' Capricious Companion . While many people find mockingfeys\xe2\x80\x99 antics irritating, the little creatures are surprisingly useful allies, with a loyal, friendly nature toward those who treat them well, and an insatiable curiosity that makes them surprisingly well informed about their surroundings. Sometimes bards and illusionist wizards are able to convince them to serve as boon companions almost like familiars.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mofi \n'b' Small beast , neutral \n'b' Armor Class 12 \n'b' Hit Points 3 (1d6) \n'b' Speed 30 ft., climb 20 ft., swim 30 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 5 (-3) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Senses passive Perception 11 \n'b' Languages \xe2\x80\x93 \n'b' Challenge 0 (10 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . The mofi breathes air and water. \n'b' Familiar . With the GM\xe2\x80\x99s permission, the find familiar spell can summon this creature. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one target Hit : 1 (1d4 \xe2\x80\x93 1) piercing damage. \n'b'\n'b' ABOUT \n'b' This monkey fish is shaped like a monkey but scaled all over, with unpleasant goggle eyes and three short spikes sticking out of its forehead. \n'b' Mofi are monkey-fish hybrids capable of surviving in both air and water. Their flippers make them better suited for swimming, but they are capable climbers and will scale any outcropping to escape undersea predators. Their tail is prehensile and doubles as a fin when swimming. \n'b' Double Life . Mofi live in sea forests, trees that spring up in the middle of the ocean. They are well-suited to life in these trees, using their prehensile tails to stabilize themselves as they swing from branch to branch. Their amphibious nature makes them ideal to escape predators above the water or below it, diving into the sea or climbing out of it as their situation dictates. \n'b' Better Than Parrots. Mofi make excellent familiars for pirates and other sea sorcerers with one foot in the ocean and one on land. Tame mofi are gregarious and active, flopping in and out of any water they can find and swinging from every protrusion they can reach.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystal Swarm \n'b' Large swarm of Tiny Elementals , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 12 (+1) DEX: 18 (+4) CON: 15 (+2) INT: 4 (-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, slashing Condition Immunities charmed , frightened , grappled , paralyzed , petrified , prone , restrained , stunned Senses blindsight 30 ft., passive Perception 10 Languages understands Terran but can\xe2\x80\x99t speak Challenge 5 (1800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the swarm remains motionless and isn\xe2\x80\x99t flying, it is indistinguishable from a normal pile of crystals. \n'b' Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can\xe2\x80\x99t regain hit points or gain temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The swarm can attack every hostile creature in its space with Swirling Crystals. \n'b' Swirling Crystals . Melee Weapon Attack : +7 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space. Hit : 10 (4d4) slashing and 10 (4d4) psychic damage, or 5 (2d4) slashing and 5 (2d4) psychic damage if the swarm has half of its hit points or fewer. \n'b' Devour Thoughts (Recharge 5\xe2\x80\x936) . A creature in the swarm\xe2\x80\x99s space must succeed on a DC 13 Intelligence saving throw or be restrained for 1 round and take 28 (8d6) psychic damage as the swarm rips memories from the target\xe2\x80\x99s mind. \n'b' Devour Thoughts . At Gm discretion, roll a d4, and on a roll of 4, the memory taken is one the creature will notice missing. Memories return to an affected target if they are within 300 feet after the swarm\xe2\x80\x99s death. After 3 rounds, the memories fade into nothingness if unclaimed. It is not unheard of for returned memories to be entangled with the lost memories of others. \n'b'\n'b' Variants \n'b' Necrotic energy can seep into crystals and spread like a toxin, giving them a pulsing, cloudy purple-black appearance that surges when they move, as if they were filled with oil or smoke. This is a corrupted crystal swarm: use the crystal swarm above, except its attacks deal necrotic damage instead of psychic damage and any memories stolen during Devour Thoughts are immediately destroyed and irretrievable, short of using a wish spell or similar magic.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogadb \n'b' Large fey , unaligned \n'b' Armor Class 12 Hit Points 30 (4d10 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 14 (+2) CON: 15 (+2) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities charmed , frightened , paralyzed , petrified , prone , stunned Senses darkvision 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 1 (2,00 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Smell . The mogadb has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Tumble Over . The mogadb moves by the forceful heaving of the animals within its skin sack. It ignores difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b' Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) bludgeoning damage. \n'b' Swarm Breath (Recharge 5-6) . The mogadb spews out some of its internal swarm in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the save must also succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points except by magical means, and the target\xe2\x80\x99s hit point maximum decreases by 1 every 24 hours. If the target\xe2\x80\x99s hit point maximum drops to 0 as a result of this disease, the target dies. \n'b'\n'b' REACTIONS \n'b'\n'b' Slough Skin . If the mogadb takes 10 slashing damage or more in a single round, its vessel is destroyed, leaving behind a swarm of animals. This does not break the spell holding the swarm together, which continues to attack as a swarm of rats with a hit point maximum equal to the mogadb\xe2\x80\x99s remaining hit points . \n'b'\n'b' ABOUT \n'b' A squirming mass of vermin sewn into a skin sack, mogadbs are created as servitor creatures and protectors by wicked fey. The creator finds or summons a large number of tiny animals-typically lizards, mice, and other minute reptiles and mammals-then enacts a ritual that ensorcells them into acting as a single large predatory beast. The ritual is completed when the enchanted swarm is sealed into a skin vessel of some kind. This vessel can be as simple as a rough sack vaguely shaped like a four-legged creature, as ornate as a lifelike plush toy. \n'b' No matter the vessel\xe2\x80\x99s appearance, the swarm animates it ably, and the mogadb serves its master unerringly. While it has no central intelligence, a mogadb\xe2\x80\x99s constituent swarm nonetheless behaves like a single beast, prowling about on four legs and attacking with its limbs like a large quadruped, though it has a discernible boneless quality to its movement. Impacts cause the mogadb\xe2\x80\x99s skin to ripple, and the swarm inside is visible whenever the creature opens its mouth to feed or exhale vermin at foes. \n'b' As the mogadb becomes damaged, rents and tears in the skin vessel reveal the writhing horde within, acting in eerie concert. \n'b' Particularly cruel fey have been known to craft whole packs of mogadbs, even riding them as war beasts, in the process totally draining an area of tiny animals to feed their rituals. Encountering a pack of mogadbs and their riders is a terrifying sight that few would welcome, and even fewer might live to tell about. Such acts rarely go unnoticed and often result in confrontations with druidic circles and well-meaning beings from the fey world. \n'b' A mogadb can be destroyed with a successful remove curse spell, though it may be difficult to keep the creature in one place while casting. More powerful magic might be effective as well. Otherwise the only way to free the trapped animals from their wicked fate is by destroying the skin vessel and dispersing the swarm. \n'b' Many adventurers mistake mogadbs for animated objects or other types of magical construct creatures or occasionally even magic items like bags of holding. Trickster fey take great joy in such antics and craft their mogadbs with this exact goal in mind.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogaru \n'b' Gargantuan monstrosity (titan), chaotic neutral \n'b' Armor Class 22 (natural armor) Hit Points 615 (30d20 + 300) Speed 100 ft., swim 100 ft.\n'b' STATS STR: 30 (+10) DEX: 21 (+5) CON: 30 (+10) INT: 3 (-4) WIS: 28 (+7) CHA: 26 (+9) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from attacks by creatures smaller than Gargantuan size Damage Immunities fire Condition Immunities frightened , paralyzed , petrified Skills Athletics +19, Perception +16 Senses darkvision 60 ft., passive Perception 26 Languages Aquan (can\xe2\x80\x99t speak) Challenge 29 (135,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious . Mogaru breathes air and water. \n'b' Kaiju Sense . Mogaru knows the location of the closest Gargantuan monster. \n'b' Legendary Resistance (3/Day) . If Mogaru fails a saving throw, it can choose to succeed instead. \n'b' Massive Size . Mogaru occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. He cannot be grappled , restrained , stunned , knocked prone , or Shoved by creatures smaller than Gargantuan size . \n'b' Regeneration . Mogaru regains 30 hit points at the beginning of its turn if he has at least 1 hit point. \n'b' Siege Monster . Mogaru deals double damage to objects and structures. \n'b' Susceptible to Song . Mogaru is susceptible to song, provided it notices. A creature must succeed at three consecutive DC 20 Charisma ( Performance ) ability checks within 1,000 feet of Mogaru in order to get its attention. If it succeeds at all three ability checks, it can influence Mogaru is if with the spell suggestion . If Mogaru is engaged in battle, there is only a 20% chance each round that it notices the singing. Mogaru can only be influenced in this way once per day. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Mogaru makes one bite attack or one stomp attack and two tail attacks. \n'b' Bite . Melee Weapon Attack : +19 to hit, 60 ft. reach, all targets in a 10-foot cube. Hit : 75 (10d12 + 10) piercing damage. \n'b' Stomp . Melee Weapon Attack : +19 to hit, 60 ft. reach, all targets in a 10-foot-radius cylinder, 30 feet high. Hit : 42 (5d12 + 10) bludgeoning damage, and creatures struck must succeed on a DC 25 Dexterity saving throw or be knocked prone and restrained (escape DC 25) until Mogaru moves or makes another Stomp attack . \n'b' Tail . Melee Weapon Attack : +19 to hit, 120 ft. reach, all targets in a 10-foot cube or 20-foot line, 5 feet wide. Hit : 48 (7d10 + 10) bludgeoning damage. \n'b' Energy Bolts . Ranged Weapon Attack : +14 to hit, 120 ft./480 ft. range, four targets. Hit : 31 (7d8) fire damage plus 31 (7d8) force damage. \n'b' Breath Weapon (Recharge 5-6) . Mogaru exhales energy either in a 60-foot cone or a 120-foot line that is 20 feet wide. Each creature in that affected area must make a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points by this breath weapon are disintegrated as per the disintegrate spell. A Gargantuan creature that is grappling or restraining Mogaru has disadvantage on its saving throw against his breath weapon. \n'b'\n'b' REACTIONS \n'b'\n'b' Power Battery . When Mogaru takes (or would take, if he were not immune to it) acid, cold, fire, lightning, or thunder damage, he absorbs some of that energy converts it into greater power for his Energy Bolts and Breath Weapon. The next time he uses either ability within 1 minute, increase damage dice from d8s to d10s. If he would take damage more than once before discharging his stored energy, increase damage dice from d8s to d12s. He cannot use this ability with damage from his own abilities. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Mogaru 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. Mogaru regains spent legendary actions at the start of its turn. \n'b'\n'b' Absorb Energy . Mogaru can choose one of the types of damage it is resistant to (except bludgeoning, piercing, and slashing damage from non-magical attacks) and choose to instead be immune to it. This immunity lasts until the end of Mogaru\xe2\x80\x99s next turn. \n'b' Frightening Aura . All creatures within 60 feet of Mogaru must succeed a DC 26 Wisdom saving throw or become frightened of Mogaru. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. Creatures successfully saving are immune to this ability for 1 hour. \n'b' Quick Breath . Mogaru can use its Breath Weapon, except it only deals 13 (3d8) fire and 13 (3d8) force damage. \n'b' Trample (Costs 2 Actions) . Mogaru can move up to half its speed and make a single Stomp attack at any point during its movement. \n'b'\n'b' ABOUT \n'b' Mogaru, known as the Final King to kaiju scholars, or simply as King Mogaru, is one of the most destructive of his kind. \n'b' Although not the most powerful kaiju (a sobering thought in and of itself ), Mogaru is certainly the most active of the known kaiju. Additionally, Mogaru seems to be as eager to rampage through the works of humanity as he is to attack and kill other kaiju, making him something of a mixed blessing to kaijuthreatened cities. While the prospect of an attack by Mogaru is the stuff of nightmares, the possibility of his intervention during a different kaiju attack is the stuff of hope, though the damage dealt to a city during its defense may be significant. \n'b' Mogaru appears as a towering dinosaur with twin tails, spines that glow red as he uses his breath weapon, and two powerful clawed forearms. Mogaru stands 140 feet high and weighs 20,000 tons and is nearly 300 feet long from nose to tail. \n'b' Unrivaled . King Mogaru dwells in the depths of a tropical jungle, sleeping silently at the bottom of an unusually deep lake until roused. Legends hold that Mogaru was born of the world itself, either formed from the spirits of countless plants and animals resulting from ages of hunting and predation by humanoids for food or sport or formed from the souls of the countless slain in an ancient apocalypse or war that devastated one of the first of the world\xe2\x80\x99s empires. Regardless of the actual cause, the birth of Mogaru in these legends seems to be the same-soon after another kaiju that emerged from an erupting volcano, Mogaru rose to oppose the so-called Thrice-Headed Fiend in a vast battle that nearly slew that enemy while devastating an entire nation in the process. Mogaru is also rumored to have slain no fewer than a dozen other kaiju, including one who may have returned from the grave as the only undead kaiju in existence. \n'b' Sensitive to Song . Of particular note is the curious fact that Mogaru exhibits a particularly unique interest in song. Legends of skilled singers being able to save their cities with a single mournful paean to the kaiju, or of vengeful bards using their craft to waken the monster from his lair to send him on a rampage are common along coastal regions with a history of kaiju attacks, and in such regions renowned singers are well respected for this ability to influence one of the world\xe2\x80\x99s most destructive creatures. Kaiju scholars suspect that song manages to penetrate Mogaru\xe2\x80\x99s memories of some primeval event, but the reasons for the kaiju\xe2\x80\x99s reaction to the song are its own.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogrl, Greater \n'b' Huge fiend , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 414 (36d12+180) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 27 (+8) DEX: 16 (+3) CON: 21 (+5) INT: 23 (+6) WIS: 21 (+5) CHA: 18 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +15, Arcana +13, History +13, religion +13, perception +12, deception +11 Saving Throws Str +15, Dex +10, Con +12, Wis +12 Damage Immunities poison, fire Condition Immunities poisoned Damage Resistances acid, Cold, bludgeoning, piercing, and slashing damage from non-magical weapons Senses darkvision 120 ft., Truesight 30 ft., passive Perception Languages Common, Infernal Challenge 23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightful Presence . Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 20) or immediately become frightened . The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours. \n'b' Magic Resistance . The mogrl has advantage on saving throws against spells and other magical effects. \n'b' Magical Attacks . All of a mogrl\xe2\x80\x99s melee attacks are considered magical. \n'b' Innate Spellcasting . The mogrl\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 5/day each : darkness \n'b' 3/day each : fireball \n'b' 2/day each : dimension door, fire shield \n'b' 1/day each : scrying , stinking cloud , symbol \n'b'\n'b' Spellcasting . The greater mogrl is an 18th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl has the following Wizard Spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : fire bolt, minor illusion , poison spray, shocking grasp \n'b' 1st level (4 slots) : charm person , identify , magic missile , thunderwave \n'b' 2nd level (3 slots) : flaming sphere , hold person , suggestion \n'b' 3rd level (3 slots) : dispel magic , fireball , tongues \n'b' 4th level (3 slots) : blight , locate creature , polymorph \n'b' 5th level (3 slots) : cloudkill , dominate person , wall of force \n'b' 6th level (1 slot) : circle of death \n'b' 7th level (1 slot) : plane shift \n'b' 8th level (1 slot) : trap the soul \n'b' 9th level (1 slot) : meteor swarm \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail. \n'b' Claw . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 18 (3d6+8) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 29 (6d6+8) slashing damage. \n'b' Bite . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 21 (3d8+8) piercing damage. \n'b' Tail . Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 18 (3d6+8) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +15 to hit, range 60/240 ft., one target. Hit : 30 (4d10+8) bludgeoning damage. \n'b' Fire Breath (Recharge 6) . The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 20), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one. \n'b' Sonic Breath (Recharge 6) . The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The mogrl can take up to three legendary actions per round, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The mogrl regains spend legendary actions at the start of its turn. \n'b'\n'b' Tail Attack . The mogrl makes a tail attack . \n'b' Fire Bolt . The mogrl hurls a bolt of flame at one target within 60 ft. The target must make a Dexterity save (DC 20) or take 11 (2d10) fire damage. \n'b' Wing Attack (Costs 2 Actions) . The mogrl beats its wings. Each creature within 10 feet of the mogrl must succeed on a Dexterity save (DC 20) or take 15 (2d6+8) bludgeoning damage and be knocked prone . \n'b' Cast Spell (Costs 1-3 Actions) . The mogrl casts one of its spells. A first level spell costs 1 action, a second level spell 2 actions , and a third level spell 3 actions . \n'b'\n'b' ABOUT \n'b' The mogrl is a huge creature, standing roughly 25 feet high. They are powerfully built and muscular. Their flesh and hair are dark-hued, reds, browns, and blacks. Like their master, their legs are triple jointed, and they stand upon cloven hooves. Fur covers the beast\xe2\x80\x99s lower quarters from its waist to its hooves. Their torsos are hairless but for their bony spines, which are covered in spike-like hair, usually white or gray in color. Their spines connect to a long barbed tail, similarly rigid with spine and hair. Their hands, with long fingers, have retractable claws. They have massive bat-like wings that sprout from their backs. Their necks and shoulders are thick, with massive sinews, all to sport the head of bone that crowns the mogrl\xe2\x80\x99s fierce visage. Rising from the neck is its wide, horned head. The creature\xe2\x80\x99s snout is thick; folds of leathery flesh hang from its jowls and surround its beady eyes. A wide plate of ashen bone, upon which are mounted two, sometimes three great horns, crowns the creature\xe2\x80\x99s head. These huge creatures emanate fear and hate and the smell of blight precedes their shadowed form. \n'b' True Lords of Evil . The mogrl are rare demonkind. They are solitary creatures, very powerful and intelligent. They are divergent in personality. Some are possessed of tremendous power and lord over hordes of servants, others dwell in solitude. They are wicked, cruel, and avaricious. \n'b' Cruel Attacker . The mogrl are very aggressive and attack quickly and without warning or recourse to negotiation. They can fight on the ground or while flying and can take multiple attacks each round, swinging their weapon as well as striking with their tail, etc. When doing so, their favorite tactic is to hover over their opponent while striking with claws/weapon, tail, and a horrific bite. The Greater mogrl will unleash their mightiest magic before closing to finish the job.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogrl, Lesser \n'b' Huge fiend , chaotic evil \n'b' Armor Class 20 (natural armor) Hit Points 310 (27d12+135) Speed 40 ft., fly 120 ft.\n'b' STATS STR: 27 (+8) DEX: 16 (+3) CON: 21 (+5) INT: 20 (+5) WIS: 19 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills\xc2\xa0 Arcana +11, Athletics +14, Deception +9,\xc2\xa0 History +11, Perception +10, Religion +11 Saving Throws Str +14, Dex +9, Con +11, Wis +10 Damage Immunities poison, fire Condition Immunities poisoned Damage Resistances acid, cold, bludgeoning, piercing, and slashing damage from non-magical weapons Senses darkvision 120 ft., truesight 30 ft., passive Perception Languages Common, Infernal Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Frightful Presence . Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 19) or immediately become frightened . The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours. \n'b' Magic Resistance . The mogrl has advantage on saving throws against spells and other magical effects. \n'b' Magical Attacks . All of a mogrl\xe2\x80\x99s melee attacks are considered magical. \n'b' Innate Spellcasting . The mogrl\xe2\x80\x99s spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b' 5/day each : darkness \n'b' 3/day each : fireball \n'b' 2/day each : dimension door, fire shield \n'b' 1/day each : scrying , stinking cloud , symbol \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail. \n'b' Claw . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 18 (3d6+8) slashing damage. \n'b' Greatsword . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 29 (6d6+8) slashing damage. \n'b' Bite . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 21 (3d8+8) piercing damage. \n'b' Tail . Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 18 (3d6+8) bludgeoning damage. \n'b' Rock . Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 30 (4d10+8) bludgeoning damage. \n'b' Fire Breath (Recharge 6) . The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 19), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one. \n'b' Sonic Breath (Recharge 6) . The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour. \n'b'\n'b' ABOUT \n'b' The mogrl is a huge creature, standing roughly 25 feet high. They are powerfully built and muscular. Their flesh and hair are dark-hued, reds, browns, and blacks. Like their master, their legs are triple jointed, and they stand upon cloven hooves. Fur covers the beast\xe2\x80\x99s lower quarters from its waist to its hooves. Their torsos are hairless but for their bony spines, which are covered in spike-like hair, usually white or gray in color. Their spines connect to a long barbed tail, similarly rigid with spine and hair. Their hands, with long fingers, have retractable claws. They have massive bat-like wings that sprout from their backs. Their necks and shoulders are thick, with massive sinews, all to sport the head of bone that crowns the mogrl\xe2\x80\x99s fierce visage. Rising from the neck is its wide, horned head. The creature\xe2\x80\x99s snout is thick; folds of leathery flesh hang from its jowls and surround its beady eyes. A wide plate of ashen bone, upon which are mounted two, sometimes three great horns, crowns the creature\xe2\x80\x99s head. These huge creatures emanate fear and hate and the smell of blight precedes their shadowed form. \n'b' True Lords of Evil . The mogrl are rare demonkind. They are solitary creatures, very powerful and intelligent. They are divergent in personality. Some are possessed of tremendous power and lord over hordes of servants, others dwell in solitude. They are wicked, cruel, and avaricious. \n'b' Cruel Attacker . The mogrl are very aggressive and attack quickly and without warning or recourse to negotiation. They can fight on the ground or while flying and can take multiple attacks each round, swinging their weapon as well as striking with their tail, etc. When doing so, their favorite tactic is to hover over their opponent while striking with claws/weapon, tail, and a horrific bite. The Greater mogrl will unleash their mightiest magic before closing to finish the job.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogwai Silent Assassin \n'b' Family: Mogwai \n'b' Medium fiend , neutral evil \n'b' Armor Class 19 (natural armor) Hit Points 110 (20d8 + 20) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 12 (+1) INT: 10 (+0) WIS: 18 (+4) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +7, Wis +7 Skills Athletics +8, Acrobatics +10, Sleight of Hand +10, Stealth +10, Perception +10 Senses darkvision 60 ft., passive Perception 20 Languages Understands Common but does not speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ambusher . A silent assassin has advantage on attack rolls against any creature it surprises. \n'b' Stealthy . A silent assassin has advantage on all Dexterity ( Stealth ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b' Deadly Dagger . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (3d4 + 4) piercing damage. Target must make a DC 15 Constitution save or be subject to a harm spell (see below). \n'b' Harm (recharge 5-6) . On a successful deadly dagger hit, the target must make a DC 15 Constitution saving throw. On a failure, the target is affected as if by a harm spell. On a success the target takes half damage as described under harm. In either case, the silent assassin cannot cause the harm effect again until the ability recharges. \n'b'\n'b' ABOUT \n'b' These creatures are fiends summoned only to kill. As their name implies, silent assassins do not speak, but understand any commands that they are given. When summoned, a silent assassin must be given a single target, which it pursues relentlessly until it or the silent assassin is slain. If destroyed, a silent assassin vanishes, drawn back to its home plane, leaving only its dagger behind. Legend holds that slain silent assassins are forced to endure millennia as lesser demons before their original forms are restored. A dagger left behind by a destroyed assassin cannot be used to inflict harm, but remains magical, with a +2 to hit and doing 3d4 + 2 piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogwai, Ice \n'b' Family: Mogwai \n'b' Medium undead , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 90 (20d8) Speed 0 ft., fly 30 ft.\n'b' STATS STR: 7 (-2) DEX: 16 (+3) CON: 10 (+0) INT: 9 (-1) WIS: 12 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Vulnerabilities fire Damage Immunities cold, necrotic, poison Damage Resistances acid, fire, lightning, thunder Condition Immunities charmed , exhaustion , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained Senses darkvision 60 ft., passive Perception 11 Languages any language it knew in life Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Incorporeal Movement . The ice wraith can move through other creatures and objects as if they were difficult terrain . If takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'\n'b' ACTIONS \n'b'\n'b' Icy Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) cold damage. \n'b' Cold Breath (recharge 5-6) . The ice wraith exhales cold in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. \n'b' Icy Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) cold damage. \n'b'\n'b' ABOUT \n'b' Mogwais are created by demons, using the spirits of the dead as raw material. There are numerous different forms of mogwai, and in general they do not have a sense of kinship with other types. The malevolence and purposes of some varieties are known to be subject to tempering and manipulation.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assassin Snake \n'b' Tiny construct , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2) Speed 30 ft.\n'b' STATS STR: 2 (?4) DEX: 14 (+2) CON: 12 (+1) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +5 Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands one language (usually Common) but can\xe2\x80\x99t speak Challenge 1/8 (25 XP)SPECIAL TRAITS \n'b'\n'b' Chemical Reservoir . The assassin snake can store an alchemical substance in its chemical reservoir and release the substance onto a target when the snake hits with its bite attack . If the substance is ordinarily used to coat a weapon, such as basic poison, the substance coats the snake\xe2\x80\x99s fangs for the duration. \n'b' Immutable Form . The assassin snake is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The assassin snake has advantage on saving throws against spells and other magical effects \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mogwai, Mi-Go \n'b' Family: Mogwai \n'b' Medium plant , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 76 (8d8 + 40) 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' Skills Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 Damage Resistances cold, radiant Senses blindsight 30 ft., darkvision 240 ft., passive Perception 15 Languages Common, Mi-Go, Void Speech Challenge 9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Astral Travelers . Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and return to consciousness when conditions are right. \n'b' Disquieting Technology . The mi-go are a highly advanced race and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item. \n'b' Sneak Attack (1/turn) . The mi-go does an extra 7 (2d6) damage when it hits with a Claw attack and has advantage on the attack roll, or when the target is within five feet of an ally of the mi-go that isn\xe2\x80\x99t incapacitated and the mi-go doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b' Spellcasting . The mi-go is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The mi-go has the following wizard spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : acid splash , fire bolt, minor illusion , poison spray, shocking grasp \n'b' 1st level (4 slots) : comprehend languages , detect magic , false life , shield \n'b' 2nd level (3 slots) : invisibility , magic mouth , suggestion \n'b' 3rd level (3 slots) : animate dead , major image , lightning bolt \n'b' 4th level (3 slots) : arcane eye , locate creature , stoneskin \n'b' 5th level (2 slots) : animate objects , dominate person \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mi-go makes two Claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both Claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage. \n'b'\n'b' ABOUT \n'b' Mi-go are giant lobster-like creatures with dorsal fins, membranous wings, and articulate limbs ending in pincers. Their strange heads are ellipsoids and sprout numerous short, tentacle-like antennae. They are eight feet long and stand six feet tall. While mi-gos primarily communicate by clicking their pincers, many of their species have learned Common to better convey their intentions. When they speak, their voices reverberate with a buzzing rasp many find annoying. Some believe the mi-go are planar travelers sent to mine other worlds of their resources and to test and examine the lifeforms they discover. Despite their monstrous appearance, the creatures are extremely intelligent and often employ odd technologies that confound adventurers.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mohrg \n'b' Medium undead , chaotic evil \n'b' Armor Class 12 Hit Points 112 (15d8 + 45) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 11 (+0) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned , stunned Senses darkvision 60ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 8 (3,900 XP) \n'b' Special Traits \n'b' Create Spawn . Any humanoid creature slain by the mohrg rises as a zombie at the beginning of the mohrg\xe2\x80\x99s next turn. If this occurs, the mohrg regains 10 hit points , and the morhg can immediately make one slam attack as a reaction . \n'b' Actions \n'b' Multiattack . The mohrg makes two slam attacks and one attack with its tongue. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and the target is grappled and restrained (escape DC15), and the morhg can\xe2\x80\x99t grapple another creature or use its slam attack . \n'b' Tongue . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage and is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b' About \n'b' Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. They resemble zombies, but are far more dangerous, being somewhat more intelligent, much faster, and much stronger a zombie .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moirai \n'b' Large construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 76 (8d10 + 32) Speed 30 ft.; climb 30 ft.\n'b' STATS STR: 19 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 4 (-3) WIS: 15 (+2) CHA: 3 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +5 Damage Resistances bludgeoning, slashing, and piercing from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 12 Languages machine speech Challenge 7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Spider Climb . The moirai can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Web Sense . While in contact with a web, the moirai knows the exact location of any other creature in contact with the same web. \n'b' Web Walker . The moirai ignores movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The moirai makes either two foreleg attacks and one bite attack or one entwine attack and one bite attack . \n'b' Foreleg . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 13 (2d8 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 15 (2d10 + 4) piercing damage. \n'b' Entwine (Recharge 5-6) . Ranged Weapon Attack : +5 to hit, reach 30/60 ft., one creature. Hit : The creature is restrained by webbing and pulled 30 feet straight toward the moirai. As an action, the restrained creature can make a DC 15 Strength check, breaking the web on a success. The webbing can also be attacked and destroyed (AC 11, 10 hp , vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage). \n'b' Web Quake . The moirai violently shakes its web in a 30-ft. radius. Any creature on the same web within the affected area must make a DC 14 Dexterity saving throw. On a failure, the creature is knocked prone . \n'b'\n'b' ABOUT \n'b' The druids of the forest are fiercely protective of the fruit, but the true guardians are the moirai-giant spiders of dark metal. Also referred to as \xe2\x80\x9charvesters\xe2\x80\x9d or \xe2\x80\x9creapers,\xe2\x80\x9d the spiders lie dormant for much of the growing season, waiting patiently for the tree to bear fruit, at which point they rouse from their torpor to gather the ripe nimalli. They bequeath a portion of their harvest to the druids and keep the rest for themselves, consuming the flesh entirely and discarding the pits to the forest floor below. For the next few days, the silk they spin is imbued with the threads of fate, glowing faintly in the harsh light of the plane'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystalline Horror \n'b' Medium aberration , neutral evil \n'b' Armor Class 16 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft.\n'b' STATS STR: 19 (+4) DEX: 14 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +4 Damage Resistances cold Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 3 (700 XP) \n'b' Special Traits \n'b' Crystal \n'b' Claws . The crystalline horror\xe2\x80\x99s attacks are magical. \n'b' Magic Resistance . The crystalline horror has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Multiattack . The crystalline horror can make two attacks with its claws. \n'b' Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Shard Spray (Recharge 6) . The crystalline horror launches a spray of razor-sharp shards of glass from its body in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. \n'b' Reactions \n'b' Bend Light . The crystalline horror can refract natural light into a bright light that makes it harder to be hit by melee attacks . The crystalline horror adds 3 to its AC against one melee attack that would hit it. To do so, the crystalline horror must see the attack . This ability cannot be used in natural or magical darkness . \n'b' About \n'b' This humanoid creature seems to be made entirely of crystal and glass. It is human-sized, and its head sports no eyes, nose, ears, or mouth. Its body appears razor-sharp and jagged. Its hands end in wicked claws. \n'b' A crystalline horror is a weird, unnatural humanoid composed of crystal and glass. Sages believe it to be from one of the elemental planes, but in fact, the crystalline horror is a creature whose origins lie on the Material Plane. How it came to be remains speculation among many sages and scholars, though all agree it is, in fact, a living creature and not an automaton.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mokkurkalfi \n'b' Huge construct , unaligned \n'b' Armor Class 17 (natural armor) Hit Points 195 (17d12 + 85) Speed 50 ft.\n'b' STATS STR: 22 (+6) DEX: 9 (-1) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Strength +10, Constitution +9 Damage Vulnerabilities psychic Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the language of its creator but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) \n'b' Special Traits \n'b' Magic Resistance . The mokkurkalfi has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The mokkurkalfi\xe2\x80\x99s weapon attacks are magical. \n'b' Siege Monster . The mokkurkalfi deals double damage to objects and structures. \n'b' Actions \n'b' Multiattack . The mokkurkalfi makes two slam attacks. \n'b' Slam . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. \n'b' About \n'b' Mokkurkalfi are creatures made from clay formed around the heart of a corpse, crafted by a bergjotnar . They are sturdy if somewhat unreliable troops, as the shock of their sudden resurrection in a new form makes them vulnerable to psychic attacks.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Molefolk \n'b' Family: Molefolk \n'b' Small humanoid (molefolk), neutral \n'b' Armor Class 13 (leather) \n'b' Hit Points 11 (2d6 + 4) \n'b' Speed 20 ft., burrow 40 ft.\n'b' STATS STR: 12 (+1) DEX: 13 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +3, Stealth +4 \n'b' Senses tremorsense 30 ft., passive Perception 11 \n'b' Languages Common, Umbral \n'b' Challenge 1/4 (50 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Burrow . Molefolk cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter. \n'b' Keen Smell . The molefolk has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. \n'b' Dirt Dive . The molefolk dives into the earth directly below them and can move up to their burrow speed. Moving in this manner does not provoke attacks of opportunity. \n'b'\n'b' ABOUT \n'b' This small, black-furred humanoid has oversized clawed hands, clamped together in a nervous gesture. His tiny eyes stare at you from behind a pair of thick spectacles positioned on his long pink nose. \n'b' Very little is known about the secretive molefolk, and this reclusive race prefers it that way. \n'b' Subterranean Hermits . Molefolk are solitary creatures and fiercely defend their territories from intruders and other molefolk. These possessive individuals dig out intricate systems of tunnels to serve as their private strongholds. Every couple of years, a molefolk meets up with others of its species to mate, but otherwise, they are perfectly content to expand their underground homes in solitude. \n'b' Reluctant Guides . A molefolk\xe2\x80\x99s ability to quickly create underground tunnels fit for travel is unparalleled. This talent attracts interest from cunning or desperate travelers hoping to sneak into or out of dangerous regions. A molefolk can occasionally be convinced or coerced to offer their skills.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongoose \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 2 (1d4) Speed 30 ft., burrow 5 ft.\n'b' STATS STR: 4 (-3) DEX: 14 (+2) CON: 10 (+0) INT: 2 (-4) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b' Keen Hearing and Smell . The mongoose has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Venom Resistance . The mongoose has advantage on saving throws against the poison of snakes and snakelike monsters. \n'b' ACTIONS \n'b' Bite . Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' ABOUT \n'b' The mongoose is a sleek mammal with tiny, sharp teeth that lives in forests and deserts and eats insects, eggs, and small lizards. The mongoose is a fierce familiar and has even been known to kill snakes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongoose, Giant \n'b' Medium beast , unaligned \n'b' Armor Class 13 Hit Points 13 (2d8 + 4) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 3 (-4) WIS: 14 (+2) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +4, Wis +4 Skills Athletics +2, Stealth +5 Damage Resistances poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The mongoose has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Defensive Roll . The mongoose adds its Athletics bonus to its AC against one attack that would hit it. To do so, the mongoose must see the attacker. \n'b'\n'b' ABOUT \n'b' The giant mongoose slinks through the woods, searching out rodents and other small animals to prey upon. Like their smaller cousins, giant mongooses are notoriously resistant to venoms, and their distinctive \xe2\x80\x9cdance\xe2\x80\x9d in battle helps them avoid deadly strikes.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk \n'b' Family: Mongrelfolk \n'b' Medium humanoid (mongrelfolk), any alignment \n'b' Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 20 ft.\n'b' STATS STR: 12 (+1) DEX: 9 (-1) CON: 14 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 1/4 (50 XP) \n'b' Special Traits \n'b'\n'b' Prominent Deformities . The mongrelfolk has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mongrelfolk makes two attacks: one with its bite, and one with its claw or dagger. \n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 3 (1d4 + 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Brute \n'b' Family: Mongrelfolk \n'b' Large humanoid (mongrelfolk), any alignment \n'b' Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 17 (+3) INT: 7 (-2) WIS: 10 (+0) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +6, Deception +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 3 (700 XP) \n'b' Special Traits \n'b'\n'b' Prominent Deformities . The brute has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. Mongrelfolk brutes tend to have more powerful deformities than their common kin. Instead of a d20, roll a d10 and add +10 to the result for the first two features generated. For deformities that mention damage dice, double the number of dice the mongrelfolk brute rolls. For example, a brute with a crablike pincer arm (result 16) rolls 2d8 damage for damage with its claw. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The brute makes three attacks: one with its bite, one with its claw, and one with its handaxe. \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) slashing damage. \n'b' Handaxe . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. \n'b'\n'b' About \n'b' Unfortunate victims of extreme mutations, even by mongrelfolk standards, brutes typically pay for their increased physical power with a marked decrease in higher brain functions.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Mite \n'b' Family: Mongrelfolk \n'b' Small humanoid (mongrelfolk), any alignment \n'b' Armor Class 11 Hit Points 13 (3d6 + 3) Speed 20 ft.\n'b' STATS STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +3, Perception +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) \n'b' Special Traits \n'b'\n'b' Prominent Deformities . The mite has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage. \n'b' Claw . Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) slashing damage. \n'b' Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 3 (1d4 + 1) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assassin Vine \n'b' Large plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 85 (10d10 + 30) Speed 5 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances cold, fire Damage Immunities lightning Senses blindsight 30 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' Actions \n'b' Multiattack . The assassin vine can make two melee attacks : two slams or one slam and one constrict. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 15) if the assassin vine isn\xe2\x80\x99t already grappling a creature. The grappled target is restrained until the grapple ends. \n'b' Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature grappled by the assassin vine. Hit : 18 (3d8 + 5) bludgeoning damage. \n'b' About \n'b' The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target\xe2\x80\x99s size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant\xe2\x80\x99s roots. The most murderous assassin vines supposedly produce the sweetest berries. \n'b' An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant\xe2\x80\x99s ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby. \n'b' Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine\xe2\x80\x99s seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Survivor \n'b' Family: Mongrelfolk \n'b' Medium humanoid (mongrelfolk), chaotic neutral \n'b' Armor Class 14 (hide) Hit Points 39 (6d8+12) Speed 35 ft.\n'b' STATS STR: 15 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +2, Charisma +2 Skills Athletics +4, Perception +4, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Undercommon Challenge 1 (200 XP) \n'b' Special Traits \n'b' Innate Spellcasting . The mongrelfolk\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The mongrelfolk can innately cast the following spells, requiring no material components: \n'b' At will : chill touch , produce flame \n'b' Mimicry . The mongrelfolk can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom ( Insight ) check. \n'b' Actions \n'b' Multiattack . The mongrelfolk attacks twice. \n'b' War Pick . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8+2) piercing damage. \n'b' Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6+2) piercing damage. \n'b' About \n'b' Newly transformed mongrelfolk are the most common but few live for very long, killed soon after their change by explorers or natural disasters. \n'b' They group together for the safety offered by numbers yet have little loyalty to one another, quick to abandon their kin when it seems like it might mean the difference between life and death.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Thug \n'b' Family: Mongrelfolk \n'b' Medium humanoid (mongrelfolk), any alignment \n'b' Armor Class 12 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 15 (+2) INT: 9 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Deception +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Prominent Deformities . The thug has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The thug makes three attacks: one with its bite, one with its claw, and one with its spear. If it is wielding a shield, it can only attack once with its claw or spear. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 5 (1d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystalline Monolith \n'b'\n'b' Huge aberration , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 123 (13d12 + 39) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 19 (+4) WIS: 17 (+3) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +7, History +7, Insight +6, Nature +7, Perception +6 Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded , paralyzed , petrified , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 7 (2,900 XP) \n'b' Special Traits \n'b' False Appearance . While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal. \n'b' Magic Resistance . The crystalline monolith has advantage on saving throws against spells and other magical effects. \n'b' Powerful Mind . The crystalline monolith has advantage on Intelligence saving throws and ability checks. \n'b' Innate Spellcasting (Psionics) . The crystalline monolith\xe2\x80\x99s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\n'b'\n'b' At will : detect magic , detect thoughts , mage hand , silent image \n'b' 3/day each : clairvoyance , hypnotic pattern , stinking cloud , telekinesis \n'b' 1/day each : confusion , dominate person , suggestion \n'b'\n'b' Actions \n'b' Multiattack . The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. \n'b' Slam . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. \n'b' Mind Spear . Ranged Spell Attack : +7 to hit, ranged 30 ft., one target. Hit : 14 (4d6) psychic damage. \n'b' Psychic Burst (Recharge 5-6) . The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Legendary Actions \n'b' The crystalline monolith can take 3 legendary actions , choosing from one of 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 crystalline monolith regains spent legendary actions at the start of its turn. \n'b' Detect . The crystalline monolith makes a Wisdom ( Perception ) check. \n'b' Teleport (Costs 2 Actions) . The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see. \n'b' Cast a Spell (Costs 3 Actions) . The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal. \n'b' About \n'b' The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the crystals. \n'b' Whether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, the crystalline monolith is an enigmatic being found deep underground in caverns where giant crystals flourish and grow. \n'b' Crystal Gardens . Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. \n'b' Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. \n'b' Whether for reproduction or some other mysterious purpose, the crystalline monoliths are very protective of their crystal gardens. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gasses or even be partially submerged in water. \n'b' Magical Philosophers . Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. \n'b' Crystalline Nature . A crystalline monolith doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' A Crystalline Monolith\xe2\x80\x99s Lair \n'b' Crystalline monoliths lair in vast gardens of crystal in mountains or deep underground often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. \n'b' Lair Actions \n'b' On initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can\xe2\x80\x99t use the same effect two rounds in a row: \n'b' The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith\xe2\x80\x99s mental direction. Each time a creature targets the monolith with an attack , roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence ( Investigation ) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again. \n'b' The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground, other than the monolith, within 60 feet of it must succeed on a DC 15 Dexterity saving throw or be knocked prone . \n'b' Magically charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Warden \n'b' Family: Mongrelfolk \n'b' Medium humanoid (mongrelfolk), chaotic neutral \n'b' Armor Class 16 (natural armor) Hit Points 85 (10d8+40) Speed 25 ft.\n'b' STATS STR: 17 (+3) DEX: 18 (+4) CON: 19 (+4) INT: 13 (+1) WIS: 16 (+3) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Intelligence +3, Charisma +4 Skills Athletics +5, Perception +7, Survival +5 Senses darkvision 60 ft., passive Perception 17 Languages Common, Undercommon Challenge 3 (700 XP) \n'b' Special Traits \n'b' Brutal . A melee or ranged weapon deals one extra die of its damage when the mongrelfolk hits with it (included in the attack ). \n'b' Innate Spellcasting . The mongrelfolk\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The mongrelfolk can innately cast the following spells, requiring no material components: \n'b' At will : acid splash , ray of frost , true strike \n'b' 3/day : magic missile , misty step , shield \n'b' Mimicry . The mongrelfolk can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom ( Insight ) check. \n'b' Actions \n'b' Multiattack . The mongrelfolk attacks twice. \n'b' Daggers . Melee or Ranged Weapon Attack : +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit : 9 (2d4+4) piercing damage. \n'b' Scimitar . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6+4) slashing damage. \n'b' About \n'b' Occasionally a mongrelfolk proves to be both remarkably tough and exceptionally fortunate, able to survive in the badlands for months or years, some even persisting for decades before a rogue lava jet or freak dust storm brings about their end. \n'b' Inevitably their diet becomes more dominated by mana until finally that is all that they consume, gradually accruing more and more magical power. \n'b' Those that are not transformed again into a new creature become known as wardens, fearsome warriors that stake out the most promising mineral-rich territories for themselves and they alone.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mongrelfolk Warrior \n'b' Family: Mongrelfolk \n'b' Medium humanoid (mongrelfolk), any alignment \n'b' Armor Class 14 (natural armor, shield) Hit Points 45 (6d8 + 18) Speed 20 ft.\n'b' STATS STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 9 (-1) WIS: 10 (+0) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Deception +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Prominent Deformities . The warrior has up to 4 features from the mongrelfolk deformity table (p.79), determined randomly by rolling a d4 and d20 each, or chosen by the GM. Mongrelfolk warriors tend to have more actively beneficial deformities than their common kin. Instead of a d20, roll a d10 and add +10 to the result for the first two features generated. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The warrior makes three attacks: one with its bite, one with its claw, and one with its spear. If it is wielding a shield, it can only attack once with its claw or spear. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. \n'b' Spear . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit : 5 (1d6 + 2) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkey \n'b' Tiny beast , unaligned \n'b' Armor Class : 14 Hit Points 2 (1d4) Speed : 30 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (0) INT: 2 (-4) WIS: 12 (+1) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Acrobatics +10, Athletics +10, Perception +5, Stealth +5, Sleight of Hand +5 Senses : darkvision 60 ft., passive Perception 16 Languages : \xe2\x80\x93 Challenge : 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Agility : Monkeys gain advantage on all Athletics and Acrobatics checks. \n'b'\n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 point of piercing damage. \n'b'\n'b' About \n'b' The statistics presented here can be used to represent any arboreal monkey that is no bigger than a housecat, such as a colobus, capuchin, spider or squirrel monkey. \n'b' Monkeys are highly social creatures. They spend the majority of their day searching for food.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkey \n'b' Tiny beast , unaligned \n'b' Armor Class 12 Hit Points 5 (2d4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 4 (-3) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Perception +3 Senses passive Perception 13 Languages \xe2\x80\x93 Challenge 1/8 (25 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b'\n'b' About \n'b' Monkeys are highly social creatures. They spend the majority of their day searching for food.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkey, Magical \n'b' Tiny beast , unaligned \n'b' Armor Class 13 Hit Points 14 (4d4 + 4) Speed 30 ft., climb 30 ft.\n'b' STATS STR: 6 (-2) DEX: 17 (+3) CON: 13 (+1) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +5, Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1 (200 XP) \n'b' Actions \n'b'\n'b' Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. \n'b' Exploding Fruit . The magical monkey lobs a gem-like fruit at a point within 30 ft. of it. The fruit explodes on impact, and all creatures within a 20 ft. radius of the impact point must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkey\xe2\x80\x99s Bane Vine \n'b' Large plant , unaligned \n'b' Armor Class 13 (natural armor) Hit Points 119 (14d10 + 42) Speed 5 ft.\n'b' STATS STR: 18 (+4) DEX: 10 (+0) CON: 16 (+3) INT: 1 (-5) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2 Damage Resistances cold, fire Condition Immunities blinded , deafened , exhaustion , prone Senses blindsight 30 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While motionless, a monkey\xe2\x80\x99s bane vine is indistinguishable from a normal vine. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The monkey\xe2\x80\x99s bane vine makes up to three tendril attacks. \n'b' Tendril . Melee Weapon Attack : +6 to hit, reach 20 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage. If the target is a creature, it is grappled by the vine (escape DC 14). While grappled in this way, the creature is restrained and takes 7 (1d6 + 4) bludgeoning damage at the start of its turn, and the monkey\xe2\x80\x99s bane vine cannot use this tendril on another target. \n'b'\n'b' ABOUT \n'b' These deadly, semimobile carnivorous plants appear at first glance to be normal vines. Monkey\xe2\x80\x99s bane vines are found throughout a worlds jungles, growing around the trunks of towering rainforest trees. In spring, the vines grow colorful blooms, and in late summer they produce tasty-looking orange fruit that attracts prey. The fruit has a sickly-sweet flavor that monkeys find irresistible; the nimble creatures are willing to risk being grabbed by the plant\xe2\x80\x99s tendrils to snatch the tasty fruit. \n'b' When a creature gets too close, the vine strikes, grabbing hold of its victim with its tendrils and either ripping it apart or crushing the life out of it. The vine deposits the remains of the creatures it has slain near its roots, where they fertilize the plant.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assassin Vine \n'b' Large plant , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 51 (6d10+18 HD) Speed 5 ft.\n'b' STATS STR: 18 (+4) DEX: 16 (+3) CON: 16 (+3) INT: 5 (-3) WIS: 12 (+1) CHA: 5 (-3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +8 Damage Resistances cold, fire, piercing from nonmagical weapons Damage Immunities lightning Condition Immunities blinded , deafened Senses tremorsense 120 ft., passive Perception 13 Challenge 4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Camouflage . The assassin vine has expertise and advantage on all Dexterity ( Stealth ) checks. \n'b' Trunk Defense . The assassin vine has advantage on any attack rolls against enemies who attempt to attack its trunk. \n'b'\n'b' ACTIONS \n'b'\n'b' Constrict . When the assassin vine makes a successful attack roll, it automatically wraps around the victim. While held within the vines, the victim is grappled (escape DC 14) and restrained , automatically taking 1d6 damage each round as the vines constrict around them. Escaping from this grapple requires a Strength ( Athletics ) or Dexterity ( Acrobatics ) check (DC 14). The victim can attempt a new save each round at the start of the assassin vine\xe2\x80\x99s turn. Alternately, each tendril has 9 (2d8) hit points ; inflicting enough damage can cut the vine free. Destroying a vine has no effect on the creature\xe2\x80\x99s main body hit points . \n'b' Multiattack . The assassin vine makes 8 slam attacks with its vines. \n'b' Sneak Attack . If the assassin vine successfully surprises its opponents, its first 8 attacks in any combat deal an additional 1d8 bludgeoning damage. \n'b' Slam . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8+4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Assassin vines resemble gigantic patches of ivy or ground cover, but, in fact, are deadly traps that have spelled the doom of many an unwary adventurer; for, these carnivorous plants devour those who stray too close. The vine\xe2\x80\x99s trunk, often as thick as that of a large tree, lies hidden within the various tendrils and leaves. Each of the vines, or tendrils, can grow up to 100 feet in length, and the plant can sense movement and light. Solitary Hunters in Shadow. Unlike most plants, assassin vines do not require sunlight to survive. For this reason, these solitary creatures are generally encountered in deep woods under heavy canopy and in subterranean realms with a lot of available food (living creatures prone to wander past). \n'b' Tenacious Attackers . The assassin vine sits, appearing in all respects as an innocuous plant, until potential prey wanders within range of its vines, which then sneak up on their prey and ensnare them. The only way to destroy an assassin vine is to wade through its tentacles and attack the trunk, which is not an easy prospect, so most victims satisfy themselves with severing the tendrils ensnaring them and beating a hasty escape.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkeyfolk \n'b' Small humanoid (monkeyfolk), lawful neutral \n'b' Armor Class 12 Hit Points 10 (3d6) Speed 25 ft., climb 25 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 16 (+3) WIS: 14 (+2) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Arcana +5, History +5, Insight +4, Perception +4 Senses passive Perception 14 Languages Monkeyfolk Challenge 1/4 (50 XP) \n'b' ACTIONS \n'b'\n'b' Musket . Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b'\n'b' ABOUT \n'b' What you at first took for a regular monkey is clearly much more advanced, as it wears clothes and wields weapons. \n'b' Monkeyfolk come from an advanced civilization of monkeys on Monkey Island. They consider most other cultures to be barbaric and frightening. Despite their resemblance to monkeys, monkeyfolk are highly scientific and those that learn the Common tongue often venture beyond the island to learn about other cultures. A monkeyfolk is an excellent, if somewhat unconventional (for Faerie), ally to have.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Crystallite \n'b' Large giant , lawful neutral \n'b' Armor Class 15 (natural armor) Hit Points 90 (12d10 + 24) Speed 40 ft.\n'b' STATS STR: 18 (+4) DEX: 8 (\xe2\x80\x931) CON: 14 (+2) INT: 17 (+3) WIS: 11 (+0) CHA: 9 (\xe2\x80\x931) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Medicine +2, Nature +5 Damage Resistances cold, fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Giant Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' False Appearance . While the crystallite remains motionless, it is indistinguishable from a large geode. \n'b' Final Form . When a crystallite dies, its corpse transforms into crystal and becomes a Large object that can be attacked and destroyed (AC 17; hp 45; immunity to poison and psychic damage). It can no longer be affected by spells and effects that target creatures. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The crystallite makes two Crystal Limb attacks. It can replace one attack with a use of Biomineralize. \n'b' Crystal Limb . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage, and the crystallite impales the target on its limb, grappling the target (escape DC 14) if it is a Medium or smaller creature. When this grapple ends, the target takes 9 (2d8) slashing damage. The crystallite has two Crystal Limbs, each of which can grapple only one target. \n'b' Biomineralize . The crystallite absorbs lifeforce from one creature grappled by it. The target must make a DC 14 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The target\xe2\x80\x99s hp maximum is reduced by an amount equal to the necrotic damage taken, and the crystallite regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b'\n'b' REACTIONS \n'b'\n'b' Calcify . When the crystallite takes 5 damage or more on a single turn, it can reduce its hp maximum by an amount equal to the damage taken and gains a +1 bonus to AC. The reduction and the bonus last until the crystallite finishes a long rest. The crystallite can\xe2\x80\x99t increase its AC above 20 using this reaction . \n'b'\n'b' ABOUT \n'b' Fans of multicolored crystals sprout from this giant\xe2\x80\x99s unremarkable grey flesh.\xc2\xa0Crystallites are contemplative subterranean giants who have mastered growing crystals from living skin. Each of these beings supports a range of colored and patterned crystals, creating the appearance of a living geode. \n'b' Obsessive Perfection . Crystallites are obsessed with the perfect patterns that form crystalline structures. Consequently, most crystallites consider order and structure the most desirable qualities a being can possess. \n'b' Stone Cousins . Crystallites are smaller cousins of the stone giants who dwell in isolated caverns beneath the earth. Rather than be satisfied with the quiet chronicling of their cousins, crystallites sought a way to become one with the earthen structures they so admire. \n'b' Quiet Contemplation . Crystallites spend the majority of their lives in quiet contemplation, attempting to master their physiology and reflect on the nature of crystalline symmetry.\xc2\xa0Occasionally, crystallites seek out similar beings of greater knowledge like crystalline monoliths and offer devotion in exchange for tutelage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monkeyfolk Leader \n'b' Small humanoid (monkeyfolk), lawful neutral \n'b' Armor Class 12 \n'b' Hit Points 28 (8d6) \n'b' Speed 25 ft., climb 25 ft.\n'b' STATS STR: 8 (-1) DEX: 14 (+2) CON: 11 (+0) INT: 18 (+4) WIS: 18 (+4) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Acrobatics +4, Arcana +6, History +6, Insight +6, Perception +6 \n'b' Senses passive Perception 16 \n'b' Languages Monkeyfolk \n'b' Challenge 1 (200 XP) \n'b' ACTIONS \n'b'\n'b' Musket . Ranged Weapon Attack : +4 to hit, range 40/120 ft., one target. Hit : 8 (1d12 + 2) piercing damage. \n'b' Leadership (Recharges after a Short or Long Rest) . For 1 minute, the noble can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the noble. A creature can benefit from only one Leadership die at a time. This effect ends if the noble is incapacitated . \n'b'\n'b' ABOUT \n'b' What you at first took for a regular monkey is clearly much more advanced, as it wears clothes and wields weapons. \n'b' Monkeyfolk come from an advanced civilization of monkeys on Monkey Island. They consider most other cultures to be barbaric and frightening. Despite their resemblance to monkeys, monkeyfolk are highly scientific and those that learn the Common tongue often venture beyond the island to learn about other cultures. A monkeyfolk is an excellent, if somewhat unconventional (for Faerie), ally to have.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monolith Champion \n'b' Large construct , neutral \n'b' Armor Class 17 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft.\n'b' STATS STR: 19 (+4) DEX: 12 (+1) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Elvish, Umbral Challenge 8 (3,900 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Coldfire Weapons . The monolith champion\xe2\x80\x99s weapon attacks are imbued with blue fey fire and magical. When the champion hits with any weapon, the weapon deals an extra 3d8 cold damage or fire damage (included in the attack ), the champion\xe2\x80\x99s choice. \n'b' Construct Nature . The monolith champion doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The monolith champion makes one Greatsword attack and one Slam attack . \n'b' Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) slashing damage plus 13 (3d8) cold damage or fire damage (the champion\xe2\x80\x99s choice). If the target is within a fey court or castle, the target must succeed on a DC 14 Charisma saving throw or become invisible , silent, and paralyzed for 1 minute, while an illusory version of the target under the champion\xe2\x80\x99s control remains visible and audible. The illusion shouts to the target\xe2\x80\x99s allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success. \n'b' Slam . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) cold damage or fire damage (the champion\xe2\x80\x99s choice). \n'b'\n'b' ABOUT \n'b' This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword sits across its back. \n'b' Beautiful Constructs . Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what\xe2\x80\x99s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming to mortal folk. \n'b' Expensive Armor . Regardless of a viewer\xe2\x80\x99s aesthetic opinion, it\xe2\x80\x99s obvious that a monolith champion incorporates amazing workmanship. \n'b' Every fitting is perfect, and every surface is burnished and etched with detail almost invisible to the naked eye or else decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct. \n'b' Keeping Out the Rabble . As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monolith Footman \n'b' Large construct , neutral \n'b' Armor Class 14 (natural armor) Hit Points 60 (8d10 + 16) Speed 40 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified , poisoned Senses darkvision 60 ft., passive Perception 10 Languages Elvish, Umbral Challenge 3 (700 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Coldfire Weapons . The monolith footman\xe2\x80\x99s weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra 1d8 cold damage or fire damage (included in the attack), the champion\xe2\x80\x99s choice. \n'b' Construct Nature . The monolith footman doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Simple Construction . A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The footman makes two Shortsword attacks. \n'b' Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage plus 4 (1d8) cold damage or fire damage (the footman\xe2\x80\x99s choice). If the target is within a fey court or castle, the target must succeed on a DC 12 Charisma saving throw or become invisible , silent, and paralyzed for 1 minute, while an illusory version of the target under the footman\xe2\x80\x99s control remains visible and audible. The illusion shouts to the target\xe2\x80\x99s allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success. \n'b'\n'b' ABOUT \n'b' A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention. \n'b' Beautiful Construct . Like the monolith champion, a monolith footman is an aesthetic triumph in the constructbuilder\xe2\x80\x99s craft. Unlike the champion, the footman\xe2\x80\x99s visor remains closed, hiding any visage. If anything, form takes a higher priority in the footman than function, since their function is largely to look fine as they stand ready to perform servant\xe2\x80\x99s duties for their shadow fey masters. \n'b' More Servant than Warrior . Because it\xe2\x80\x99s fashioned as grand armor, the footman looks more ferocious than it is. Its fighting ability is nothing to dismiss, but a secondary function. It\xe2\x80\x99s a combination of household servant and watchdog with imposing martial flair. Like the champion, a monolith footman\xe2\x80\x99s most alarming power is its ability to replace an opponent with a shadow double. This threat should be taken seriously by strangers to shadow as they weigh the risks of causing trouble in the fey courts. \n'b' Perfect Loyalty . Monolith footmen follow orders to the letter and are unswerving in their loyalty.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monster of Set \n'b' Huge monstrosity , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 207 (18d12 + 90) Speed 30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX: 11 (+0) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +11, Con +10 Skills Perception +13 Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Senses darkvision 60 ft., passive Perception 23 Languages understands Draconic but can\xe2\x80\x99t speak Challenge 16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Innate Spellcasting . The monster of Set\xe2\x80\x99s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' 3/day each : blur , cure wounds (as 4th-level slot), darkness , protection from evil and good , true polymorph (self only) \n'b' 1/day each : blight , desecrate (see sidebar), dispel evil and good , divine word \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The monster of Set uses its Frightful Presence and make one Bite attack , one Horns attack , and one Claws attack . When its Fire Breath is available, it can use the breath in place of its Bite or Horns. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 16 (3d6 + 6) piercing damage. \n'b' Horns . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) bludgeoning damage. \n'b' Claws . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 16 (3d6 + 6) slashing damage. \n'b' Fire Breath (recharge 5-6) . The dragon head exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. \n'b' Frightful Presence . Each creature of the monster of Set\xe2\x80\x99s choosing that is within 120 feet of the monster of Set and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the monster of Set\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The monster of Set 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 monster of Set regains spent legendary actions at the start of its turn. \n'b'\n'b' Claw Attack . The monster of Set makes a Claw attack . \n'b' Detect . The monster of Set makes a Wisdom ( Perception ) check. \n'b' Wing Attack (costs 2 actions) . The monster of Set beats its wings. Each creature within 10 feet of the monster of Set must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The monster of Set can then fly up to half its flying speed. \n'b'\n'b' ABOUT \n'b' Created by the Cult of Set, the monster of Set is used as a guardian of tombs, treasuries, and other sites important to the cult. As foul tempered as its appearance is bizarre, the monster of Set is usually linked to a summoning device that brings the creature from whatever plane where it normally dwells. A fearsome foe, the monster of Set is loyal only to its master, which notably is the god Set and not the hierarchy of Set\xe2\x80\x99s cult.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Monstrous Crayfish \n'b' Large beast , unaligned \n'b' Armor Class 14 (natural armor) Hit Points 30 (4d10 + 8) Speed 20 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX: 10 (+0) CON: 14 (+2) INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Water Dependency . A monstrous crayfish can survive out of water for seven hours. After this limit, a monstrous crayfish begins suffocating. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A monstrous crayfish makes two attacks. \n'b' Pincer . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) slashing damage and the target is grappled (escape DC 15). \n'b' Crush . The monstrous crayfish crushes one creature that it has grappled . The target takes 7 (1d8 + 3) piercing damage. \n'b'\n'b' ABOUT \n'b' A giant crayfish looks like a giant lobster with a sharp snout and eyes on movable, flickering stalks. Two large claws extend from its thorax in front of four smaller pairs of spindly walking legs. Its exoskeleton is dark brown. \n'b' Monstrous crayfish are freshwater creatures that dwell on the bottoms of seas, lakes, ponds, and other shallow water. They are predators and scavengers that exist on a diet of decaying flesh from dead fish, algae, snails, worms, and other animals, including swimmers who venture too close to the monstrous crayfish\xe2\x80\x99s lair. \n'b' These giant crayfish make their homes under rocks or in underwater tunnels that they dig. Their flooded tunnels extend over long distances and always include a \xe2\x80\x9cchimney\xe2\x80\x9d through which the monstrous crayfish can enter and exit its home via dry ground. These exits have been found as far as 100 feet inland from the lake shore or riverbank.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Beast \n'b' Large aberration , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 144 (17d10 + 51) Speed 50 ft.\n'b' STATS STR: 18 (+4) DEX: 17 (+3) CON: 17 (+3) INT: 19 (+4) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Arcana +8, Insight +8, Perception +8 Damage Resistances lightning Damage Immunities cold, poison Condition Immunities blinded , poisoned Senses blindsight 90 ft., passive Perception 18 Languages understands Deep Speech but can\xe2\x80\x99t speak; telepathy 300 ft. Challenge 11 (7,200 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . The flexible, malleable hide of the moon beast allows the creature to add its Constitution modifier to its Armor Class (included above). \n'b' Compression . The moon beast can move through any space large enough for a Small creature, although it must squeeze to do so. \n'b' Innate Spellcasting . The moon beast\xe2\x80\x99s innate spellcasting ability is Charisma (spell save DC17, +9 to hit with spell attacks). It can cast the following spells innately without requiring material components.\n'b'\n'b'\n'b' At will : detect thoughts , levitate \n'b' 3/day each : charm person , dispel magic , dominate person \n'b' 1/day each : confusion , geas , major image , mind blank , mirage arcana, plane shift (self only) \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The moon beast can make two attacks with its claws and four attacks with its tentacles. \n'b' Claws . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage, plus the creature must make a DC17 Intelligence saving throw or take 7 (2d6) psychic damage. The moon beast regains a number of hit points equal to half the psychic damage dealt by its tentacles.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Cat \n'b' Tiny beast , lawful neutral\n'b' STATS STR: 5 (-3) DEX: 17 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 12 (+1) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Armor Class 13 Hit Points 3 (1d4 + 1) Speed 40 ft. Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 0 (10 XP) \n'b' Special Traits \n'b'\n'b' Peaceful Presence . Any creature that is within 120 feet of the moon cat must make a DC 15 Charisma saving throw before attacking any other creature, including the moon cat. \n'b'\n'b' Actions \n'b'\n'b' Portent . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : the target must make a DC 11 Wisdom saving throw or receive a portent (see table below). The subject receives either a miracle or a curse, and does not know which one until it chooses to use the portent, which it can do by using its bonus action. An unused effect fades after 24 hours. \n'b' Teleport . The moon cat magically teleports, either returning to its lair or to visit its next target. \n'b'\n'b' Reactions \n'b'\n'b' Paralysis . When touched by a creature, the moon cat can choose to attempt to paralyze the creature. The creature must make a DC 11 Constitution saving throw or become paralyzed for ten minutes. \n'b'\n'b' Tactics \n'b' A moon cat uses its small size and close similarity to domestic cats to get close to its chosen target and then delivers its portent (quite often with advantage if the target allows the cat to get close, perhaps because it believes the cat to be no threat). It then soon disappears. A threatened moon cat will use its paralysis reaction to defend itself and then teleport away as soon as it can. \n'b' Moon Phase Miracle or Curse (1d8) Full Moon Miracle (1-7) Curse (8) Waning Moon Miracle (1-5) Curse (6-8) New Moon Miracle (1) Curse (2-8) Waxing Moon Miracle (1-3) Curse (4-8) Miracle: The creature gains advantage on one ability check, saving throw or attack roll. The creature receives advantage even if other factors would provide disadvantage. \n'b' Curse : The creature gains disadvantage on one ability check, saving throw or attack roll. The creature receives disadvantage even if other factors would provide advantage. \n'b' Description \n'b' The size of a large domesticated cat, this creature has luminous silvery fur and intense blue eyes. A pale glow surrounds it, like the moon when it covered by wisps of cloud. \n'b' Drawn to Crisis . Moon cats are supernaturally attracted to momentous events \xe2\x80\x93 a treaty signing, the birth of a great villain, the start of a romance, or someone fighting for their life. They choose a target from those assembled and deliver a portent, a magical curse or blessing that takes effect after they leave. Legends say that encountering the moon cat during a full moon is fortuitous, whereas encountering one during a new moon means that disaster is about to strike. \n'b' Desired by Magic Users . Sages believe that a moon cat offers direct access to powerful magical energy and thus various spellcasters have attempted to capture moon cats. None have been successful however, since the moon cat is always able to teleport away.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Cat \n'b' Tiny magical beast, unaligned \n'b' Armor Class : 14 Hit Points 5 (2d4) Speed : 30 ft..\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills : Perception +5 Senses : darkvision 120 ft., passive Perception 15 Condition Immunities : charmed , Paralyzed Challenge : 1/2 (100 XP) \n'b' Special Traits \n'b'\n'b' Mass Charm Monster : The moon cat automatically generates this effect when it appears. It need not speak the target\xe2\x80\x99s language -the moon cat\xe2\x80\x99s physical presence is sufficient to soothe those around it. Subjects must make a successful Wisdom save (DC 15) to resist. \n'b' Paralysis : Anyone who touches the moon cat in any way (even by striking it with a melee weapon) must make a successful Constitution save (DC 15) or be paralyzed for 1d6+4 minutes. \n'b' Portent : A moon cat can rub against a chosen target (treat as a touch attack ), gifting it with a portent. The subject may make a Charisma save (DC 15) to resist. The GM rolls a 1d8 to determine the effect based on the current moon phase: \n'b'\n'b' Table A-1: Portent Effect \n'b'\n'b' Moon Phase \n'b' Wish \n'b' Curse \n'b'\n'b' Full Moon \n'b' 1-7 \n'b' 8 \n'b'\n'b' Waning Moon \n'b' 1-5 \n'b' 6-8 \n'b'\n'b' New Moon \n'b' 1 \n'b' 2-8 \n'b'\n'b' Waxing Moon \n'b' 1-3 \n'b' 4-8 \n'b'\n'b' The subject is unaware of which effect he\xe2\x80\x99s received until he takes an action that plausibly triggers it. The exact nature of this miracle or curse is left to the whims of the GM, though it is suggested that he consult the bestow curse and wish spells for ideas. For a miracle, it\xe2\x80\x99s important that the GM describe circumstances so that the subject has a clear understanding of his situation, though unlike the spell, the character has no input into what occurs. \n'b' Flawless Teleport : The moon cat uses this to hone in on the site to which it feels drawn. When its task is complete, the creature teleports back to its lair. Many a wizard has spent a lifetime searching for these places, to no avail. \n'b' Actions \n'b'\n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., 1 target. Hit : 1 point slashing damage. \n'b'\n'b' About \n'b' The moon cat is a magical creature that appears only after moonrise, and only in those places (or to those people) who are about to suffer a crisis or experience a significant event. \n'b' When the moon cat appears, its reason for being there is rarely clear, and the crisis or event it precipitates may not arrive for hours, days, or even weeks (depending on the scale of the event). \n'b' A moon cat is typically the size of a kitten, though sometimes it may assume the form of a full-grown cat. Its fur is pale silver and its eyes shine black. A faint, blue nimbus surrounds it at all times.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Dog \n'b' Medium celestial , neutral good \n'b' Armor Class 18 (natural armor) Hit Points 90 (12d8+36) Speed 50 ft. (30 ft. on two legs)\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 16 (+3) INT: 14 (+2) WIS: 15 (+2) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +8 Damage Resistances bludgeoning, piercing, and slashing by nonmagical attacks Condition Immunities frightened Senses darkvision 120 ft., truesight 60 ft., passive Perception 18 Languages Celestial (can\xe2\x80\x99t speak); telepathy 100 ft. Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Hearing and Smell . The moon dog has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Magic Resistance . The moon dog has advantage on saving throws against spells and other magical effects. \n'b' Mistsight . The moon dog can see without hindrance through mist or fog of any sort. \n'b'\n'b' ACTIONS \n'b'\n'b' Bite (Moon Dog Form Only) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . \n'b' Bay . All evil creatures within 80 feet who can hear the moon dog must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the moon dog is within line of sight, ending the effect on itself on a success. A creature that succeeds at its saving throw is immune to the moon dog\xe2\x80\x99s bay for 24 hours. \n'b' Dispel Evil . The moon dog howls at one elemental , a fey, a fiend, or an undead within 30 feet that can hear it. The creature must succeed on a DC 13 Charisma saving throw or be sent back to its home plane (if it isn\xe2\x80\x99t there already). A creature that succeeds at its saving throw is immune to the moon dog\xe2\x80\x99s dispel evil for 24 hours. \n'b' Invisibility (Recharge 5-6) . The moon dog magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the moon dog wears or carries is invisible with it. \n'b' Lick . The moon dog touches a creature. The moon dog restores 10 Hit Points , cures one disease, or removes the poisoned condition. A creature can benefit from each of those benefits once every 24 hours. \n'b' Lunar Light . When in dim light, a moon dog can create dappled shadows and pale luminous patterns in a 60-foot radius around itself. Evil creatures must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed , and its speed is reduced to 0 ft. while it is charmed . Good-aligned creatures in this area can\xe2\x80\x99t be charmed , frightened , or possessed by aberrations, celestials, elementals, fey, fiends, and undead, and creatures of those types have disadvantage on attacks against them. The lunar light lasts as long as the moon dog concentrates (like a spell), up to 10 minutes. The shadow weave remains centered on the moon dog as it moves. Evil creatures saving against lunar light cannot be affected again by that moon dog\xe2\x80\x99s lunar light for 24 hours. \n'b' Plane Shift (1/Day) . The moon dog travels to a familiar location on the Astral Plane, Ethereal Plane, or Material Plane, not on its current plane. \n'b' Shapechange . The moon dog polymorphs into a Small or Medium humanoid, or back into its true form. It cannot mimic a specific individual. Other than its size and speed, 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' Summon Mist (1/Day) . The moon dog creates a 20-foot-radius sphere of fog centered on a point adjacent to it. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. \n'b'\n'b' ABOUT \n'b' Moon dogs are extraplanar hounds that live in nomadic packs on Elysium, traveling and hunting planar menaces where they please. Often their hunts will take them to the Astral Plane or the Ethereal Plane, and sometimes to the remote wildernesses of the Material Plane. More often than not, they enter the Material Plane to combat irruptions of evil outsiders plaguing innocent mortals. When they do so, they often ally with powerful celestials, serving amid their forays as scouts and wise counselors. \n'b' Moon dogs can stand erect and wield weapons if desired, but they prefer the speed and mobility of traveling on all fours. Most moon dogs stand approximately 5 feet tall and weigh about 125 pounds.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assistant Collector \n'b' Family: Assistant Collector \n'b' Medium or Small humanoid (any), lawful Neutral \n'b' Armor Class 12 Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 14 (+2) CON: 11 (+1) INT: 16 (+3) WIS: 13 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills History +5, Investigation +5, Sleight of Hand +4, Stealth +4, Perception +3 Senses passive Perception 13 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Always Prepared (1/Day) . The Assistant Collector provides a mundane tool or item upon request. This item includes any nonmagical adventuring gear that weighs no more than three pounds and is worth less than 15 gp. \n'b'\n'b' ACTIONS \n'b'\n'b' Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d4) piercing damage. \n'b'\n'b' ABOUT \n'b' Assistants serve as the entry-level members of the Collectors. Assistants are useful researchers and work well in the shadows, but they rarely engage in combat. \n'b' Inquisitor The foot soldiers of the Platinum Flame, Inquisitors rely on evocation magic to destroy every ghost they cross paths with. \n'b' Sibyl The rank-and-file members of the Order Sibylline are known as Sibyls. Typically wizards that study the school of necromancy, Sibyls are armed with deadly ghostfire gloves. \n'b' Wraithling Wraithlings might be low-level members of Wrynn\xe2\x80\x99s Wraiths, but they are highly trained combatants that work well in groups.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cuauhxicalli (Stone Eagle) \n'b' Medium construct , neutral evil \n'b' Armor Class 13 (natural armor) Hit Points 30 (4d10 + 8) Speed 10 ft., fly 60 ft.\n'b' STATS STR: 16 (+3) DEX: 15 (+2) CON: 14 (+2) INT: 3 (-4) WIS: 15 (+2) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4 Damage Resistances fire Damage Immunities necrotic, 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 14 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heart Devourer . If the stone eagle slays a creature which possesses a heart, it may use a bonus action to rend the creature\xe2\x80\x99s heart from its chest and consume it. The stone eagle gains 10 temporary hit points and has advantage on attack rolls for the next round. \n'b' Immutable Form . The stone eagle is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The stone eagle has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The stone eagle\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stone eagle makes two attacks: one with its beak and one with its talons. \n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. \n'b' Talons . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) slashing damage Blinding Strike. If the stone eagle hits a creature with both its beak and its talons in the same round, as a bonus action it can attempt to blind that creature. The target must succeed on a DC 12 Dexterity save or be blinded for 1 minute. A blinded creature can attempt a new saving throw as a bonus action on its turn to end the blindness. If the target rolls a natural 1 on its initial saving throw (but not on subsequent saves to end the blindness), it is permanently blinded . \n'b'\n'b' ABOUT \n'b' These stone carvings are typically carved from volcanic rock in the ferocious likeness of an eagle or jaguar, regarding those nearby with a menacing stare baring their fangs or beak open and ready to strike. Each is nearly an effigy of an animal of near life size prepared to pounce and may be rendered in plain carved stone or elaborately etched with geometric patterns and inlaid or banded with gold or silver, though some may be much larger. \n'b' Sacrificial Vessels . Carved into the back of each cuauhxicalli is a bowl where the high priests who created them would burn the hearts extracted from sacrificial victims as an offering to the gods, so that their gift would nourish and honor the creators of the world and all those within it. While cuauhxicalli are merely statues in most places, those touched with divinity and infused with magic can move and strike as their masters command them, and often they are no mere passive spectators in the rite of sacrifice. Many serve as tireless temple guardians that may far outlive their creators, ever ready to bring death to those profaning the sacred places where they linger. \n'b' Massive Monoliths . While most cuauhxicalli are similar in size to their animal equivalents, rare examples are built to a titanic size in the temples of the greatest priests or to celebrate a great conquest or victory. Mighty priests were said to infuse their living souls into these immense constructs, even seeing through their eyes and speaking through them with the voice of the gods themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Horse \n'b' Large beast (fey), chaotic good \n'b' Armor Class 13 (natural armor) Hit Points 13 (2d10 + 2) Speed 80 ft.\n'b' STATS STR: 16 (+3) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 11 (+0) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Athletics +5 Senses passive Perception 12 Languages \xe2\x80\x93 Challenge 2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Sure-Footed . The moon horse has advantage on Strength and Dexterity saving throws made against effects that would force it prone . \n'b' Running Leap . With a 10-foot running start, the moon horse can long jump up to 25 feet. \n'b'\n'b' ACTIONS \n'b'\n'b' Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' The moon horse is the preferred mount of the Summer Court. These noble creatures appear to be made of ivory, with manes of lace, and combine the best features of many human breeds. When a member of the Summer Court joins the Wild Hunt, they prefer to ride a Moon Horse with proper barding.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon Weaver \n'b' Small beast , neutral \n'b' Armor Class 13 Hit Points 36 (8d6 + 8) Speed 20 ft., climb 20 ft., fly 40 ft.\n'b' STATS STR: 11 (+0) DEX: 16 (+3) CON: 13 (+1) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +5, Wis +3 Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages Moonsong Challenge 1/2 (100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Lubricious Plumage . The moon weaver\xe2\x80\x99s skin exudes an oil that permeates its plumage. The moon weaver can\xe2\x80\x99t be restrained by magical or nonmagical webbing, and it ignores all movement restrictions caused by webbing. \n'b'\n'b' ACTIONS \n'b'\n'b' Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Emboldening Song (2/Day) . The moon weaver delivers a burst of beautiful song that motivates and emboldens one friendly creature the moon weaver can see within 60 feet of it. If the target can hear the song, it gains one Embolden die, a d6. Once within the next 10 minutes, the target can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. \n'b'\n'b' ABOUT \n'b' This eagle-sized finch bears mottled plumage with a distinctive glossy sheen, and a prominent circle of white feathers on its chest. The bird\xe2\x80\x99s eyes gleam with an uncanny intelligence. These intelligent birds craft intricate and durable items out of woven materials. They build large, communal nests in tall trees for safety as well as socialization. \n'b' Moon weavers are nocturnal insectivores, flying out at night to hunt, and they breed grubs and other insects near their nests for a more reliable food supply. \n'b' Moonsong . Moon weavers speak an intricate musical language called Moonsong, which is difficult for humanoids to understand, and practically impossible to speak, without magical assistance. Ravenfolk can learn just enough for basic communication. \n'b' Moon weavers tend to be insular, but they sometimes cooperate with other intelligent creatures for mutual benefit, acting as guides or providing information in exchange for useful items or unusual weaving materials. \n'b' Moon Worshipers . Moon weavers revere the moon as a divine being, a mother goddess who created their kind, marking them as her own through the white circle of feathers on their chests. On nights of the full moon, moon weavers gather in the treetops to sing elaborate songs of praise and thanks to the goddess. \n'b' Silk Harvesters . One of the moon weaver\xe2\x80\x99s primary materials for weaving is silk from giant spiders. They regularly raid giant spider webs for building resources, even enticing spiders to throw webs at them for additional material. Communal nests are always planned near the lair of one or more giant spiders, though not so close that the spiders pose a danger.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon-Beast \n'b' Large aberration (mythos), chaotic evil \n'b'\n'b' Armor Class 19 (natural armor) Hit Points 119 (14d10+42) Speed 50 ft., climb 20 ft., fly 20 ft. (hover)\n'b' STATS STR: 20 (+5) DEX: 15 (+2) CON: 17 (+3) INT: 16 (+3) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +7, Stealth +10 Damage Resistances lightning; bludgeoning that is nonmagical Damage Immunities cold, poison Condition Immunities poisoned, blinded Senses blindsight 90 ft. (blind beyond this radius); passive Perception 17 Languages understands Deep Speech but can\xc3\xaf\xc2\xbf\xc2\xbdt speak; telepathy 300 ft. Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Amorphous . A moon-beast can squeeze through a space that is large enough for a Small creature. \n'b' Breathless . Moon-beasts do not need to breathe. \n'b' Innate Spellcasting . The moon-beast\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b' At will : detect thoughts \n'b' 3/day each : dominate monster, dominate person \n'b' 1/day each : confusion, major image, mirage arcane, plane shift (self only), seeming \n'b'\n'b' Magic Resistance . The moon-beast has advantage on saving throws against spells and other magical effects. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The moon-beast makes two attacks: once with its claws and once with its tentacles. \n'b' Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) slashing damage. \n'b' Tentacles . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 22 (5d6 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed saving throw, the target takes 5 (1d10) psychic damage and its maximum hit point decreases by the same amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'\n'b' About \n'b' Moon-beasts have no voice or eyes, yet they see more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. \n'b' A moon-beast is 9 feet long and weighs 800 pounds. \n'b' Slave-Hunters . Moon-beasts are slavers, first and foremost. \n'b' They use their magic to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. \n'b' Mythos Worship . Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon-beast \n'b' Large aberration (extraterrene), chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 126 (12d10+60) Speed 30 ft., swim 30 ft.\n'b' STATS STR: 21 (+5) DEX: 10 (+0) CON: 20 (+5) INT: 15 (+2) WIS: 18 (+4) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Wis +7 Skills Arcana +5, Intimidation +5, Perception +7, Stealth +4 Condition Immunities cold, poison, blinded , disease, gaze attacks Damage Resistances bludgeoning, thunder Senses blindsight 60 ft. (blind), passive Perception 17 Languages telepathy 100 ft. Challenge 8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Amphibious A moon-beast breathes air and water. \n'b' Spell-Like Abilities A moon-beast can use the following spells as innate abilities. Its casting ability is Charisma (DC 14, +6 to hit).\n'b'\n'b'\n'b' At Will : detect thoughts \n'b' 3/day : command (5th level), dispel magic , gaseous form , telekinesis \n'b' 1/day : confusion , slow \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The moon-beast makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 2d6+5 slashing damage, and the target is grappled (escape DC 15). \n'b' Slave Stupor . Melee Spell Attack : +6 to hit, reach 5 ft., one grappled creature. Hit : The moon-beast drains its victim\xe2\x80\x99s will by caressing it with its face-tentacles. The target is charmed by the moon-beast and incapacitated for 1 minute. At the end of each of its turns, the target can attempt a Wis save (DC 14) to end the stupor. If the target fails three saves against the stupor, the condition lasts for 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b' Slave Command When an enemy attacks the moonbeast, it can use its reaction to compel one creature charmed by it within 60 feet to use its combat reaction to make a weapon attack against the triggering enemy, even if the charmed creature can\xe2\x80\x99t otherwise use a reaction . \n'b'\n'b' ABOUT \n'b' Pallid and bloated, this toadlike creature is the size of a drafthorse. It has no eyes or ears; instead, its snout ends in a mass of squirming pink tentacles. \n'b' Horrible man-eating abominations, moon-beasts come to buy great lots of slaves. They travel to and from the Earth in mysterious black galleys, making use of powerful magic to shift their vessels from the strange seas of their homelands. \n'b' For all their size and physical power, moon-beasts are somewhat cowardly. They prefer to trade for the slaves they need instead of raiding, usually working through well-paid intermediaries. While it is true that moon-beasts devour many of the hapless human captives who fall into their clutches, many others are forced to toil in their mines or fields, and some are sacrificed in rituals of unspeakable horror. If the moon-beasts have a name for their race, it is not known to humans; they are mute and communicate only by conveying images and a sense of needs or wants with their telepathy.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moon-Beast Master \n'b' Huge aberration , chaotic evil \n'b'\n'b' Armor Class 20 (natural armor) Hit Points 171 (18d12 + 54) Speed 50 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 17 (+3) INT: 22 (+6) WIS: 18 (+4) CHA: 22 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +7, Int +10, Wis +8 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, poison Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone Skills Athletics +10, Perception +8, Stealth +8 Senses Blindsight 90 ft. (blind beyond this radius), passive Perception 18 Languages Aklo (cannot speak), Telepathy 300 ft. Challenge 12 (8,400 XP) \n'b' Special Traits \n'b' Amorphous . the moon-beast master can move through a space as narrow as 2 inches wide without squeezing. \n'b' Innate Spellcasting . the moon-beast master\xc3\xaf\xc2\xbf\xc2\xbds innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: \n'b' At will : detect thoughts \n'b' 3/day each : charm monster, dispel magic, dominate person, dream, suggestion \n'b' 1/day each : compulsion, confusion, feeblemind, major image, modify memory, mirage arcane, phantasmal killer, plane shift (self only, can\xc3\xaf\xc2\xbf\xc2\xbdt use) \n'b' Fear Aura . The moon-beast master emits a constant aura of fear in a 60-foot radius around him. A creature within this area of effect that can see the moon-beast master must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can attempt a new save at the end of each of its turns, with success ending the effect on itself. Once a creature succeeds at this save, it cannot be affected by the moon-beast master\xc3\xaf\xc2\xbf\xc2\xbds fear aura again for 24 hours. \n'b' Immutable Form . the moon-beast master is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . the moon-beast master has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . the moonbeast master\xc3\xaf\xc2\xbf\xc2\xbds weapon attacks are magical. \n'b' Nightmare Slave . the moonbeast master targets a living creature frightened by its fear aura within 30 feet of it. As a bonus action, the moon-beast master can cast dominate person against the charmed creature. If the target fails its saving throw to resist this spell, it becomes permanently in thrall to the moon-beast master. Dispel magic, wish, or similar magic can break this domination. Otherwise, the dominated creature can attempt a new saving throw following each long rest, ending the domination on itself with a success. If it fails three such consecutive saving throws, only dispel magic or similar spells can end the effect. \n'b' No Breath . the moon-beast master does not need to breathe. \n'b' Wind Walk . As a bonus action, the moon-beast master transforms into a gaseous form as if he had cast wind walk. It can end this effect and solidify as a bonus action. \n'b' Actions \n'b' Multiattack . the moon-beast master makes two claw attacks and two tentacle attacks. \n'b' Claw . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. \n'b' Tentacle . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. If the moonbeast master hits a target with two tentacle attacks on the same turn, it does an additional 14 (4d6) bludgeoning damage. \n'b' About \n'b' Moon-beasts have no voice or eyes, yet they \xc3\xaf\xc2\xbf\xc2\xbdsee\xc3\xaf\xc2\xbf\xc2\xbd more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. \n'b' A moon-beast is 9 feet long and weighs 800 pounds. \n'b' Slave-Hunters . Moon-beasts are slavers, first and foremost. \n'b' They use their magic to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. \n'b' Mythos Worship . Worshipers of ageless entities from beyond the stars, moon-beasts are often compelled to travel to the Material Plane for strange and frightening causes, not the least of which is gathering suitable sacrifices for their mysterious and demanding lords.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonbound Dire Werewolf \n'b'\n'b' Medium (or Large) humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 14 in humanoid form, 16 in dire wolf or hybrid form \n'b' Hit Points 152 (16d8+ 80) in humanoid form, or 168 (16d10 + 80) in dire wolf or hybrid form\n'b' STATS STR: 20 (+5) DEX: 18 (+4) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +9 \n'b' Skills Athletics +9, Perception +6, Stealth +8, Survival +6 \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical Attacks that aren\xe2\x80\x99t silvered \n'b' Damage Resistances cold \n'b' Senses passive Perception 16 \n'b' Languages Common (can\xe2\x80\x99t speak in dire wolf form) \n'b' Challenge 9 (5,000 XP) \n'b' Special Traits \n'b'\n'b' Shapechanger . The dire werewolf can use her action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into her true form, which is human . Her statistics, other than her size , AC, and hit points , remain the same for each form. Any equipment she is wearing or carrying is not transformed. The dire werewolf reverts to her human form if she dies. \n'b' Blood Frenzy . As a bonus action, the dire werewolf enters a battle rage. She gains advantage on Strength checks and Strength saving throws. During this rage, The dire werewolf does +2 bonus weapon damage with her melee weapon attacks. \n'b' Reckless Attack . When the dire werewolf makes her first attack on her turn, she can attack recklessly. This gives her advantage on melee weapon attack rolls using Strength during her turn, but attack rolls against her have advantage until the start of her next turn. \n'b' Keen Hearing and Smell . The dire werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Lycanthropic Empathy . The dire werewolf can communicate with wolves and dire wolves and can make Charisma ( Persuasion ) checks with advantage to alter such animals\xe2\x80\x99 attitudes. When she deals with humanoids or other civilized creatures, however, she suffers disadvantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks, as well as Wisdom ( Insight ) checks due to her animalistic nature. \n'b' Moonbound . When the moon is full, The dire werewolf\xe2\x80\x99s Strength and Constitution each increase by +4. These increases are already figured into her statistics. \n'b'\n'b' Actions \n'b'\n'b' Multiattack (Humanoid or Hybrid Form Only) . The dire werewolf makes three attacks: three with her spear (humanoid form) or one with her bite and two with her claws (hybrid form). \n'b' Bite (Dire Wolf or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or become cursed with dire werewolf lycanthropy. \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 5) slashing damage. \n'b' Spear (Humanoid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 8 (1d6+ 5) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonbound Dire Werewolf \n'b'\n'b' Medium (or Large) humanoid (human, shapechanger), chaotic evil \n'b' Armor Class 12 in humanoid form, 14 in dire wolf or hybrid form \n'b' Hit Points 65 (9d8 + 45) in humanoid form, or 74 (9d10 + 45) in dire wolf or hybrid form (currently injured) \n'b' Speed 30 ft.\n'b' STATS STR: 20 (+5) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 13 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +4 \n'b' Skills Athletics +8, Perception +6, Religion +4, Stealth +5, Survival +6 \n'b' Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered \n'b' Senses passive Perception 16 \n'b' Languages Celestial, Common (can\xe2\x80\x99t speak in dire wolf form) \n'b' Challenge 5 (1,800 XP) \n'b' Special Traits \n'b' Shapechanger . The dire werewolf the dire werewolf can use his action to polymorph into a dire wolf-humanoid hybrid or into a wolf, or back into his true form, which is human . His statistics, other than his size , AC, and hit points , remain the same for each form. The dire werewolf has no equipment, but normally any equipment he is wearing or carrying is not transformed. The dire werewolf reverts to his human form if he dies. \n'b' Bare and Wounded . The dire werewolf\xe2\x80\x99s wounds, including a severed arm that deprives him of one of his claw attacks, and his lack of equipment, have decreased his CR by 1. \n'b' Keen Hearing and Smell . The dire werewolf has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. \n'b' Lycanthropic Empathy . The dire werewolf can communicate with wolves and dire wolves and can make Charisma ( Persuasion ) checks with advantage to alter such animals\xe2\x80\x99 attitudes. When he deals with humanoids or other civilized creatures, however, he suffers disadvantage on Charisma ( Deception ) and Charisma ( Persuasion ) checks, as well as Wisdom ( Insight ) checks due to his more animalistic nature. \n'b' Moonbound . When the moon is full, The dire werewolf\xe2\x80\x99s Strength and Constitution each increase by +4. These increases are already added into his statistics. \n'b'\n'b' Actions \n'b' Multiattack (Hybrid Form Only) . The dire werewolf makes two attacks: one with his bite and one with his remaining claw (hybrid form). The dire werewolf has no attacks in humanoid form. \n'b' Bite (Dire Wolf or Hybrid Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or become cursed with dire werewolf lycanthropy. \n'b' Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mooncalf \n'b' Large aberration , chaotic evil \n'b'\n'b' Armor Class 16 (natural armor) Hit Points 85 (10d10 + 30) Speed 30 ft., fly 90 ft.\n'b' STATS STR: 20 (+5) DEX: 16 (+3) CON: 16 (+3) INT: 13 (+1) WIS: 12 (+1) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +6 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages Aklo (cannot speak), Telepathy 100 ft. Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Feeder Arms . As a bonus action, the mooncalf transfers a grappled victim from a tentacle into its feeder arms. The escape DC for the feeder arms is the same as that for the tentacles. The mooncalf can make a bite attack against a creature grappled with its feeder arms as a bonus action. \n'b' Life Sense . The mooncalf can detect the location of any living creature within 120 feet of it. \n'b' No Breath . The mooncalf does not need to breathe. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The mooncalf makes one bite attack and two tentacle attacks. \n'b' Severing Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. In addition, if the mooncalf rolls a critical hit with its bite against a Medium or smaller creature, the target must make a DC 16 Constitution saving throw or have an arm or leg severed (50% chance of either). A creature that loses a limb in this manner suffers 7 (2d6) damage each round until another creature spends an action to staunch the bleeding with a DC 12 Wisdom (Medicine) check. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and suffers disadvantage on Strength checks and Strength saves. The mooncalf can\xc3\xaf\xc2\xbf\xc2\xbdt use the same tentacle against a different target. \n'b'\n'b' About \n'b' Mooncalves are unearthly eyeless monstrosities that originate from the dark side of the moon, drifting across the airless surface. They inhabit the barren lunar landscape and can subsist on most forms of matter, even digesting rocks and gravel which they grind down with their incredibly hard, razor-sharp teeth, scooping up fodder with undulating tentacles and a throng of writhing, stubby appendages around their tooth maws. \n'b' Mooncalves gracefully float across the lunar wastes in small groups and while they find the heavier gravity of other planets more difficult, their alien biology still allows them to remain aloft. While a dangerous menace themselves, mooncalves often serve as scouts and foot soldiers for dominant overlords who rule the moon and the voids beyond space.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonflower \n'b' Huge , plant , neutral \n'b'\n'b' Armor Class 14 (natural armor) Hit Points 104 (11d12+ 33) Speed 20 ft.\n'b' STATS STR: 20 (+5) DEX: 10 (+0) CON: 17 (+3) INT: 5 (-2) WIS: 12 (+1) CHA: 17 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +4, Stealth +3 Damage Resistances cold; slashing from nonmagical attacks Damage Immunities lightning Damage Vulnerabilities fire Condition Immunities deafened, exhaustion Senses darkvision 60 ft., passive Perception 14 Languages telepathy, 1 mile (other moonflowers only) Challenge 6 (2,300 XP) \n'b' Special Traits \n'b'\n'b' Pod Spawn . When a Small or larger creature is killed and digested by a pod prison (see the bite attack, below), the pod transforms the remains into an adult moonflower with full hit points after 1d4 hours. The newly-formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature\xc3\xaf\xc2\xbf\xc2\xbds equipment remains inside the new moonflower and can be retrieved by killing it. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The moonflower makes one bite attack and two tentacle attacks. \n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be wrapped in constricting digestive plant pod and deposited in an adjacent space. A creature trapped in this pod prison is blinded and restrained, has total cover against attacks and other effects from outside the pod, and suffers 7 (2d6) bludgeoning and 7 (2d6) acid damage at the start of each of the moonflower\xc3\xaf\xc2\xbf\xc2\xbds turns. The pod is AC 12 with 20 hit points and resistance to bludgeoning damage from nonmagical weapon attacks. The occupant suffers half of any damage done to the pod. If the pod sustains enough damage, it falls apart and disgorges its occupant prone in that space. \n'b' Tentacle . Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. \n'b' Light Pulse . The moonflower releases a pulse of blinding light. A creature within 60 feet of the moonflower must make a DC 14 Constitution saving throw or be blinded for 4 rounds. A blinded creature can attempt this save again at the end of each of its turns, ending the blindness on itself with a success. This ability does not affect other moonflowers. \n'b'\n'b' About \n'b' These extraterrestrial plants resemble twisted tree trunks clustered with bulbous blossoms holds up a gaping mouth ready to swallow a victim whole. A fully-grown moonflower easily stands 20 feet tall, its massive trunk frequently 4 feet or more in diameter. The roots extend away from the base and into the soil, making the plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the moonflower to uproot itself and move with surprising speed. The tendrils of the plant are independently prehensile and writhe around the large flytraplike \xc3\xaf\xc2\xbf\xc2\xbdhead\xc3\xaf\xc2\xbf\xc2\xbd that crowns the stem. \n'b' Latent Telepathy . Moonflowers have never been known to communicate with other creatures, even with druids and others who regularly converse with plants. The plants do possess some manner of strange telepathy, though, and are in constant communication with their nearby brethren. Those who manage to intrude upon the creatures\xc3\xaf\xc2\xbf\xc2\xbd alien thoughts face an assault of horrible visions of terrifying jungles filled with ancient, sentient, and malign plants.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonkite \n'b' Large celestial , lawful good \n'b' Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 120 ft. (hover)\n'b' STATS STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 19 (+4) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +5 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages Celestial, telepathy 120 ft. Challenge 5 (1,800 XP) \n'b' Special Traits \n'b'\n'b' Celestial Freedom . The moonkite ignores difficult terrain , and magical effects can\xe2\x80\x99t reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . In addition, it has advantage on saving throws against spells and effects that would banish it from its current plane or that would bind it to a particular location or creature. The moonkite can grant this trait to anyone riding it. \n'b' Flyby . The moonkite doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b' Magic Resistance . The moonkite has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The moonkite\xe2\x80\x99s weapon attacks are magical and silvered. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The moonkite makes four wing buffet attacks. Alternatively, it can use Radiant Arrow twice. \n'b' Radiant Arrow . Ranged Spell Attack : +7 to hit, range 150 ft., one target. Hit : 14 (4d6) radiant damage. \n'b' Wing Buffet . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. If the moonkite scores a critical hit, the target must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Planar Traveler . The moonkite can transport itself to a different plane of existence. This works like the plane shift spell, except the moonkite can affect only itself and a willing rider, and can\xe2\x80\x99t banish an unwilling creature to another plane. \n'b'\n'b' About \n'b' This fantastic creature is almost uniformly circular in shape, its bizarre form composed of six pairs of bright silver hawk wings flapping in perfect unison. Despite its odd appearance, the creature moves gracefully through the air. \n'b' Ordered Forms . The circular bodies of these bizarre, spherical celestials are surrounded by six identical wings of burnished silver. Many angels like devas and planetars see moonkites as the perfect unity of form and function, and often extol their virtues to mortals when trying to convince them of the grandeur of the heavens. Moonkites themselves rarely communicate, but when they do, their wings vibrate in time with their words. \n'b' Heavenly Steeds . Though most celestials do not ride mounts nor use creatures like pegasi and unicorns as steeds, moonkites sometimes serve as mounts for powerful celestial generals and heroes, especially those that do not possess a humanoid form. The moonkite can outfly most other creatures, and it is particularly hardy against the powers of demons and devils, making it a valuable mount to many celestials. Celestials riding a moonkite never treat it as a lesser creature, instead often confiding in the moonkite or asking for its opinion. \n'b' Gifts from Above . When the world is in dire peril from a powerful chaotic or evil threat, moonkites have been known to assist good-aligned heroes as steeds. Any mortal that gains a moonkite as an ally must uphold the tenets of truth, heroism, and generosity, lest it lose the celestial\xe2\x80\x99s assistance. \n'b' Immortal Nature . The moonkite doesn\xe2\x80\x99t require food, drink, or sleep.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cuauhxicalli (Stone Jaguar) \n'b' Large construct , neutral evil \n'b' Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 3 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +7 Damage Resistances fire Damage Immunities necrotic, 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 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Heart Devourer . If the stone jaguar slays a creature which possesses a heart, it may use a bonus action to rend the creature\xe2\x80\x99s heart from its chest and consume it. The stone jaguar gains 10 temporary hit points and has advantage on attack rolls for the next round. \n'b' Immutable Form . The stone jaguar is immune to any spell or effect that would alter its form. \n'b' Magic Resistance . The stone jaguar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The stone jaguar\xe2\x80\x99s weapon attacks are magical. \n'b' Pounce . If the stone jaguar 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 15 Strength saving throw or be knocked prone . If the target is prone , the stone jaguar can make one bite attack against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The stone jaguar makes one bite and two claw attacks. \n'b' Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) slashing damage. \n'b' Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage. \n'b'\n'b' ABOUT \n'b' These stone carvings are typically carved from volcanic rock in the ferocious likeness of an eagle or jaguar, regarding those nearby with a menacing stare baring their fangs or beak open and ready to strike. Each is nearly an effigy of an animal of near life size prepared to pounce and may be rendered in plain carved stone or elaborately etched with geometric patterns and inlaid or banded with gold or silver, though some may be much larger. \n'b' Sacrificial Vessels . Carved into the back of each cuauhxicalli is a bowl where the high priests who created them would burn the hearts extracted from sacrificial victims as an offering to the gods, so that their gift would nourish and honor the creators of the world and all those within it. While cuauhxicalli are merely statues in most places, those touched with divinity and infused with magic can move and strike as their masters command them, and often they are no mere passive spectators in the rite of sacrifice. Many serve as tireless temple guardians that may far outlive their creators, ever ready to bring death to those profaning the sacred places where they linger. \n'b' Massive Monoliths . While most cuauhxicalli are similar in size to their animal equivalents, rare examples are built to a titanic size in the temples of the greatest priests or to celebrate a great conquest or victory. Mighty priests were said to infuse their living souls into these immense constructs, even seeing through their eyes and speaking through them with the voice of the gods themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assistant Collector, Inquisitor \n'b' Family: Assistant Collector \n'b' Medium humanoid (any), any lawful \n'b' Armor Class 16 (chain shirt, shield) Hit Points 32 (5d8 + 10) Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 13 (+1) CON: 14 (+2) INT: 11 (+0) WIS: 13 (+1) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Intimidation +6, Investigation +2, Perception +3, Survival +3 Senses passive Perception 13 Languages any two languages Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Brave . The inquisitor has advantage on saving throws to avoid being frightened. \n'b' Fiery Justice . Whenever the inquisitor hits an undead creature with an attack, the attack deals an additional 3 (1d6) fire damage (included in the attack). \n'b' Ghostfire Gloves . The inquisitor\xe2\x80\x99s spells and abilities that deal fire damage ignore Undead and Fiends\xe2\x80\x99 resistances or immunities to fire damage. \n'b'\n'b' ACTIONS \n'b'\n'b' Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) slashing damage or 5 (1d10) slashing damage if used with two hands. The inquisitor deals an additional 3 (1d6) fire damage if the target is an Undead. \n'b' Spellcasting . The Inquisitor casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):\n'b'\n'b'\n'b' At will : firebolt, light \n'b' 3/day : burning hands, hunter\xe2\x80\x99s mark (as a bonus action) \n'b'\n'b' REACTIONS \n'b'\n'b' Hellish Rebuke (1/Day) . As a reaction, when a creature within 60 feet of the Inquisitor that it can see deals damage to it, the Inquisitor can cause spectral flames to surround the creature and force the creature to make a DC 12 Dexterity saving throw or take 11 (2d10) fire damage. On a successful save, the creature takes half damage. \n'b'\n'b' ABOUT \n'b' Assistants serve as the entry-level members of the Collectors. Assistants are useful researchers and work well in the shadows, but they rarely engage in combat. \n'b' Inquisitor The foot soldiers of the Platinum Flame, Inquisitors rely on evocation magic to destroy every ghost they cross paths with. \n'b' Sibyl The rank-and-file members of the Order Sibylline are known as Sibyls. Typically wizards that study the school of necromancy, Sibyls are armed with deadly ghostfire gloves. \n'b' Wraithling Wraithlings might be low-level members of Wrynn\xe2\x80\x99s Wraiths, but they are highly trained combatants that work well in groups.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonless Hunter \n'b' Medium fey , neutral evil \n'b' Armor Class 14 Hit Points 75 (10d8 + 30) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 11 (+0) WIS: 14 (+2) CHA: 12 (+1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Dex +6, Con +5r Skills Acrobatics +6, Perception +4, Stealth +8 Damage Resistances necrotic; bludgeoning, piercing or slashing damage from nonmagical attacks not made with silvered weapons Condition Immunities charmed , poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Sylvan, telepathy 30 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Deathly Origins . The moonless hunter can be turned and can take damage from holy water as if it was Undead. \n'b' Magic Resistance . The moonless hunter has advantage on saving throws against spells and other magical effects. \n'b' Nightmare Leap . Once on its turn, the moonless hunter can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. Each sleeper then must succeed on a DC 14 Wisdom saving throw or suffer one level of exhaustion , as the resulting nightmares prevent restful sleep . A creature that fails this saving throw by 5 or more also suffers long-term madness. \n'b' Spider Climb . The moonless hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the moonless hunter has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The moonless hunter uses Briny Embrace, if it has a creature grappled . It then makes two Claw attacks or one Bite attack and one Claw attack . \n'b' Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. \n'b' Claw . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14). The moonless hunter has two claws, each of which can grapple only one target. \n'b' Briny Embrace . The moonless hunter fills the lungs of one creature grappled by it with seawater. The creature must succeed on a DC 14 Constitution saving throw or begin suffocating. A suffocating but conscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature escapes the grapple. \n'b' Whispered Terrors (Recharge 5\xe2\x80\x936) . The moonless hunter bombards the minds of up to three creatures it can see within 60 feet of it with nightmares. Each target must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t frightened . If a creature fails the saving throw by 5 or more, it also suffers short-term madness. \n'b'\n'b' ABOUT \n'b' This hulking, bipedal creature stalks the beach, its yellow eyes glowing. Water cascades down its back. \n'b' A dripping wet figure, the moonless hunter prowls coastal roads and shorelines, never straying far from the sea yet loathe to go too near it. This fey horror stalks seaside communities and small islands for prey. \n'b' Creation of the Dark Fey . A moonless hunter is created from the soul of an evil individual that drowned at sea, and some believe that those drowned by fey trickery are most likely to become moonless hunters. The taint of death still lingers in these products of dark fey magic. \n'b' Devours Dreams . The moonless hunter feeds on fear and mortal dreams. Stealing into homes on dark nights, the moonless hunter consumes sweet dreams and nightmares alike. \n'b' On occasion it will snack on the dreamer as well, overcome by especially delicious dreams.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonshadow Catcher \n'b' Small humanoid (goblinoid), neutral evil \n'b' Armor Class 13 \n'b' Hit Points 81 (18d6 + 18) \n'b' Speed 30 ft.\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 13 (+1) WIS: 12 (+1) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Sleight of Hand +6, Stealth +6 \n'b' Senses darkvision 60 ft., passive Perception 11 \n'b' Languages Common, Elvish, Goblin , Umbral \n'b' Challenge 2 (450 XP) \n'b' Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Shadow Camouflage . The moonshadow catcher has advantage on Dexterity ( Stealth ) checks made to hide in dim light or darkness. \n'b' Spider Climb . The moonshadow catcher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b' Sunlight Sensitivity . While in sunlight, the moonshadow catcher has disadvantage on attack rolls and on Wisdom ( Perception ) checks that rely on sight. \n'b' Unseelie Blessing . The moonshadow catcher has advantage on saving throws against being charmed , and magic can\xe2\x80\x99t put it to sleep . \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The moonshadow catcher makes two Shortsword attacks or two Hand Crossbow attacks. They can replace one of those attacks with either a Mooncatcher\xe2\x80\x99s Net attack or a Steal Shadow attack . \n'b' Shortsword . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The target is no longer paralyzed if it takes damage or if another creature takes an action to shake it awake. \n'b' Mooncatcher\xe2\x80\x99s Net . Ranged Weapon Attack : +6 to hit, ranged 20/60 ft., one Medium or smaller creature. Hit : The target is restrained until it escapes the net. A creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target. \n'b' Steal Shadow (Recharge 5\xe2\x80\x936) . The moonshadow catcher targets a creature they can see within 60 feet, turning the target\xe2\x80\x99s own shadow against them. The target must make a DC 13 Strength saving throw. On a failed save, they are restrained until the end of the moonshadow catcher\xe2\x80\x99s next turn. On a successful save, they are grappled until the end of the moonshadow catcher\xe2\x80\x99s next turn. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Escape . The moonshadow catcher takes the Disengage or Hide action. \n'b'\n'b' ABOUT \n'b' A purple-skinned goblin with large green eyes effortlessly sticks to the wall, clutching a net woven from threads of pure shadow energy. \n'b' Moonshadow catchers are shadow goblins who have learned to magically bend the transitions between light and darkness . \n'b' Goblin Leaders . Moonshadow catchers are feared and respected by other shadow goblins and tend to hold leadership positions in goblin clans or settlements. Young shadow goblins are raised on tales of moonshadow catchers, stealing and devouring the shadows of children who disobey their elders. \n'b' Shadow Manipulation . Moonshadow catchers\xe2\x80\x99 powers rely entirely on manipulating their own shadow and the shadows attached to the creatures around them. By using their own shadows as an additional appendage, a catcher can cling to walls and other difficult surfaces, much like a spider.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moonweb \n'b' Medium aberration , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 97 (13d8 + 39) Speed 0 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 1 (\xe2\x80\x935) WIS: 16 (+3) CHA: 6 (\xe2\x80\x932) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +6, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities blinded , charmed , deafened , exhaustion , frightened , poisoned , prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16 Languages \xe2\x80\x94 Challenge 6 (2,300 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Nature . The moonweb doesn\xe2\x80\x99t require air or sleep. \n'b' Transparent . A moonweb has advantage on Dexterity ( Stealth ) checks while motionless or in dim light. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The moonweb makes one Dissolving Bite attack and one Tendrils attack . \n'b'\n'b' Dissolving Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage, and the moonweb regains hp equal to the acid damage dealt. \n'b' Tendrils . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' Etheric Pulse (Recharge 6) . The moonweb releases a burst of ethereal energy. Each creature within 30 feet of the moonweb must succeed on a DC 14 Constitution saving throw or become partially ethereal. A partially ethereal creature\xe2\x80\x99s attacks deal normal damage to the moonweb, even if the attacks are nonmagical, but all other creatures have resistance to the partially ethereal creature\xe2\x80\x99s nonmagical damage. In addition, the moonweb can pinpoint the location of the partially ethereal creature, and the moonweb has advantage on attack rolls against the creature. A partially ethereal creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b' BONUS ACTIONS \n'b'\n'b' Ethereal Jaunt . The moonweb magically shifts from the Material Plane to the Ethereal Plane, or vice versa. \n'b'\n'b' ABOUT \n'b' A transparent, nearly invisible mass floats like a cloud in the sky, trailing numerous questing tendrils. \n'b' Predators from the Ethereal Plane, moonwebs can travel between planes when the moon is full. Even those able to see invisibility can only partially perceive the form of the moonweb, which resembles an ethereal jellyfish with an amorphous mass and long tendrils dangling below. It has no brain, depending on automatic reflexes in response to stimuli. \n'b' Ambush Hunters . Moonwebs drift into the Material Plane during each full moon to hunt, returning to the Ethereal Plane as the moon sets. While hunting, a moonweb floats silently overhead until a suitable target passes below, whereupon it descends and wraps its tentacles around its prey. Hair-fine threads from the tendrils pierce the victim\xe2\x80\x99s flesh and paralyze it, leaving it to struggle weakly as the moonweb slowly dissolves it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Moppet \n'b' Tiny construct , unaligned \n'b' Armor Class 10 Hit Points 17 (5d6) Speed 20 ft.\n'b' STATS STR: 3 (\xe2\x80\x934) DEX: 10 (+0) CON: 10 (+0) INT: 3 (\xe2\x80\x934) WIS: 10 (+0) CHA: 15 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances bludgeoning, piercing Damage Immunities poison, psychic Condition Immunities charmed , exhaustion , frightened , incapacitated , paralyzed , petrified , poisoned , stunned , unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands one language known by its creator but can\xe2\x80\x99t speak Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Construct Nature . The moppet doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' False Appearance . While the moppet remains motionless, it is indistinguishable from a normal doll. \n'b' Psychic Pool . The moppet absorbs psychic energy from creatures in its waking nightmare , holding up to four Psychic Points at a time. As a bonus action while casting a spell within 5 feet of the moppet, the moppet\xe2\x80\x99s owner can expend these points to cast the spell without expending a spell slot. To do so, the owner must expend a number of Psychic Points equal to the spell\xe2\x80\x99s level. \n'b'\n'b' ACTIONS \n'b'\n'b' Psychic Burst . Melee or Ranged Spell Attack : +4 to hit, reach 5 ft. or range 60 ft., one target. Hit : 9 (2d6 + 2) psychic damage. If the moppet scores a critical hit, it gains one Psychic Point. \n'b' Waking Nightmare . Each creature with an Intelligence of 3 or higher within 60 feet of the moppet must make a DC 13 Intelligence saving throw. On a failure, the creature enters a collective fugue state with all other creatures that failed the save. The creature is unconscious , but it doesn\xe2\x80\x99t drop anything it is holding or fall prone . All creatures in this state are faced with a hostile nightmare creature. The nightmare creature uses the statistics of a brown bear , except it deals psychic damage instead of piercing or slashing damage. The appearance of the nightmare creature is up to the GM but should reflect the mutual fears of the affected creatures. A fight with the nightmare creature works as normal, except all the action takes place in the minds of the affected creatures. When an affected creature is reduced to 0 hp , the moppet gains one Psychic Point. If the nightmare creature, or the moppet, is reduced to 0 hp , all creatures in the fugue state awaken . Any spell slots or class features used in the nightmare combat are expended, but magic item charges or uses aren\xe2\x80\x99t expended. If a creature in the fugue state takes damage from a source other than the nightmare creature, it can immediately repeat the saving throw with advantage, 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 moppet\xe2\x80\x99s Waking Nightmare for the next 24 hours. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b' Nimble Moves . The moppet takes the Dash or Disengage action. \n'b'\n'b' ABOUT \n'b' An intricately carved, wooden doll wobbles enthusiastically on unsteady legs. It reaches out its hand in a welcoming gesture. \n'b' What seems a simple toy is a cunning construct created to produce magical power from the trauma of intelligent creatures. \n'b' Innocent . Moppets aren\xe2\x80\x99t innately hostile. However, they follow their owners\xe2\x80\x99 commands without question, and those are rarely benign. Strangely, the powers of a moppet are ineffective on children, who see nothing more than a toy. This can lead to tragedy when a child brings home a moppet. \n'b' Nightmare Reality . The moppet\xe2\x80\x99s true power is drawing creatures into a shared nightmare. Creatures can be harmed, and even killed, in this waking nightmare. Meanwhile, the moppet draws and stores psychic energy from those creatures. \n'b' Origins . Moppets are typically crafted by cruel spellcasters seeking to destroy enemies while siphoning power for their own purposes, though the first moppets\xe2\x80\x99 exact origins are uncertain. \n'b' Some say they were the products of hags, while others credit various evil wizards or magical cabals.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morbid Haunt \n'b' Medium aberration , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 88 (16d8 + 16) Speed 30 ft., fly 10 ft.\n'b' STATS STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 16 (+3) WIS: 12 (+1) CHA: 9 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Immunities radiant Condition Immunities charmed , exhaustion , frightened Senses darkvision 120 ft., passive Perception 11 Languages \xe2\x80\x93 Challenge 5 (1,800 XP) Proficiency Bonus +3 \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Reveal . When the morbid haunt\xe2\x80\x99s true nature is revealed, each creature within 60 feet of the morbid haunt that sees it and isn\xe2\x80\x99t Construct or Undead must make a DC 14 Charisma saving throw. On a failed save, the creature is poisoned for 1 minute and has periodic mind-staggering visions of the Distant Realm for 24 hours. On a successful save, the creature is immune to the effects of Alien Reveal for 1 week. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. \n'b' Apparitional Visage . The morbid haunt is indistinguishable from Undead creatures like ghosts or specters. It counts as an Undead for the purpose of features like the paladin \xe2\x80\x98s Divine Sense. A creature within 30 feet of the morbid haunt can use its action to make a DC 14 Intelligence ( Investigation or Religion ) check to learn the morbid haunt\xe2\x80\x99s true nature. \n'b' Radiant Absorption . Whenever the morbid haunt is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The morbid haunt makes two Ravage attacks and a Soul Swallow. \n'b' Ravage . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. \n'b' Soul Swallow . The morbid haunt attempts to extract a fragment of the soul of a creature within 5 feet of it. The target must make a DC 14 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points , the creature instantly dies and can\xe2\x80\x99t be resurrected with means other than the wish spell. \n'b' Grave Wail (Recharge 5-6) . The morbid haunt emits a horrid wail. Each creature within 30 feet of the morbid haunt that can hear must succeed on a DC 14 Wisdom saving throw or take 18 (4d8) psychic damage and become stunned until the start of the morbid haunt\xe2\x80\x99s next turn. On a successful save, a creature takes half as much damage and is not stunned . \n'b'\n'b' REACTIONS \n'b'\n'b' Divine Gluttony . When a creature within 30 feet of the morbid haunt regains hit points , it must make a DC 14 Charisma saving throw. On a failed save, the creature doesn\xe2\x80\x99t regain hit points . Instead, the morbid haunt\xe2\x80\x99s next melee attack deals an additional 9 (2d8) radiant damage. \n'b'\n'b' TACTICS \n'b' Morbid haunts are most often encountered in environments where a disaster has struck and the number of the Undead is rising. It is unknown how they come to these places, and Undead creatures seem to be unaware of their presence. \n'b' They treat morbid haunts as their own kind. \n'b' A morbid haunt behaves exactly like the Undead it imitates until a potential prey draws close. Discerning a ghost from its morbid haunt can be done safely from a distance with the use of powerful divination magic. Anyone who approaches the creature to identify it will likely be attacked. \n'b' Just like the Undead, morbid haunts often form groups to increase their chances of catching prey. These so-called frights are most often encountered at the sites of the gravest disasters. In such places of sorrow, no priest is likely to stop and think twice about whether what they see is real. \n'b' War, famine, and similar disasters are terrible tragedies on their own, but sometimes what follows turns out to be far worse. Morbid haunts gather in disaster-stricken places for unique feasts. Only one thing can sate a morbid haunt\xe2\x80\x99s hunger, but the Aberration is patient. Like light to the flies, the places it stalks eventually summon its prey. \n'b' Areas affected by catastrophes often become inundated by monsters that come to devour the dead, the living, or both. \n'b' Ghouls, worgs, rabid animals, and even brigands prey on the misfortunate victims. Some souls are cursed to stay behind as ghosts or spirits doomed to never find peace and absolution. \n'b' In the aftermath of such tragedies, holy servants of gods come to put those restless spirits to rest. However, these divine powers are the sustenance of morbid haunts. \n'b' Eerie Imitators . What first appears to be a ghost or a specter is in fact an otherworldly Aberration of unknown origins. Morbid haunts mimic Undead spirits to lure priests and clerics who wish to help the tortured souls. These ominous creatures have ghostly visages that make setting them apart from real spirits barely possible. Their appearance and the sounds they make \xe2\x80\x93 painful wailings and unearthly gasps \xe2\x80\x93 are just a wicked trick. \n'b' Abominable Visitors . The true nature of a morbid haunt is unsightly and freakish. It has a pale, human -like body with elongated limbs that are abnormal in shape. It is never clear which parts of its body are functional and which are mere grotesqueries. Its sudden and twitchy movements can seem like a morbid haunt is a puppet operated by a maniac. This poses a question no one wants to answer . . . what kind of being might be its puppeteer? \n'b' Widely Traveled . Morbid haunts plague various planes, always looking for more divine powers to consume. One could argue that they appear on the Material Plane more frequently because its mortal denizens are weaker prey. \n'b' Divine Nourishment . Holy people who find themselves face to face with a morbid haunt are already lost. The creature feeds on the divine energies, and every attempt to fight it off results in its strength growing. Hopeless priests\xe2\x80\x99 souls are devoured as their bodies become lifeless husks and end up in the eternal embrace of the Distant Realm.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mordant Snare \n'b' Gargantuan aberration , chaotic evil \n'b' Armor Class 18 (natural armor) Hit Points 248 (16d20 + 80) Speed 10 ft., burrow 30 ft.\n'b' STATS STR: 23 (+6) DEX: 16 (+3) CON: 21 (+5) INT: 15 (+2) WIS: 14 (+2) CHA: 6 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Deception +8 Damage Resistances bludgeoning from nonmagical attacks Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 Languages Common, Primordial, telepathy 60 ft. Challenge 15 (13,000 XP) Proficiency Bonus +5 \n'b' SPECIAL TRAITS \n'b'\n'b' Magic Resistance . The mordant snare has advantage on saving throws against spells and other magical effects. \n'b' Mordant Puppets . A mordant snare can spend 8 hours draining a dead Humanoid of its fluids and internal organs, replacing them with the snare\xe2\x80\x99s acid and filaments. The Humanoid\xe2\x80\x99s body then becomes a puppet controlled by the snare. Mordant puppets share a telepathic link with the snare, and each puppet uses the statistics of a zombie . The puppets can\xe2\x80\x99t move more than 30 feet away from the snare. The mordant snare can have no more than twelve puppets under its control at one time. When a puppet is destroyed, each creature within 5 feet of the puppet must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) acid damage. If the mordant snare dies, all puppets it controls immediately crumble into desiccated husks as the animating acid and filaments leave them. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The mordant snare makes one Bite attack and four Tentacle attacks, or it makes four Acid Spike attacks. \n'b' Bite . Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 18 (4d8) acid damage. \n'b' Tentacle . Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Large or smaller creature. The mordant snare has eleven tentacles, each of which can grapple only one target. \n'b' Acid Spike . Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 13 (3d8) acid damage. \n'b' Hidden Trap . While underground, the mordant snare covers itself in dirt, sand, or other material and lurks just below the surface. The mordant snare is indistinguishable from the ground around it while motionless and covered in this way. When a creature enters the mordant snare\xe2\x80\x99s space, the snare can make one Tentacle attack against the creature as a reaction , removing the covering material. \n'b'\n'b' ABOUT \n'b' The ground rumbles and a gigantic starfish with eleven arms rises from the earth, grasping at nearby prey. \n'b' Mordant snares were created by war mages of ancient times. Each resembles an immense, eleven-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a dozen humanoids shuffling about aimlessly, paying little attention to their surroundings. \n'b' Starfish Puppet Masters. Snares bury themselves under loose soil to attack creatures walking above them. \n'b' After killing a humanoid, they inject acid into the victim\xe2\x80\x99s body that liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet. \n'b' Brains Preferred . The mordant snare prefers intelligent food and hunts until an area is empty of sustenance. A village can suffer tremendous losses or even be wiped out before discovering the cause. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home. \n'b' Cooperative Killers . Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear. Until then, they cooperate with each other when in the same areas, using puppets to lure victims to one another.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Mordnaissant \n'b' Tiny undead , neutral evil \n'b' Armor Class 15 Hit Points 67 (15d4 + 30) Speed 5 ft., fly 50 ft.\n'b' STATS STR: 3 (-4) DEX: 14 (+2) CON: 15 (+2) INT: 7 (-2) WIS: 14 (+2) CHA: 16 (+3) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed , exhaustion , frightened , paralyzed , poisoned , unconscious Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Languages \xe2\x80\x93 Challenge 6 (2,300 XP) \n'b' Special Traits \n'b' Death Curse . If a mordnaissant dies, it releases a death curse on all creatures within 30 feet of it. Those creatures must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature cannot regain hit points from spending hit dice and it has disadvantage on all saving throws for 24 hours. A remove curse or greater magic is necessary to end this curse early. \n'b' Shield of Agony . The mordnaissant\xe2\x80\x99s Armor Class includes its Charisma modifier. \n'b' Actions \n'b' Lash of Fury . Ranged Spell Attack : +5 to hit, range 30 ft., one target. Hit : 24 (5d8 + 2) necrotic damage and the target must make a DC 14 Constitution saving throw or lose 1d4 points of Intelligence . The target becomes incapacitated if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a long rest . \n'b' Pain Wail . The mordnaissant releases a wail. Creatures within 20 feet that can hear the mordnaissant must make a DC 14 Wisdom saving throw. On a failed saving throw, the target is stunned until the end of its next turn. \n'b' About \n'b' Floating before you is a horrid, shriveled human fetus nested within a translucent sphere of dark energy. Its jet-black eyes glitter with intensity as it twitches and spasms slightly, as if in great pain. \n'b' Occasionally when a woman with child dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. This horrible creature, known as a mordnaissant, lives an existence of eternal pain, loneliness, and suffering and is relieved only by its ability to inflict harm on those around it. Mordnaissants avoid bright light if they can, though they suffer no ill effects from it.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morgan le Fay \n'b' Medium humanoid ( human ), neutral evil \n'b' Armor Class 19 (natural armor) \n'b' Hit Points 272 (32d8+128) \n'b' Speed 30 ft., fly 60 ft.\n'b' STATS STR: 15 (+2) DEX: 19 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 19 (+4) CHA: 23 (+6) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Str +9, Con +11, Int +10, Wis +11 \n'b' Skills Arcana +10, Deception +13, History +10, Insight +11, Investigation +10, Nature +10, Perception +11, Religion +10 \n'b' Damage Resistances poison, psychic; bludgeoning, piercing, slashing \n'b' Damage Immunities necrotic \n'b' Condition Immunities frightened , poisoned , stunned \n'b' Senses blindsight 120 ft., darkvision 200 ft., passive Perception 21 \n'b' Languages any 12 languages \n'b' Challenge 21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Ageless . Morgan le Fay cannot suffer from frailty of old age, die from old age, or be aged magically. \n'b' Charming Gaze . If a creature starts its turn within 30 feet of Morgan le Fay and the two of them can see each other, she can force the creature to make a DC 21 Charisma saving throw if she isn\xe2\x80\x99t incapacitated . A creature that isn\xe2\x80\x99t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can\xe2\x80\x99t see Morgan le Fay until the start of its next turn, when it can avert its eyes again. If it looks at her in the meantime, it must immediately make the save. On a failure, the creature becomes charmed for 7 rounds. Morgan le Fay can spend a bonus action to extend the duration of this feature by 7 rounds. While charmed by this feature the creature shares Morgan le Fay\xe2\x80\x99s delusions. Whenever the creature takes damage it receives a new saving throw to end the charm effect, but otherwise only powerful magic (like restoration or true seeing ) can end the condition early. \n'b' Master Necromancer . Any spells Morgan le Fay casts that create or control undead for a duration of 24 hours do so for a duration of 1 week instead. There is no limit to the number of undead that she can control at one time. \n'b' Pale Master . Morgan le Fay does not need to breathe, and she is immune to critical hits. \n'b' Shapeshifter . Whenever Morgan le Fay assumes another form (such as using the spell polymorph ) she retains her Intelligence , Wisdom , and Charisma scores, her ability to cast spells, and her attacks. Otherwise she gains all of the ability scores, traits, and attacks of her new form. \n'b' Spellcasting . Morgan le Fay is a 21st-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 21; +13 to hit with spell attacks). Morgan le Fay has the following spells prepared: \n'b'\n'b' Cantrips (at will) : chill touch , mage hand , mending , message , prestidigitation , shocking grasp \n'b' 1st-level (4 slots) : charm person , detect magic , false life , inflict wounds , magic missile \n'b' 2nd-level (4 slots) : alter self , blindness/deafness , invisibility , ray of enfeeblement , scorching ray \n'b' 3rd-level (3 slots) : animate dead , bestow curse , counterspell, dispel magic , vampiric touch \n'b' 4th-level (3 slots) : blight , confusion , dimension door , greater invisibility , polymorph \n'b' 5th-level (3 slots) : cone of cold , contagion , dominate person , raise dead \n'b' 6th-level (2 slots) : circle of death , create undead , eyebite , flesh to stone \n'b' 7th-level (2 slots) : etherealness , finger of death , resurrection , teleport \n'b' 8th-level (1 slot) : dominate monster , earthquake , power word stun \n'b' 9th-level (1 slot) : astral projection , gate , true polymorph \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . Morgan le Fay attacks four times, or she casts a spell and attacks twice. \n'b' Ghostly Strike . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 24 (5d8+2) force damage and 22 (5d8) necrotic damage. This attack can target creatures on the Ethereal Plane. \n'b' Necrotic Blast . Ranged Weapon Attack : +11 to hit, range 100/500 ft., one target. Hit : 44 (9d8+4) necrotic damage. \n'b'\n'b' ABOUT \n'b' For all of her wizardly counterpart\xe2\x80\x99s benevolence, Morgan le Fay brings ruin and woe in her wake often meted out by the tireless pursuits of her unliving agents. The sorceress specifically targets and takes umbrage against anyone allied with Merlin Ambrosius, embracing necromancy in an effort to match her nemesis\xe2\x80\x99 control over technology. Not as temporally gifted as he is, she seeds her immortal undead throughout many dimensions and epochs, all with orders to activate and attack him on sight. \n'b' Morgan le Fay covets the technology Merlin has mastered and will do anything to attain reliable time travel. \n'b' Currently she has a means to undertake chronal travel but it is a lengthy magical ritual that requires dozens of living sacrifices and it is ultimately not very accurate\xe2\x80\x94and it is very noticeable, causing massive destabilization as soon as it begins and bringing about reverberating aftershocks months after it ends that spawn antimagic clouds, create new wild magic zones, rips apart dimensional barriers, and causes planar bleeds all across the world. The rulers of the times and places near where Morgan le Fay initiates such powerful magic cannot help all become aware of its effects before it ends and many have tried to stop her, though to date each has only added a blade to her undead horde.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morgech Executor \n'b' Family: Morgech \n'b' Medium construct , unaligned \n'b' Armor Class 16 (natural armor) Hit Points 136 (16d8 + 64) Speed 30 ft.\n'b' STATS STR: 22 (+6) DEX: 19 (+4) CON: 19 (+4) INT: 8 (-1) WIS: 18 (+4) CHA: 6 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Damage Resistances acid, cold, fire, poison; slashing, piercing, and bludgeoning from nonmagical weapons that aren\xe2\x80\x99t adamantine Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified Senses darkvision 60 ft., passive Perception 14 Challenge 10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Embedded Weaponry . The executor\xe2\x80\x99s weapons are grafted onto its body and cannot be disarmed or destroyed separately. \n'b' Jagged Machinery . A creature that touches the executor or hits it with a melee attack while within 5 feet of it takes 2 (1d4) slashing damage. \n'b' Magic Resistance . The executor has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The executor makes three bomb attacks, each of which it can replace with a flail attack . \n'b' Bombs . Ranged Weapon Attack : +10 to hit, range 30 ft., one target. Hit : 14 (4d6) fire damage. Creatures within 5 feet of the target take 3 (1d6) fire damage. Smoke appears, causing the effect of a fog cloud centered on the target for 1 round. \n'b' Flail . Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8+6) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' Morgech or \xe2\x80\x9cdeath machines\xe2\x80\x9d are the unfortunate results of the cruel magitech experiments of mad mystical scientists, living beings surgically implanted and grafted with jagged mystical machinery and armaments, myomeric actuators, metal-bonded skeletal reinforcement, and genetic augmentations that wrack them with constant pain but boost strength, speed, and savagery. \n'b' Executors . These hulking warriors are built from the stock of the fiercest humanoid warriors and with weapons and armor grafted into their living flesh. They are covered in scars, scabs, and stapled seams, and everywhere a deadly array of plates, blades, hooks, spikes, and burrs of steel erupt from its flesh. A massively spiked flail is grafted onto one arm in place of a hand, while a flanged and scorched metallic tube is mounted along its opposite forearm, attached to conduits and casings running up to its shoulder. \n'b' Grievers . The exceedingly rare grievers are lithe four-armed warriors who retain far more of their mind and sense of self than their lesser kin. In battle, they are veritable whirlwinds of blood, steel, and death. They are more machine than human, with four spidery arms flanged with razor-like burrs. Its four-fingered hands hold deadly thin blades and two bent-jointed legs end in clamp-like metal claws. The eyes glaring out of its mask-like face are all too human in their scarred sockets, while tubes and wires knit its metallic chest pod to the flesh and mechanized vitals within. \n'b' Ravagers . These corrupted war dogs and wolves, trackers and hunters par excellence. They are sickly yet strong, an overgrown wolf or hound with bulging muscles and strange barbed metallic devices embedded within its flesh. Its fur is mangy, clumped, and matted, with bare, scarred patches of skin showing where arcane devices and brutal surgeries have left their mark.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cat, Feral Undead \n'b' Tiny undead , neutral evil \n'b' Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft.\n'b' STATS STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0) INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +3, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages \xe2\x80\x93 Challenge 1/2 (100 XP) \n'b' Special Traits \n'b' Keen Smell . The cat has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Actions \n'b' Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Cuauhxicalli (Stone Jaguar), Great \n'b' Gargantuan construct , neutral evil \n'b' Armor Class 17 (natural armor) Hit Points 195 (17d10 + 102) Speed 40 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX: 13 (+1) CON: 22 (+6) INT: 3 (-4) WIS: 13 (+1) CHA: 1 (-5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +10 Damage Resistances fire Damage Immunities necrotic, 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 120 ft., passive Perception 11 Languages understands the languages of its creator but can\xe2\x80\x99t speak Challenge 11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Great Devourer . If the great stone jaguar slays a living creature which possesses a heart, it may use a bonus action to consume the creature\xe2\x80\x99s entire body. The great stone jaguar gains 10 temporary hit points and has advantage on attack rolls for the next round. In addition, the creature\xe2\x80\x99s body is considered completely destroyed, along with everything it is wearing or carrying except for magic items. The creature can be restored to life only with true resurrection or wish . \n'b' Immutable Form . The great stone jaguar is immune to any spell or effect that would alter its form. \n'b' Leaper . The great stone jaguar has advantage on Strength ( Athletics ) checks made to jump and can jump double the normal distance. \n'b' Magic Resistance . The stone jaguar has advantage on saving throws against spells and other magical effects. \n'b' Magic Weapons . The great stone jaguar\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The great stone jaguar makes two claw attacks and one bite attack . Claw. Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) slashing damage. \n'b' Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage. \n'b' Deadly Pounce . If the great stone jaguar jumps at least 15 feet as part of its movement, it can use this action to land on its feet in a space that contains one or more other creatures, each of which takes 19 (3d8 + 6) bludgeoning damage plus 19 (3d8 + 6) slashing damage, or half as much on a successful DC 18 Strength or Dexterity saving throw (target\xe2\x80\x99s choice). Creatures that fail their saving throw are knocked prone , while those that save are instead pushed 5 feet out of the stone jaguar\xe2\x80\x99s space into the nearest unoccupied space (target\xe2\x80\x99s choice if more than one space is equidistant). \n'b'\n'b' ABOUT \n'b' These stone carvings are typically carved from volcanic rock in the ferocious likeness of an eagle or jaguar, regarding those nearby with a menacing stare baring their fangs or beak open and ready to strike. Each is nearly an effigy of an animal of near life size prepared to pounce and may be rendered in plain carved stone or elaborately etched with geometric patterns and inlaid or banded with gold or silver, though some may be much larger. \n'b' Sacrificial Vessels . Carved into the back of each cuauhxicalli is a bowl where the high priests who created them would burn the hearts extracted from sacrificial victims as an offering to the gods, so that their gift would nourish and honor the creators of the world and all those within it. While cuauhxicalli are merely statues in most places, those touched with divinity and infused with magic can move and strike as their masters command them, and often they are no mere passive spectators in the rite of sacrifice. Many serve as tireless temple guardians that may far outlive their creators, ever ready to bring death to those profaning the sacred places where they linger. \n'b' Massive Monoliths . While most cuauhxicalli are similar in size to their animal equivalents, rare examples are built to a titanic size in the temples of the greatest priests or to celebrate a great conquest or victory. Mighty priests were said to infuse their living souls into these immense constructs, even seeing through their eyes and speaking through them with the voice of the gods themselves.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morgech Griever \n'b' Family: Morgech \n'b' Medium construct , unaligned \n'b' Armor Class 21 (natural armor) Hit Points 204 (24d8 + 96) Speed 60 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX: 27 (+7) CON: 18 (+4) INT: 14 (+2) WIS: 18 (+4) CHA: 11 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +11, Perception +10, Stealth +13 Damage Resistances acid, cold, fire, poison; slashing, piercing and bludgeoning damage from nonmagical weapons that aren\xe2\x80\x99t adamantine. Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified Senses darkvision 60 ft., truesight 60 ft., passive Perception 20 Challenge 17 (18,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Bladesharp . The griever\xe2\x80\x99s weapon attacks are magical. When the griever hits with a slashing or piercing weapon, the weapon deals an additional 2d8 damage of the weapon\xe2\x80\x99s type (included in the attack ). \n'b' Magic Resistance . The griever has advantage on saving throws against spells and other magical effects. \n'b' Reactive . The griever can take one reaction on every turn in a combat. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . A griever makes four rapier attacks, each of which it can replace with a hand crossbow attack . \n'b' Rapier . Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 21 (3d8 + 7) piercing damage. \n'b' Hand Crossbow . Ranged Weapon Attack : +13 to hit, range 30/120 ft., one target. Hit : 10 (1d6 + 7) piercing damage plus 9 (2d8) piercing damage. \n'b'\n'b' REACTIONS \n'b'\n'b' Deflection . When the griever is hit by a ranged attack , it can reduce the damage it takes by 3d8 + 7. To do so, the griever must see the attacker and be wielding a melee weapon. \n'b'\n'b' ABOUT \n'b' Morgech or \xe2\x80\x9cdeath machines\xe2\x80\x9d are the unfortunate results of the cruel magitech experiments of mad mystical scientists, living beings surgically implanted and grafted with jagged mystical machinery and armaments, myomeric actuators, metal-bonded skeletal reinforcement, and genetic augmentations that wrack them with constant pain but boost strength, speed, and savagery. \n'b' Executors . These hulking warriors are built from the stock of the fiercest humanoid warriors and with weapons and armor grafted into their living flesh. They are covered in scars, scabs, and stapled seams, and everywhere a deadly array of plates, blades, hooks, spikes, and burrs of steel erupt from its flesh. A massively spiked flail is grafted onto one arm in place of a hand, while a flanged and scorched metallic tube is mounted along its opposite forearm, attached to conduits and casings running up to its shoulder. \n'b' Grievers . The exceedingly rare grievers are lithe four-armed warriors who retain far more of their mind and sense of self than their lesser kin. In battle, they are veritable whirlwinds of blood, steel, and death. They are more machine than human, with four spidery arms flanged with razor-like burrs. Its four-fingered hands hold deadly thin blades and two bent-jointed legs end in clamp-like metal claws. The eyes glaring out of its mask-like face are all too human in their scarred sockets, while tubes and wires knit its metallic chest pod to the flesh and mechanized vitals within. \n'b' Ravagers . These corrupted war dogs and wolves, trackers and hunters par excellence. They are sickly yet strong, an overgrown wolf or hound with bulging muscles and strange barbed metallic devices embedded within its flesh. Its fur is mangy, clumped, and matted, with bare, scarred patches of skin showing where arcane devices and brutal surgeries have left their mark.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Assistant Collector, Wraithling \n'b' Family: Assistant Collector \n'b' Medium or Small humanoid (Any), any \n'b' Armor Class 18 (chain mail, shield ) Hit Points 16 (3d8 + 3) Speed 30 ft.\n'b' STATS STR: 15 (+2) DEX: 12 (+1) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 10 (+0) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +4, Investigation +2, Perception +2 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) Proficiency Bonus +2 \n'b' SPECIAL TRAITS \n'b'\n'b' Well-Trained . Once per turn, the Wraithling can deal an extra 7 (2d6) slashing damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Wraithling that isn\xe2\x80\x99t incapacitated . \n'b' Silvered Weapons . The Wraithling\xe2\x80\x99s longsword is silvered. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The Wraithling makes two melee attacks . \n'b' Longsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. \n'b'\n'b' ABOUT \n'b' Assistants serve as the entry-level members of the Collectors. Assistants are useful researchers and work well in the shadows, but they rarely engage in combat. \n'b' Inquisitor The foot soldiers of the Platinum Flame, Inquisitors rely on evocation magic to destroy every ghost they cross paths with. \n'b' Sibyl The rank-and-file members of the Order Sibylline are known as Sibyls. Typically wizards that study the school of necromancy, Sibyls are armed with deadly ghostfire gloves. \n'b' Wraithling Wraithlings might be low-level members of Wrynn\xe2\x80\x99s Wraiths, but they are highly trained combatants that work well in groups.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morgech Ravager \n'b' Family: Morgech \n'b' Medium construct , unaligned \n'b' Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 60 ft.\n'b' STATS STR: 21 (+6) DEX: 19 (+5) CON: 18 (+3) INT: 3 (-4) WIS: 18 (+4) CHA: 6 (+2) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Athletics +8, Perception +7 Damage Resistances acid, cold, fire, poison, psychic; slashing, piercing and bludgeoning damage from nonmagical weapons that are not adamantine. Condition Immunities charmed , exhaustion , frightened , paralyzed , petrified Senses darkvision 60 ft., passive Perception 17 Challenge 5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Jagged Machinery . A creature that touches the executor or hits it with a melee attack while within 5 feet of it takes 2 (1d4) slashing damage. \n'b' Keen Smell . The ravager has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Pack Tactics . The ravager has advantage on attack rolls against a creature if at least one of the ravager\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated . \n'b'\n'b' ACTIONS \n'b'\n'b' Bite . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone . \n'b'\n'b' ABOUT \n'b' Morgech or \xe2\x80\x9cdeath machines\xe2\x80\x9d are the unfortunate results of the cruel magitech experiments of mad mystical scientists, living beings surgically implanted and grafted with jagged mystical machinery and armaments, myomeric actuators, metal-bonded skeletal reinforcement, and genetic augmentations that wrack them with constant pain but boost strength, speed, and savagery. \n'b' Executors . These hulking warriors are built from the stock of the fiercest humanoid warriors and with weapons and armor grafted into their living flesh. They are covered in scars, scabs, and stapled seams, and everywhere a deadly array of plates, blades, hooks, spikes, and burrs of steel erupt from its flesh. A massively spiked flail is grafted onto one arm in place of a hand, while a flanged and scorched metallic tube is mounted along its opposite forearm, attached to conduits and casings running up to its shoulder. \n'b' Grievers . The exceedingly rare grievers are lithe four-armed warriors who retain far more of their mind and sense of self than their lesser kin. In battle, they are veritable whirlwinds of blood, steel, and death. They are more machine than human, with four spidery arms flanged with razor-like burrs. Its four-fingered hands hold deadly thin blades and two bent-jointed legs end in clamp-like metal claws. The eyes glaring out of its mask-like face are all too human in their scarred sockets, while tubes and wires knit its metallic chest pod to the flesh and mechanized vitals within. \n'b' Ravagers . These corrupted war dogs and wolves, trackers and hunters par excellence. They are sickly yet strong, an overgrown wolf or hound with bulging muscles and strange barbed metallic devices embedded within its flesh. Its fur is mangy, clumped, and matted, with bare, scarred patches of skin showing where arcane devices and brutal surgeries have left their mark.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morhg King \n'b' Gargantuan undead , lawful evil \n'b' Armor Class 21 (natural armor) Hit Points 189 (14d20+42) Speed 30 ft., burrow 20 ft., climb 20 ft.\n'b' STATS STR: 28 (+9) DEX: 17 (+3) CON: 17 (+3) INT: 17 (+3) WIS: 18 (+4) CHA: 20 (+5) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Saving Throws Con +8, Wis +9 Skills Perception +14, Religion +8, Stealth +8 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; cold, fire, lightning Condition Immunities charmed , frightened , poisoned Senses darkvision 60 ft., tremorsense 60 ft.; passive Perception 24 Languages Common, Deep Speech, Infernal; telepathy 100 ft. \n'b' Challenge 14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Alien Vestment . A chyzaedu wears a sheet of undulating metallic material blessed by its inscrutable gods. This garment causes a critical hit to be treated as a normal hit (like adamantine armor ), and makes the chyzaedu immune to be being charmed or frightened , having its throughts read, or having its alignment determined. The vestment also serves as a divine focus for any spell the chyzaedu casts. This vestment doesn\xe2\x80\x99t function for any creature other than the chyzaedu for which it was originally crafted. If a chyzaedu\xe2\x80\x99s vestment is stolen or destroyed, the chyzaedu can create a replacement with a month of work. \n'b' Dread Mohrg . Normal mohrgs and zombies never attack The morhg king unless compelled. \n'b' Legendary Resistance (3/Day) . If The morhg king fails a saving throw, he can choose to succeed instead. \n'b' Spellcasting . Talethqueh-Gun\xe2\x80\x99ta is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17). The morhg king has the following cleric spells prepared:\n'b'\n'b'\n'b' Cantrips (at will) : guidance , light , resistance , sacred flame, thaumaturgy \n'b' 1st level (4 slots) : command , create or destroy water \n'b' 2nd level (3 slots) : blindness/deadness, darkness , silence , shatter , spiritual weapon \n'b' 3rd level (3 slots) : fear , magic circle , sending \n'b' 4th level (3 slots) : banishment , control water \n'b' 5th level (2 slots) : flame strike , hallow \n'b'\n'b' Water Vulnerability . Water acts as an extremely strong acid to a chyzaedu. A splash of water deals 1d6 acid damage to the morhg king, exposure to a full gallon deals 2d6, and full immersion in water deals 10d6 points of damage at the beginning of each of his turns. \n'b'\n'b' ACTIONS \n'b'\n'b' Multiattack . The morhg king uses Ecstatic Hunger. Then he attacks three times, once with his bite, once with his claw, and once with his tongue. \n'b' Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 18 (2d8+9) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or be swallowed by the chyzaedu. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the chyzaedu, and it takes 21 (6d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the chyzaedu takes 30 damage or more on a single turn from a creature inside it, the chyzaedu must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the chyzaedu dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone . \n'b' Claw . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d6+9) slashing damage. \n'b' Tongue . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 27 (4d8+9) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. At the end of each of its turns, the target can make a new saving throw. On a success, the target is no longer paralyzed . Command Mohrgs and Zombies. All zombies and mohrgs of any sort within 30 feet must make a DC 18 Charisma saving throw. On a failed save, the undead falls under the morhg king\xe2\x80\x99s sway and obeys him for 24 hours, as the spell create undead . Creatures with a CR of 8 or higher are immune. \n'b' Create Spawn . The morhg king targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target\xe2\x80\x99s body rises as a fast zombie in the space of its corpse or in the nearest unoccupied space. The fast zombie is under the chyzaedu\xe2\x80\x99s control. \n'b' Ecstatic Hunger . The morhg king\xe2\x80\x99s undying drive to consume infects the minds of those around it. Any living creature within 30 feet of a chyzaedu must succeed at a DC 18 Wisdom save or immediately consume any food and beverages (including potions and the like) on its person or within its reach. This effect continues for as long as it takes the creature to consume all the food and beverages within its reach. The creature defends itself normally but takes no other actions while eating and drinking. 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 chydaedu\xe2\x80\x99s Ecstatic Hunger for the next 24 hours.If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The morhg king 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 morhg king regains spent legendary actions at the start of his turn. \n'b'\n'b' Move . The morhg king moves up to his speed without provoking opportunity attacks. \n'b' Create Spawn . The morhg king uses Create Spawn. When he creates an undead in this manner, he regains 28 (8d6) hit points . \n'b' Tongue (Costs 2 Actions) . The morhg king makes one tongue attack .'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morko \n'b' The only portion of this small, gnomish-looking creature\xe2\x80\x99s face that is visible through its wiry brown hair is a pair of impish eyes, a bulbous nose, and a mouth in a perpetual sneer. The rest of its body is entirely wrapped up in layers of filthy, mismatched fabric. \n'b' Small fey , chaotic evil \n'b' Armor Class 12 Hit Points 17 (5d6) Speed 30 ft.\n'b' STATS STR: 12 (+1) DEX: 15 (+2) CON: 11 (+0) INT: 12 (+1) WIS: 10 (+0) CHA: 8 (-1) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Skills Perception +2, Stealth +6 Damage Immunities fire, poison Senses passive Perception 12 Languages Elvish, Sylvan Challenge 1/4 (50 XP) \n'b' Special Traits \n'b' Magic Resistance . The morko has advantage on saving throws against spells and other magical effects. \n'b' Actions \n'b' Spear . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. and range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack . \n'b' Disdainful Eye (Recharge 6) . The morko fixes its gaze on a creature it can see within 30 feet. The target must make a DC 13 Wisdom saving throw or become cursed with ill manners, taking disadvantage on all ability checks and saving throws based on Charisma . The curse lasts until removed by the remove curse spell or other magic, or until the creature drinks a pitcher of curdled milk. \n'b' Shrink (Recharges after a Short or Long Rest) . For 1 minute, the morko magically decreases in size , along with anything it is wearing or carrying. While shrunken, the morko is Tiny, halves its damage dice on Strength -based weapon attacks, and makes Strength checks and Strength saving throws with disadvantage. If the morko lacks the room to grow back to its regular size, it attains the maximum size possible in the space available. \n'b' About \n'b' Freeloading Fiend . A nuisance who can spell disaster when it gets up to its tricks before winter, a morko lives to glut itself on the labors of others while causing as much chaos as it can.\xc2\xa0It has a particular predilection for eating its fill of chickens and then digging passages into the coop for foxes and the like. It also delights in unraveling rope and tying the tails of horses and cattle to whatever will cause the most destruction when it shouts in the animal\xe2\x80\x99s ear. \n'b' Loves a Good Fire . Morkos can\xe2\x80\x99t be harmed by fire, but they do enjoy a warm place to sleep. This combination led them to discover the best place for sleep: about halfway down a chimney.\xc2\xa0The creatures wriggle down and wedge themselves in, nice and cozy, occasionally poking down at the embers with their spears to get the flames going nice and hot. The shouts and curses of those below as the building begins to fill with smoke makes the practice that much more enjoyable. \n'b' Withering Looks . Morkos derive a great deal of enjoyment from lurking on the outskirts of villages prior to any festival which involves dancing, and they have an excellent memory for such dates. They hide and wait until a lone individual comes close to their location, whereupon they reveal themselves and give the hapless victim a withering stare before scampering off into the wilds. The recipient of this gaze suffers under a particularly cruel curse, and the morko will likely hide somewhere to watch the effects unfold during the festivities.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morlock \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 13 Hit Points 7 (1d8+2) Speed 40 ft., Climb 30 ft.\n'b' STATS STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 4 (\xe2\x80\x933) WIS: 14 (+2) CHA: 4 (\xe2\x80\x933) \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b' Condition Immunities blindness Senses blindvision 90 ft., passive Perception 12 Languages none Challenge 1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b' Keen Senses . Morlocks are completely blind and employ an advanced form of echolocation similar to bats to negotiate their hunting grounds. To compensate, their olfactory and auditory senses are ultra-sensitive. Their echolocation and senses provide them with the equivalent of 90 feet darkvision and they can only be surprised on a 1 in d6. \n'b'\n'b' ACTIONS \n'b'\n'b' Sharp Claws . The Morlock makes two claw attacks. \n'b' Claw . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d2+2) slashing damage. If the Morlock hits a target with both Claw Attacks it can also do a Bite Attack. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d3+2) piercing damage. \n'b'\n'b' ABOUT \n'b' Morlocks are a degenerate race of subterranean humanoid predators. They possess no hair and their skin is pale and slimy. Their hands and feet are partially webbed, and they are excellent swimmers. Morlocks are predatory carnivores and prefer the meat of other humanoids. \n'b' To best use their senses in unfamiliar ground, morlocks constantly stop, use their senses to determine the ground and locate their prey, and resume their movement with startling speed. Morlocks can traverse difficult subterranean ground and hazards without slowing their movement. When morlocks use their echolocation, the make a series of three successive \xe2\x80\x9cclick-click-click\xe2\x80\x9d sounds. \n'b' Morlocks are primitive and prefer their claws over weapons. When they use weapons, they prefer stone clubs, spears, daggers, and/or nets. \n'b' Morlocks can smell blood within 90 feet and possess an insatiable hunger for humanoid flesh. Morlocks have such an appetite that, upon freshly wounding a humanoid opponent other morlocks will converge as a pack and immediately attack the target. If morlocks engage in combat with an opponent with previous wounds, they will collectively target injured opponents first. \n'b' Under extreme circumstances, morlocks will resort to cannibalism, starting with the weakest among them. As a result, they do not form large communities but rather prefer smaller tribal groups with sufficient subterranean hunting ground to support themselves. Each such tribe will be led by a dominant male with Strength 16 (+3) and 20 (3d8+6) hit points . This leader\xe2\x80\x99s bite attack does 6 (1d4+3) piercing damage.'}
Generate a DND 5e Monster
{Generate a DND 5e Monster :b'Morlock (Frog God Games) \n'b' Medium humanoid , chaotic evil \n'b' Armor Class 16 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft.\n'b' STATS STR: 14 (+2) DEX: 18 (+4) CON: 15 (+2) INT: 5 (-3) WIS: 14 (+2) 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 120 ft., passive Perception 14 Languages Common Challenge 1 (200 XP) \n'b' Special Traits \n'b'\n'b' Keen Smell . The morlock has advantage on Wisdom ( Perception ) checks that rely on smell. \n'b' Light Sensitivity . While in bright light, the morlock has disadvantage on attack rolls and Wisdom ( Perception ) checks that rely on sight. \n'b' Pounce . If the morlock moves at least 15 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone , the morlock can make another bite attack against it as a bonus action. \n'b' Martial Advantage . Once per turn, the morlock can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the morlock that isn\xe2\x80\x99t incapacitated. \n'b'\n'b' Actions \n'b'\n'b' Multiattack . The morlock makes two melee attacks : one with its bite and one with its club. \n'b' Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. \n'b' Club . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) bludgeoning damage.'}